Space MarinesDatasheets

HQ




6

Captain in Gravis Armour

NAME M WS BS S T W A Ld Sv
Captain in Gravis Armour 5" 2+ 2+ 4 5 7 5 9 3+
A Captain in Gravis Armour is a single model equipped with: boltstorm gauntlet; master-crafted power sword.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
12
Boltstorm gauntlet (shooting)
12"
Pistol 3
4
0
1
-
12
Boltstorm gauntlet (melee)
Melee
Melee
x2
-3
D3
When resolving an attack made with this weapon, subtract 1 from the hit roll.
6
Master-crafted power sword
Melee
Melee
User
-3
2
-
ABILITIES
Angels of Death

Iron Halo: This model has a 4+ invulnerable save.

Rites of Battle: Re-roll hit rolls of 1 for attacks made by models in friendly <CHAPTER> units whilst their unit is within 6" of this model.
FACTION KEYWORDS
IMPERIUM, ADEPTUS ASTARTES, <CHAPTER>
KEYWORDS
CHARACTER, INFANTRY, MK X GRAVIS, PRIMARIS, CAPTAIN


5

Captain in Phobos Armour

NAME M WS BS S T W A Ld Sv
Captain in Phobos Armour 6" 2+ 2+ 4 4 6 5 9 3+
A Captain in Phobos Armour is a single model equipped with: bolt pistol; master-crafted instigator bolt carbine; combat knife; frag grenades; krak grenades. It has a camo cloak.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
0
Bolt pistol
12"
Pistol 1
4
0
1
-
6
Master-crafted instigator bolt carbine
30"
Assault 1
4
-2
3
This weapon can target a CHARACTER unit even if it is not the closest enemy unit.
0
Combat knife
Melee
Melee
User
0
1
When the bearer fights, it makes 1 additional attack with this weapon.
0
Frag grenades
6"
Grenade D6
3
0
1
-
0
Krak grenades
6"
Grenade 1
6
-1
D3
-
ABILITIES
Angels of Death

Concealed Position: When you set up this model during deployment, it can be set up anywhere on the battlefield that is more than 9" away from the enemy deployment zone and any enemy models.

Omni-scrambler: Enemy units that are set up on the battlefield as reinforcements cannot be set up within 12" of this model.

Iron Halo: This model has a 4+ invulnerable save.

Rites of Battle: Re-roll hit rolls of 1 for attacks made by models in friendly <CHAPTER> units whilst their unit is within 6" of this model.

Camo Cloak:
3
When resolving an attack made with a ranged weapon against this model whilst it is receiving the benefit of cover, add 2 to the saving throw instead of 1.
FACTION KEYWORDS
IMPERIUM, ADEPTUS ASTARTES, <CHAPTER>
KEYWORDS
CHARACTER, INFANTRY, PHOBOS, PRIMARIS, CAPTAIN


5

Librarian in Phobos Armour

NAME M WS BS S T W A Ld Sv
Librarian in Phobos Armour 6" 3+ 3+ 4 4 5 4 9 3+
A Librarian in Phobos Armour is a single model equipped with: bolt pistol; force sword; frag grenades; krak grenades. It has a camo cloak.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
0
Bolt pistol
12"
Pistol 1
4
0
1
-
8
Force sword
Melee
Melee
User
-3
D3
-
0
Frag grenades
6"
Grenade D6
3
0
1
-
0
Krak grenades
6"
Grenade 1
6
-1
D3
-
ABILITIES
Angels of Death

Concealed Position: When you set up this model during deployment, it can be set up anywhere on the battlefield that is more than 9" away from the enemy deployment zone and any enemy models.

Camo Cloak:
3
When resolving an attack made with a ranged weapon against this model whilst it is receiving the benefit of cover, add 2 to the saving throw instead of 1.

Psychic Hood: When a Deny the Witch test is taken for this model to resist a psychic power manifested by an enemy model within 12", add 1 to the total.
PSYKER
This model can attempt to manifest two psychic powers in your Psychic phase and attempt to deny one psychic power in your opponent’s Psychic phase. It knows Smite and two psychic powers from the Obscuration discipline.
FACTION KEYWORDS
IMPERIUM, ADEPTUS ASTARTES, <CHAPTER>
KEYWORDS
CHARACTER, INFANTRY, PHOBOS, PRIMARIS, PSYKER, LIBRARIAN


4

Lieutenants in Phobos Armour

NAME M WS BS S T W A Ld Sv
Lieutenant in Phobos Armour 6" 2+ 3+ 4 4 5 4 8 3+
This unit contains 1 Lieutenant in Phobos Armour. It can additionally contain 1 Lieutenant in Phobos Armour (Power Rating +4). Every model is equipped with: bolt pistol; master-crafted occulus bolt carbine; paired combat blades; frag grenades; krak grenades. Every model has a grav-chute.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
0
Bolt pistol
12"
Pistol 1
4
0
1
-
0
Heavy bolt pistol
12"
Pistol 1
4
-1
1
-
4
Master-crafted occulus bolt carbine
24"
Rapid Fire 1
4
0
2
When resolving an attack made with this weapon, the target does not receive the benefit of cover to its saving throw.
0
Combat knife
Melee
Melee
User
0
1
When the bearer fights, it makes 1 additional attack with this weapon.
0
Paired combat blades
Melee
Melee
User
0
1
When resolving an attack made with this weapon, an unmodified hit roll of 6 scores 1 additional hit.
0
Frag grenades
6"
Grenade D6
3
0
1
-
0
Krak grenades
6"
Grenade 1
6
-1
D3
-
WARGEAR OPTIONS
 • Any model can be equipped with 1 heavy bolt pistol and 1 combat knife instead of 1 master-crafted occulus bolt carbine, 1 paired combat blades and 1 bolt pistol. If it is, it has smoke grenades instead of a grav-chute and gains the REIVER keyword.
ABILITIES
Angels of Death

Grav-chute:
2
If this model has a grav-chute, then during deployment you can set up this model in low altitude instead of setting it up on the battlefield. If you do, at the end of one of your Movement phases you can set up this model anywhere on the battlefield that is more than 9" away from any enemy models.

Terror Troops: Whilst any REIVER units from your army are within 3" of any enemy units, subtract 1 from the Leadership characteristic of each of those enemy units for each REIVER unit from your army that is within 3" of that enemy unit (to a maximum of -3).

Company Heroes: During deployment, every model in this unit must be set up at the same time, though they do not need to be set up in unit coherency. From that point onwards, each model is treated as a separate unit.

Smoke Grenades:
0
If this model has smoke grenades, then once per battle, instead of shooting in your Shooting phase, it can use its smoke grenades. Until the start of your next Shooting phase, when resolving an attack made with a ranged weapon against this model, subtract 1 from the hit roll.

Tactical Precision: Re-roll wound rolls of 1 for attacks made by models in friendly <CHAPTER> units whilst their unit is within 6" of this model.
FACTION KEYWORDS
IMPERIUM, ADEPTUS ASTARTES, <CHAPTER>
KEYWORDS
CHARACTER, INFANTRY, PHOBOS, PRIMARIS, LIEUTENANTS


5

Primaris Captain

NAME M WS BS S T W A Ld Sv
Primaris Captain 6" 2+ 2+ 4 4 6 5 9 3+
A Primaris Captain is a single model equipped with: bolt pistol; master-crafted auto bolt rifle; frag grenades; krak grenades.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
0
Bolt pistol
12"
Pistol 1
4
0
1
-
4
Master-crafted auto bolt rifle
24"
Assault 3
4
0
2
-
5
Master-crafted stalker bolt rifle
36"
Heavy 1
4
-2
3
-
5
Plasma pistol
When you choose this weapon to shoot with, select one of the profiles below.
 - Standard
12"
Pistol 1
7
-3
1
-
 - Supercharge
12"
Pistol 1
8
-3
2
If any hit rolls of 1 are made for attacks with this weapon, the bearer is destroyed after shooting with this weapon.
9
Power fist
Melee
Melee
x2
-3
D3
When resolving an attack made with this weapon, subtract 1 from the hit roll.
4
Power sword
Melee
Melee
User
-3
1
-
0
Frag grenades
6"
Grenade D6
3
0
1
-
0
Krak grenades
6"
Grenade 1
6
-1
D3
-
WARGEAR OPTIONS
 • This model can additionally be equipped with 1 power sword, or can be equipped with 1 power fist and 1 plasma pistol instead of 1 bolt pistol and 1 master-crafted auto bolt rifle.
 • This model can be equipped with 1 master-crafted stalker bolt rifle instead of 1 master-crafted auto bolt rifle.
ABILITIES
Angels of Death

Iron Halo: This model has a 4+ invulnerable save.

Rites of Battle: Re-roll hit rolls of 1 for attacks made by models in friendly <CHAPTER> units whilst their unit is within 6" of this model.
FACTION KEYWORDS
IMPERIUM, ADEPTUS ASTARTES, <CHAPTER>
KEYWORDS
CHARACTER, INFANTRY, PRIMARIS, CAPTAIN


4

Primaris Chaplain

NAME M WS BS S T W A Ld Sv
Primaris Chaplain 6" 2+ 3+ 4 4 5 4 9 3+
A Primaris Chaplain is a single model equipped with: absolvor bolt pistol; crozius arcanum; frag grenades; krak grenades.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
0
Absolvor bolt pistol
16"
Pistol 1
5
-1
1
-
0
Crozius arcanum
Melee
Melee
+1
-1
2
-
0
Frag grenades
6"
Grenade D6
3
0
1
-
0
Krak grenades
6"
Grenade 1
6
-1
D3
-
ABILITIES
Angels of Death

Rosarius: This model has a 4+ invulnerable save.

Spiritual Leaders: Friendly <CHAPTER> units can use this model’s Leadership characteristic instead of their own whilst they are within 6" of this model.
PRIEST
This model knows the Litany of Hate (see below) and one litany from the Litanies of Battle. At the start of the battle round, this model can recite one litany it knows that has not already been recited by a friendly model that battle round. Roll one D6; on a 3+ the recited litany is inspiring and takes effect until the end of that battle round.

Litany of Hate: If this litany is inspiring, you can re-roll hit rolls for attacks made with melee weapons by models in friendly <CHAPTER> units whilst their unit is within 6" of this model.
FACTION KEYWORDS
IMPERIUM, ADEPTUS ASTARTES, <CHAPTER>
KEYWORDS
CHARACTER, INFANTRY, PRIMARIS, PRIEST, CHAPLAIN


5

Primaris Librarian

NAME M WS BS S T W A Ld Sv
Primaris Librarian 6" 3+ 3+ 4 4 5 4 9 3+
A Primaris Librarian is a single model equipped with: bolt pistol; force sword; frag grenades; krak grenades.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
0
Bolt pistol
12"
Pistol 1
4
0
1
-
8
Force sword
Melee
Melee
User
-3
D3
-
0
Frag grenades
6"
Grenade D6
3
0
1
-
0
Krak grenades
6"
Grenade 1
6
-1
D3
-
ABILITIES
Angels of Death

Psychic Hood: When a Deny the Witch test is taken for this model to resist a psychic power manifested by an enemy model within 12", add 1 to the total.
PSYKER
This model can attempt to manifest two psychic powers in your Psychic phase and attempt to deny one psychic power in your opponent’s Psychic phase. It knows Smite and two psychic powers from the Librarius discipline.
FACTION KEYWORDS
IMPERIUM, ADEPTUS ASTARTES, <CHAPTER>
KEYWORDS
CHARACTER, INFANTRY, PRIMARIS, PSYKER, LIBRARIAN


4

Primaris Lieutenants

NAME M WS BS S T W A Ld Sv
Primaris Lieutenant 6" 2+ 3+ 4 4 5 4 8 3+
This unit contains 1 Primaris Lieutenant. It can additionally contain 1 Primaris Lieutenant (Power Rating +4). Every model is equipped with: bolt pistol; master-crafted auto bolt rifle; frag grenades; krak grenades.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
0
Bolt pistol
12"
Pistol 1
4
0
1
-
4
Master-crafted auto bolt rifle
24"
Assault 3
4
0
2
-
5
Master-crafted stalker bolt rifle
36"
Heavy 1
4
-2
3
-
4
Power sword
Melee
Melee
User
-3
1
-
0
Frag grenades
6"
Grenade D6
3
0
1
-
0
Krak grenades
6"
Grenade 1
6
-1
D3
-
WARGEAR OPTIONS
 • Any model can be equipped with one of the following instead of 1 master-crafted auto bolt rifle: 1 master-crafted stalker bolt rifle; 1 power sword.
ABILITIES
Angels of Death

Tactical Precision: Re-roll wound rolls of 1 for attacks made by models in friendly <CHAPTER> units whilst their unit is within 6" of this model.

Company Heroes: During deployment, every model in this unit must be set up at the same time, though they do not need to be set up in unit coherency. From that point onwards, each model is treated as a separate unit.
FACTION KEYWORDS
IMPERIUM, ADEPTUS ASTARTES, <CHAPTER>
KEYWORDS
CHARACTER, INFANTRY, PRIMARIS, LIEUTENANTS


4

Techmarine

NAME M WS BS S T W A Ld Sv
Techmarine 6" 3+ 2+ 4 4 4 3 8 2+
A Techmarine is a single model equipped with: bolt pistol; power axe; servo-arm; frag grenades; krak grenades.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
0
Bolt pistol
12"
Pistol 1
4
0
1
-
0
Boltgun
24"
Rapid Fire 1
4
0
1
-
6
Flamer
8"
Assault D6
4
0
1
When resolving an attack made with this weapon, do not make a hit roll: it automatically scores a hit.
5
Plasma cutter
When you choose this weapon to shoot with, select one of the profiles below.
 - Standard
12"
Assault 1
7
-3
1
-
 - Supercharge
12"
Assault 1
8
-3
2
If any hit rolls of 1 are made for attacks with this weapon, the bearer is destroyed after shooting with this weapon.
5
Power axe
Melee
Melee
+1
-2
1
-
0
Servo-arm
Melee
Melee
x2
-2
3
When the bearer fights, no more than one attack can be made with each servo-arm. When resolving an attack made with this weapon, subtract 1 from the hit roll.
0
Frag grenades
6"
Grenade D6
3
0
1
-
0
Krak grenades
6"
Grenade 1
6
-1
D3
-
20
Conversion beamer
42"
Heavy D3
6
0
1
When resolving an attack made with this weapon against a unit that is not within half range, this weapon has a Strength characteristic of 8, an Armour Penetration characteristic of -1, and a Damage characteristic of 2 for that attack.
WARGEAR OPTIONS
 • This model can be equipped with one of the following instead of 1 bolt pistol: 1 boltgun; 1 weapon from the Combi-weapons list; 1 weapon from the Pistols list.
 • This model can be equipped with 1 weapon from the Melee Weapons list instead of 1 power axe.
 • This model can additionally be equipped with the following (Power Rating +1): 1 flamer, 1 plasma cutter, 1 servo-arm.
 ◦ If this model is not equipped with a plasma cutter, it can be equipped with 1 conversion beamer instead of 1 servo-arm. A model equipped with a conversion beamer cannot be equipped with a plasma cutter.
ABILITIES
Angels of Death

Blessing of the Omnissiah: At the end of your Movement phase, this model can repair one friendly <CHAPTER> VEHICLE model within 1" of it. That model regains up to D3 lost wounds. Each model can only be repaired once per turn.
FACTION KEYWORDS
IMPERIUM, ADEPTUS ASTARTES, <CHAPTER>
KEYWORDS
CHARACTER, INFANTRY, TECHMARINE


11

Chaplain Venerable Dreadnought

NAME M WS BS S T W A Ld Sv
Chaplain Venerable Dreadnought 6" 2+ 2+ 6 7 9 4 10 3+
A Chaplain Venerable Dreadnought is a single model. It is equipped with two storm bolters and two Dreadnought combat weapons.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
Dreadnought combat weapon
Melee
Melee
x2
-3
3
-
35
Dreadnought inferno cannon
8"
Heavy D6
6
-1
2
This weapon hits its target automatically.
22
Assault cannon
24"
Heavy 6
6
-1
1
-
22
Multi-melta
24"
Heavy 1
8
-4
D6
When resolving an attack made with this weapon against a unit that is within half range, roll two D6 when inflicting damage with it and discard one of the results.
40
Twin lascannon
48"
Heavy 2
9
-3
D6
-
2
Storm bolter
24"
Rapid Fire 2
4
0
1
-
14
Heavy flamer
8"
Heavy D6
5
-1
1
When resolving an attack made with this weapon, do not make a hit roll: it automatically scores a hit.
16
Plasma cannon
When you choose this weapon to shoot with, select one of the profiles below.
 - Standard
36"
Heavy D3
7
-3
1
-
 - Supercharge
36"
Heavy D3
8
-3
2
If any hit rolls of 1 are made for attacks with this weapon, the bearer is destroyed after shooting with this weapon.
WARGEAR OPTIONS
 • A Chaplain Venerable Dreadnought may replace one or both storm bolters for heavy flamers.
 • A Chaplain Venerable Dreadnought may exchange one of its Dreadnought combat weapons for one of the following. If this is done, also remove one storm bolter or heavy flamer.
  - Dreadnought inferno cannon
  - Multi-melta
  - Assault cannon
  - Twin lascannon
  - Plasma cannon
  - Heavy Plasma cannon
ABILITIES
Angels of Death

Reliquarius: This model has a 5+ invulnerable save.

Unstoppable Fury: You can re-roll hit rolls of 1 for this model if it is equipped with two Dreadnought combat weapons.

Icon of Hate: All friendly models with the <CHAPTER> keyword in combat with the same unit as a model with this ability add +1 to their Strength characteristic for the duration of the Fight phase.

Unyielding Ancient: Roll a D6 each time this model loses a wound; on a 6 the damage is ignored and that wound is not lost.

Explodes: If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield; on a 6 it explodes and each unit within 6" suffers D3 mortal wounds.

Smoke Launchers: Once per game, instead of shooting any weapons in the Shooting phase, this model can use its smoke launchers. Until the controlling player’s next Shooting phase, any enemy units targeting this unit subtract 1 from all hit rolls for Shooting attacks made against this unit.

Dreadnought Character: This model may not be given any relics.
PRIEST
This model knows the Litany of Hate (see below) and one litany from the Litanies of Battle. At the start of the battle round, this model can recite one litany it knows that has not already been recited by a friendly model that battle round. Roll one D6; on a 3+ the recited litany is inspiring and takes effect until the end of that battle round.

Litany of Hate: If this litany is inspiring, you can re-roll hit rolls for attacks made with melee weapons by models in friendly <CHAPTER> units whilst their unit is within 6" of this model.
FACTION KEYWORDS
IMPERIUM, ADEPTUS ASTARTES, <CHAPTER>
KEYWORDS
VEHICLE, CHARACTER, DREADNOUGHT, CHAPLAIN VENERABLE DREADNOUGHT, PRIEST


6

Techmarine on Bike

NAME M WS BS S T W A Ld Sv
Techmarine on Bike 14" 3+ 2+ 4 5 5 3 8 2+
A Techmarine on Bike is a single model equipped with: bolt pistol; twin boltgun; power axe; servo-arm; frag grenades; krak grenades.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
0
Bolt pistol
12"
Pistol 1
4
0
1
-
0
Boltgun
24"
Rapid Fire 1
4
0
1
-
20
Conversion beamer
42"
Heavy D3
6
0
1
When resolving an attack made with this weapon against a unit that is not within half range, this weapon has a Strength characteristic of 8, an Armour Penetration characteristic of -1, and a Damage characteristic of 2 for that attack.
6
Flamer
8"
Assault D6
4
0
1
When resolving an attack made with this weapon, do not make a hit roll: it automatically scores a hit.
5
Plasma cutter
When you choose this weapon to shoot with, select one of the profiles below.
 - Standard
12"
Assault 1
7
-3
1
-
 - Supercharge
12"
Assault 1
8
-3
2
If any hit rolls of 1 are made for attacks with this weapon, the bearer is destroyed after shooting with this weapon.
2
Twin boltgun
24"
Rapid Fire 2
4
0
1
-
5
Power axe
Melee
Melee
+1
-2
1
-
0
Servo-arm
Melee
Melee
x2
-2
3
When the bearer fights, no more than one attack can be made with each servo-arm. When resolving an attack made with this weapon, subtract 1 from the hit roll.
0
Frag grenades
6"
Grenade D6
3
0
1
-
0
Krak grenades
6"
Grenade 1
6
-1
D3
-
WARGEAR OPTIONS
 • This model can be equipped with one of the following instead of 1 bolt pistol: 1 boltgun; 1 weapon from the Combi-weapons list; 1 weapon from the Pistols list.
 • This model can be equipped with one of the following instead of 1 power axe: 1 weapon from the Melee Weapons list.
 • If this model is not equipped with a servo-harness, it can be equipped with 1 conversion beamer instead of 1 servo-arm.
 • This model can additionally be equipped with a servo-harness (Power Rating +1). A servo-harness is comprised of: 1 flamer; 1 plasma cutter; 1 servo-arm.
ABILITIES
Angels of Death

Turbo-boost: When this model Advances, add 6" to its Move characteristic until the end of the Movement phase instead of making an Advance roll.

Blessing of the Omnissiah: At the end of your Movement phase, this model can repair one friendly <CHAPTER> VEHICLE model within 1" of it. That model regains up to D3 lost wounds. Each model can only be repaired once per turn.
FACTION KEYWORDS
IMPERIUM, ADEPTUS ASTARTES, <CHAPTER>
KEYWORDS
BIKER, CHARACTER, TECHMARINE


Troops


5

Incursor Squad

NAME M WS BS S T W A Ld Sv
Incursor 6" 3+ 3+ 4 4 2 2 7 3+
Incursor Sergeant 6" 3+ 3+ 4 4 2 3 8 3+
This unit contains 1 Incursor Sergeant and 4 Incursors. It can additionally contain up to 5 Incursors (Power Rating +5). Every model is equipped with: bolt pistol; occulus bolt carbine; paired combat blades; frag grenades; krak grenades. Every model has smoke grenades.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
0
Bolt pistol
12"
Pistol 1
4
0
1
-
0
Occulus bolt carbine
24"
Rapid Fire 1
4
0
1
When resolving an attack made with this weapon, the target does not receive the benefit of cover to its saving throw.
0
Paired combat blades
Melee
Melee
User
0
1
When resolving an attack made with this weapon, an unmodified hit roll of 6 scores 1 additional hit.
0
Frag grenades
6"
Grenade D6
3
0
1
-
0
Krak grenades
6"
Grenade 1
6
-1
D3
-
WARGEAR OPTIONS
 • 1 Incursor can additionally have a haywire mine.
ABILITIES
Angels of Death

Haywire Mine:
10
In your Movement phase, one model from your army with a haywire mine that has not been primed can prime it. At any point during that model’s move, place one Primed Haywire Mine within 1" of it, more than 3" away from any enemy models and more than 6" away from any other Primed Haywire Mines. If an enemy unit moves within 3" of that Primed Haywire Mine, roll one D6; on a 2+ that enemy unit suffers D3 mortal wounds. If that unit is a VEHICLE, it suffers D3+1 mortal wounds instead. That Primed Haywire Mine is then removed from play.

The Primed Haywire Mine is represented by the Primed Haywire Mine model, but does not count as a model for any rules purposes.

Combat Squads: If this unit contains 10 models, then during deployment, before any units have been set up, it can be divided into two units of 5 models.

Concealed Positions: When you set up this unit during deployment, it can be set up anywhere on the battlefield that is more than 9" away from the enemy deployment zone and any enemy models.

Multi-spectrum array: When resolving an attack made with a ranged weapon by a model in this unit, ignore hit roll modifiers and Ballistic Skill modifiers.

Smoke Grenades:
0
Once per battle, instead of shooting in your Shooting phase, this unit can use its smoke grenades. Until the start of your next Shooting phase, when resolving an attack made with a ranged weapon against this unit, subtract 1 from the hit roll.
FACTION KEYWORDS
IMPERIUM, ADEPTUS ASTARTES, <CHAPTER>
KEYWORDS
INFANTRY, PHOBOS, PRIMARIS, INCURSOR SQUAD


5

Infiltrator Squad

NAME M WS BS S T W A Ld Sv
Infiltrator 6" 3+ 3+ 4 4 2 2 7 3+
Infiltrator Helix Adept 6" 3+ 3+ 4 4 2 2 7 3+
Infiltrator Sergeant 6" 3+ 3+ 4 4 2 3 8 3+
This unit contains 1 Infiltrator Sergeant and 4 Infiltrators. It can additionally contain up to 5 Infiltrators (Power Rating +5). It can contain 1 Infiltrator Helix Adept instead of 1 Infiltrator. Every model is equipped with: bolt pistol; marksman bolt carbine; frag grenades; krak grenades. Every model has smoke grenades.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
0
Bolt pistol
12"
Pistol 1
4
0
1
-
0
Marksman bolt carbine
24"
Rapid Fire 1
4
0
1
When resolving an attack made with this weapon, an unmodified hit roll of 6 automatically scores a hit and successfully wounds the target (do not make a wound roll).
0
Frag grenades
6"
Grenade D6
3
0
1
-
0
Krak grenades
6"
Grenade 1
6
-1
D3
-
WARGEAR OPTIONS
 • If this unit does not contain 1 Infiltrator Helix Adept, 1 Infiltrator can additionally have an Infiltrator comms array.
ABILITIES
Angels of Death

Concealed Positions: When you set up this unit during deployment, it can be set up anywhere on the battlefield that is more than 9" away from the enemy deployment zone and any enemy models.

Helix Adept: At the end of your Movement phase, this unit’s Infiltrator Helix Adept can provide medical attention to this unit. If this unit contains a model that has lost any wounds, that model regains 1 lost wound. Otherwise, if any models from this unit have been destroyed, roll one D6; on a 5+ you can return one destroyed model from this unit to the battlefield with 1 wound remaining, placing it within 3" of this unit’s Infiltrator Helix Adept and in unit coherency (if the model cannot be placed in this way, it is not returned to the battlefield). On a 4 or less, this unit’s Infiltrator Helix Adept cannot shoot this turn as it recovers the gene-seed of the fallen warrior. Each unit can only be provided medical attention once per turn.

Combat Squads: If this unit contains 10 models, then during deployment, before any units have been set up, it can be divided into two units of 5 models.

Omni-scramblers: Enemy units that are set up on the battlefield as reinforcements cannot be set up within 12" of this unit.

Smoke Grenades:
0
Once per battle, instead of shooting in your Shooting phase, this unit can use its smoke grenades. Until the start of your next Shooting phase, when resolving an attack made with a ranged weapon against this unit, subtract 1 from the hit roll.

Infiltrator Comms Array:
10
Whilst this unit contains a model with an Infiltrator comms array, if there are any friendly <CHAPTER> PHOBOS CAPTAIN or <CHAPTER> PHOBOS LIEUTENANT models on the battlefield, this unit is always treated as being within range of those models’ Rites of Battle and Tactical Precision abilities.
FACTION KEYWORDS
IMPERIUM, ADEPTUS ASTARTES, <CHAPTER>
KEYWORDS
INFANTRY, PHOBOS, PRIMARIS, INFILTRATOR SQUAD


5

Intercessor Squad

NAME M WS BS S T W A Ld Sv
Intercessor 6" 3+ 3+ 4 4 2 2 7 3+
Intercessor Sergeant 6" 3+ 3+ 4 4 2 3 8 3+
This unit contains 1 Intercessor Sergeant and 4 Intercessors. It can additionally contain up to 5 Intercessors (Power Rating +5). Every model is equipped with: bolt pistol; bolt rifle; frag grenades; krak grenades.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
1
Auto bolt rifle
24"
Assault 3
4
0
1
-
0
Bolt pistol
12"
Pistol 1
4
0
1
-
0
Bolt rifle
30"
Rapid Fire 1
4
-1
1
-
1
Hand flamer
6"
Pistol D6
3
0
1
When resolving an attack made with this weapon, do not make a hit roll: it automatically scores a hit.
0
Stalker bolt rifle
36"
Heavy 1
4
-2
2
-
0
Chainsword
Melee
Melee
User
0
1
When the bearer fights, it makes 1 additional attack with this weapon.
0
Frag grenades
6"
Grenade D6
3
0
1
-
0
Krak grenades
6"
Grenade 1
6
-1
D3
-
WARGEAR OPTIONS
 • Every model can be equipped with 1 auto bolt rifle instead of 1 bolt rifle.
 • Every model can be equipped with 1 stalker bolt rifle instead of 1 bolt rifle.
 • The Intercessor Sergeant can be equipped with one of the following instead of 1 bolt rifle, 1 auto bolt rifle or 1 stalker bolt rifle: 1 chainsword; 1 hand flamer.
 • If the Intercessor Sergeant is not equipped with 1 chainsword, he can additionally be equipped with 1 weapon from the Intercessor Sergeant Weapons list.
 • For every 5 models this unit contains, 1 model that is equipped with 1 bolt rifle, 1 auto bolt rifle or 1 stalker bolt rifle can have an auxiliary grenade launcher.
ABILITIES
Angels of Death

Auxiliary Grenade Launcher:
1
If a model has an auxiliary grenade launcher, Grenade weapons that model is equipped with have a Range characteristic of 30".

Combat Squads: If this unit contains 10 models, then during deployment, before any units have been set up, it can be divided into two units of 5 models.
FACTION KEYWORDS
IMPERIUM, ADEPTUS ASTARTES, <CHAPTER>
KEYWORDS
INFANTRY, PRIMARIS, INTERCESSOR SQUAD


4

Scout Squad

NAME M WS BS S T W A Ld Sv
Scout 6" 3+ 3+ 4 4 1 1 7 4+
Scout Sergeant 6" 3+ 3+ 4 4 1 2 8 4+
This unit contains 1 Scout Sergeant and 4 Scouts. It can additionally contain up to 5 Scouts (Power Rating +3). Every model is equipped with: bolt pistol; boltgun; frag grenades; krak grenades.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
0
Astartes shotgun
12"
Assault 2
4
0
1
When resolving an attack made with this weapon against a unit that is within half range, this weapon has a Strength characteristic of 5 for that attack.
0
Bolt pistol
12"
Pistol 1
4
0
1
-
0
Boltgun
24"
Rapid Fire 1
4
0
1
-
10
Heavy bolter
36"
Heavy 3
5
-1
1
-
20
Missile launcher
When you choose this weapon to shoot with, select one of the profiles below.
 - Frag missile
48"
Heavy D6
4
0
1
-
 - Krak missile
48"
Heavy 1
8
-2
D6
-
2
Sniper rifle
36"
Heavy 1
4
0
1
This weapon can target a CHARACTER unit even if it is not the closest enemy unit. When resolving an attack made with this weapon, a wound roll of 6+ inflicts 1 mortal wound on the target in addition to any other damage.
0
Combat knife
Melee
Melee
User
0
1
When the bearer fights, it makes 1 additional attack with this weapon.
0
Frag grenades
6"
Grenade D6
3
0
1
-
0
Krak grenades
6"
Grenade 1
6
-1
D3
-
WARGEAR OPTIONS
 • The Scout Sergeant can be equipped with up to 2 weapons from the Sergeant Weapons list instead of 1 bolt pistol and 1 boltgun.
 • Any model can be equipped with one of the following instead of 1 boltgun: 1 Astartes shotgun; 1 sniper rifle; 1 combat knife.
 • 1 Scout can be equipped with one of the following instead of 1 boltgun: 1 heavy bolter; 1 missile launcher.
 • Any model can have a camo cloak.
ABILITIES
Angels of Death

Camo Cloak:
3
If every model in this unit has a camo cloak, then when resolving an attack made with a ranged weapon against a model in this unit whilst it is receiving the benefit of cover, add 2 to the saving throw instead of 1.

Concealed Positions: When you set up this unit during deployment, it can be set up anywhere on the battlefield that is more than 9" away from the enemy deployment zone and any enemy models.

Combat Squads: If this unit contains 10 models, then during deployment, before any units have been set up, it can be divided into two units of 5 models.
FACTION KEYWORDS
IMPERIUM, ADEPTUS ASTARTES, <CHAPTER>
KEYWORDS
INFANTRY, SCOUT, SCOUT SQUAD


Dedicated Transport




4

Impulsor

NAME M WS BS S T W A Ld Sv
Impulsor * 6+ * 7 7 11 * 8 3+
An Impulsor is a single model equipped with: 2 storm bolters.
DAMAGE
Some of this model’s characteristics change as it suffers damage, as shown below:
REMAINING W
M
BS
A
6-11+
14"
3+
3
3-5
7"
4+
D3
1-2
4"
5+
1
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
17
Bellicatus missile array
When you choose this weapon to shoot with, select one of the profiles below.
 - Krak missiles
48"
Heavy 1
8
-2
D6
-
 - Frag missiles
48"
Heavy D6
4
0
1
-
 - Icarus missiles
48"
Heavy D3
7
-1
D3
When resolving an attack made with this weapon, add 1 to the hit roll if the target can FLY; otherwise subtract 1 from the hit roll.
4
Fragstorm grenade launcher
18"
Assault D6
4
0
1
-
6
Ironhail heavy stubber
36"
Heavy 3
4
-1
1
-
5
Ironhail skytalon array
36"
Heavy 6
4
-1
1
When resolving an attack made with this weapon, add 1 to the hit roll and 1 to the wound roll if the target can FLY; otherwise subtract 1 from the hit roll.
2
Storm bolter
24"
Rapid Fire 2
4
0
1
-
WARGEAR OPTIONS
 • This model can additionally be equipped with 1 ironhail heavy stubber.
 • This model can be equipped with 2 fragstorm grenade launchers instead of 2 storm bolters.
 • This model can have a shield dome or an orbital comms array, or can be equipped with one of the following: 1 bellicatus missile array; 1 ironhail skytalon array.
ABILITIES
Angels of Death

Hover Tank: Distances are always measured to and from this model’s hull.

Repulsor Field: If any units with this ability are chosen as targets of a charge, subtract 2 from the charge roll.

Assault Vehicle: After this model moves in your Movement phase, if this model did not Advance, any units embarked aboard it can disembark. Units that do so cannot be chosen to charge with that turn.

Shield Dome:
18
A model with a shield dome has a 4+ invulnerable save.

Orbital Comms Array:
18
In your Shooting phase, one model from your army with an orbital comms array that has not been used this battle can use it to call in an orbital barrage. If it does, select one point on the battlefield and roll one D6 for each unit within D6" of that point, subtracting 1 from the result if the unit being rolled for is a CHARACTER. On a 4+ the unit being rolled for suffers D3 mortal wounds.

Explodes: When this model is destroyed, roll one D6 before any embarked models disembark and before removing it from play. On a 6 it explodes, and each unit within 6" suffers D6 mortal wounds.
TRANSPORT
This model has a transport capacity of 6 <CHAPTER> PRIMARIS INFANTRY models. It cannot transport JUMP PACK or MK X GRAVIS models.
FACTION KEYWORDS
IMPERIUM, ADEPTUS ASTARTES, <CHAPTER>
KEYWORDS
VEHICLE, TRANSPORT, FLY, IMPULSOR


3

Land Speeder Storm

NAME M WS BS S T W A Ld Sv
Land Speeder Storm 18" 3+ 3+ 4 5 7 2 7 4+
A Land Speeder Storm is a single model equipped with: cerberus launcher; heavy bolter.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
0
Cerberus launcher
18"
Heavy D6
4
0
1
-
10
Heavy bolter
36"
Heavy 3
5
-1
1
-
22
Assault cannon
24"
Heavy 6
6
-1
1
-
14
Heavy flamer
8"
Heavy D6
5
-1
1
When resolving an attack made with this weapon, do not make a hit roll: it automatically scores a hit.
22
Multi-melta
24"
Heavy 1
8
-4
D6
When resolving an attack made with this weapon against a unit that is within half range, roll two D6 when inflicting damage with it and discard one of the results.
WARGEAR OPTIONS
 ◦ This model may replace its heavy bolter with a multi-melta, a heavy flamer or an assault cannon.
ABILITIES
Angels of Death

Open-topped: Models embarked aboard this model can shoot in your Shooting phase, measuring distances and drawing line of sight from any point on this model. When they do so, all restrictions and modifiers that apply to this model also apply to its embarked models; for example, embarked models cannot shoot in a turn in which this model Fell Back, cannot shoot (except with Pistols) if this model is within 1" of an enemy unit, and so on. Note that embarked models cannot shoot if this model Falls Back, even though the Land Speeder Storm itself can.

Explodes: When this model is destroyed, roll one D6 before any embarked models disembark and before removing it from play. On a 6 it explodes, and each unit within 3" suffers 1 mortal wound.
TRANSPORT
This model has a transport capacity of 5 <CHAPTER> SCOUT INFANTRY models.
FACTION KEYWORDS
IMPERIUM, ADEPTUS ASTARTES, <CHAPTER>
KEYWORDS
VEHICLE, TRANSPORT, LAND SPEEDER, SCOUT, FLY, LAND SPEEDER STORM


15

Repulsor

NAME M WS BS S T W A Ld Sv
Repulsor * 6+ * 8 8 16 * 9 3+
A Repulsor is a single model equipped with: heavy onslaught gatling cannon; Icarus ironhail heavy stubber; ironhail heavy stubber; 2 krakstorm grenade launchers; 2 storm bolters; twin heavy bolter. It has auto launchers.
DAMAGE
Some of this model’s characteristics change as it suffers damage, as shown below:
REMAINING W
M
BS
A
9-16+
10"
3+
6
5-8
5"
4+
D6
1-4
3"
5+
1
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
4
Fragstorm grenade launcher
18"
Assault D6
4
0
1
-
30
Heavy onslaught gatling cannon
30"
Heavy 12
5
-1
1
-
6
Icarus ironhail heavy stubber
36"
Heavy 3
4
-1
1
When resolving an attack made with this weapon, add 1 to the hit roll if the target can FLY; otherwise subtract 1 from the hit roll.
6
Icarus rocket pod
24"
Heavy D3
7
-1
2
When resolving an attack made with this weapon, add 1 to the hit roll if the target can FLY; otherwise subtract 1 from the hit roll.
6
Ironhail heavy stubber
36"
Heavy 3
4
-1
1
-
4
Krakstorm grenade launcher
18"
Assault 1
6
-1
D3
-
40
Las-talon
24"
Heavy 2
9
-3
D6
-
16
Onslaught gatling cannon
24"
Heavy 6
5
-1
1
-
2
Storm bolter
24"
Rapid Fire 2
4
0
1
-
17
Twin heavy bolter
36"
Heavy 6
5
-1
1
-
40
Twin lascannon
48"
Heavy 2
9
-3
D6
-
WARGEAR OPTIONS
 • This model can be equipped with 1 twin lascannon instead of 1 twin heavy bolter.
 • This model can be equipped with 1 las-talon instead of 1 heavy onslaught gatling cannon.
 • This model can be equipped with 1 onslaught gatling cannon instead of 1 ironhail heavy stubber.
 • This model can be equipped with 2 fragstorm grenade launchers instead of 2 storm bolters.
 • This model can be equipped with one of the following instead of 1 Icarus ironhail heavy stubber: 1 fragstorm grenade launcher; 1 Icarus rocket pod; 1 storm bolter.
 • This model can be equipped with 2 fragstorm grenade launchers instead of having auto launchers.
 • This model can additionally be equipped with 1 ironhail heavy stubber.
ABILITIES
Angels of Death

Hover Tank: Distances are always measured to and from this model’s hull.

Auto Launchers:
0
Instead of shooting in your Shooting phase, this model can use its auto launchers. Until the start of your next Shooting phase, when resolving an attack made with a ranged weapon against this model, subtract 1 from the hit roll.

Repulsor Field: If any units with this ability are chosen as targets of a charge, subtract 2 from the charge roll.

Power of the Machine Spirit: This model does not suffer the penalty for moving and firing Heavy weapons.

Explodes: When this model is destroyed, roll one D6 before any embarked models disembark and before removing it from play. On a 6 it explodes, and each unit within 6" suffers D6 mortal wounds.
TRANSPORT
This model has a transport capacity of 10 <CHAPTER> PRIMARIS INFANTRY models. Each MK X GRAVIS model takes up the space of 2 other models. It cannot transport JUMP PACK models.
FACTION KEYWORDS
IMPERIUM, ADEPTUS ASTARTES, <CHAPTER>
KEYWORDS
VEHICLE, TRANSPORT, FLY, REPULSOR


6

Lucius Pattern Dreadnought Drop Pod

NAME M WS BS S T W A Ld Sv
Lucius Pattern Dreadnought Drop Pod 0" - - 6 7 8 0 8 3+
A Lucius Pattern Dreadnought Drop Pod is a single model.
ABILITIES
Angels of Death

Drop Pod Assault: During deployment, you can set up this model, along with any unit embarked within it, in orbit instead of placing it on the battlefield. At the end of any of your Movement phases, this model can perform a drop pod assault – set it up anywhere on the battlefield that is more than 9" away from any enemy models. Any model embarked inside must immediately disembark, but they must be set up more than 9" away from any enemy models. Any model that cannot be set up because there is not enough room is slain.

Immobile: After this model has been set up on the battlefield it cannot move for any reason, and no units can embark upon it.
TRANSPORT
This model can transport a single <CHAPTER> VEHICLE model with the DREADNOUGHT keyword.
FACTION KEYWORDS
IMPERIUM, ADEPTUS ASTARTES, <CHAPTER>
KEYWORDS
VEHICLE, TRANSPORT, DROP POD, LUCIUS PATTERN DREADNOUGHT DROP POD


Elites


5

Aggressor Squad

NAME M WS BS S T W A Ld Sv
Aggressor 5" 3+ 3+ 4 5 3 3 7 3+
Aggressor Sergeant 5" 3+ 3+ 4 5 3 4 8 3+
This unit contains 1 Aggressor Sergeant and 2 Aggressors. It can additionally contain up to 3 Aggressors (Power Rating +5). Every model is equipped with: auto boltstorm gauntlets; fragstorm grenade launcher.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
12
Auto boltstorm gauntlets (shooting)
18"
Assault 6
4
0
1
-
14
Flamestorm gauntlets (shooting)
8"
Assault 2D6
4
0
1
When resolving an attack made with this weapon, do not make a hit roll: it automatically scores a hit.
4
Fragstorm grenade launcher
18"
Assault D6
4
0
1
-
12
Auto boltstorm gauntlets (melee)
Melee
Melee
x2
-3
D3
When resolving an attack made with this weapon, subtract 1 from the hit roll.
14
Flamestorm gauntlets (melee)
Melee
Melee
x2
-3
D3
When resolving an attack made with this weapon, subtract 1 from the hit roll.
WARGEAR OPTIONS
 • Every model can be equipped with flamestorm gauntlets instead of auto boltstorm gauntlets and 1 fragstorm grenade launcher.
ABILITIES
Angels of Death

Combat Squads: If this unit contains 6 models, then during deployment, before any units have been set up, it can be divided into two units of 3 models.

Firestorm: When this unit fires Overwatch or is chosen to shoot with, models in this unit can shoot twice if this unit did not move this turn.

Relentless Advance: Models in this unit do not suffer the penalty for Advancing and firing Assault weapons.
FACTION KEYWORDS
IMPERIUM, ADEPTUS ASTARTES, <CHAPTER>
KEYWORDS
INFANTRY, MK X GRAVIS, PRIMARIS, AGGRESSOR SQUAD


8

Centurion Assault Squad

NAME M WS BS S T W A Ld Sv
Centurion 4" 3+ 3+ 5 5 4 3 7 2+
Centurion Sergeant 4" 3+ 3+ 5 5 4 4 8 2+
This unit contains 1 Centurion Sergeant and 2 Centurions. It can additionally contain up to 3 Centurions (Power Rating +8). Every model is equipped with: 2 flamers; siege drills. Every model has Centurion assault launchers.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
6
Flamer
8"
Assault D6
4
0
1
When resolving an attack made with this weapon, do not make a hit roll: it automatically scores a hit.
10
Hurricane bolter
24"
Rapid Fire 6
4
0
1
-
14
Meltagun
12"
Assault 1
8
-4
D6
When resolving an attack made with this weapon against a unit that is within half range, roll two D6 when inflicting damage with it and discard one of the results.
0
Siege drills
Melee
Melee
x2
-4
3
-
WARGEAR OPTIONS
 • Any model can be equipped with 2 meltaguns instead of 2 flamers.
 • Any model can be equipped with 1 hurricane bolter instead of having Centurion assault launchers.
ABILITIES
Angels of Death

Omniscope: Whilst this unit contains 1 Centurion Sergeant, when resolving an attack made with a ranged weapon by a model in this unit, the target does not receive the benefit of cover to its saving throw.

Combat Squads: If this unit contains 6 models, then during deployment, before any units have been set up, it can be divided into two units of 3 models.

Centurion Assault Launchers:
0
If a model in this unit has Centurion assault launchers, then after this unit finishes a charge move you can select one enemy unit within 1" of that model and roll one D6; on a 4+ that enemy unit suffers 1 mortal wound.
FACTION KEYWORDS
IMPERIUM, ADEPTUS ASTARTES, <CHAPTER>
KEYWORDS
INFANTRY, CENTURION, CENTURION ASSAULT SQUAD


3

Company Champion

NAME M WS BS S T W A Ld Sv
Company Champion 6" 2+ 3+ 4 4 4 4 8 3+
A Company Champion is a single model equipped with: bolt pistol; master-crafted power sword; frag grenades; krak grenades. It has a combat shield.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
0
Bolt pistol
12"
Pistol 1
4
0
1
-
6
Master-crafted power sword
Melee
Melee
User
-3
2
-
0
Frag grenades
6"
Grenade D6
3
0
1
-
0
Krak grenades
6"
Grenade 1
6
-1
D3
-
ABILITIES
Angels of Death

Honour or Death: This model must perform a Heroic Intervention if it is able to do so. It can perform a Heroic Intervention if there are any enemy units within 6" of it instead of 3" if any of those enemy units is a CHARACTER, and when doing so can move up to 6" instead of 3" so long as it ends that move closer to the closest enemy CHARACTER model.

Combat Shield:
1
This model has a 5+ invulnerable save.

Martial Superiority: If this model is within 1" of any enemy CHARACTER models at the start of the Fight phase, it can fight first in that Fight phase, even if it did not charge. If the enemy has units that have charged or that have a similar ability, then alternate choosing units to fight with, starting with the player whose turn is taking place.

Superlative Duellist: When resolving an attack made with a melee weapon by this model against a CHARACTER unit, you can re-roll the hit roll and you can re-roll the wound roll.
FACTION KEYWORDS
IMPERIUM, ADEPTUS ASTARTES, <CHAPTER>
KEYWORDS
CHARACTER, INFANTRY, COMPANY CHAMPION


6

Invictor Tactical Warsuit

NAME M WS BS S T W A Ld Sv
Invictor Tactical Warsuit * * * 7 6 13 4 8 3+
An Invictor Tactical Warsuit is a single model equipped with: fragstorm grenade launcher; heavy bolter; incendium cannon; 2 ironhail heavy stubbers; Invictor fist.
DAMAGE
Some of this model’s characteristics change as it suffers damage, as shown below:
REMAINING W
M
WS
BS
7-13+
10"
3+
3+
4-6
8"
4+
4+
1-3
6"
5+
5+
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
4
Fragstorm grenade launcher
18"
Assault D6
4
0
1
-
10
Heavy bolter
36"
Heavy 3
5
-1
1
-
15
Incendium cannon
12"
Heavy 2D6
5
-1
1
When resolving an attack made with this weapon, do not make a hit roll: it automatically scores a hit.
6
Ironhail heavy stubber
36"
Heavy 3
4
-1
1
-
20
Twin ironhail autocannon
48"
Heavy 6
7
-1
2
-
0
Invictor fist
Melee
Melee
x2
-3
3
-
WARGEAR OPTIONS
 • This model can be equipped with 1 twin ironhail autocannon instead of 1 incendium cannon.
ABILITIES
Angels of Death

Explodes: When this model is destroyed, roll one D6 before removing it from play. On a 6 it explodes, and each unit within 6" suffers D6 mortal wounds.

Concealed Positions: When you set up this unit during deployment, it can be set up anywhere on the battlefield that is more than 9" away from the enemy deployment zone and any enemy models.

Heavy Sidearm: Whilst this model is within 1" of any enemy units, its heavy bolter has a Type characteristic of Pistol 3.
FACTION KEYWORDS
IMPERIUM, ADEPTUS ASTARTES, <CHAPTER>
KEYWORDS
VEHICLE, INVICTOR TACTICAL WARSUIT


4

Primaris Ancient

NAME M WS BS S T W A Ld Sv
Primaris Ancient 6" 3+ 3+ 4 4 5 4 8 3+
A Primaris Ancient is a single model equipped with: bolt pistol; bolt rifle; frag grenades; krak grenades.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
0
Bolt pistol
12"
Pistol 1
4
0
1
-
0
Bolt rifle
30"
Rapid Fire 1
4
-1
1
-
0
Frag grenades
6"
Grenade D6
3
0
1
-
0
Krak grenades
6"
Grenade 1
6
-1
D3
-
ABILITIES
Angels of Death

Astartes Banner: Add 1 to the Leadership characteristic of <CHAPTER> units whilst they are within 6" of any friendly <CHAPTER> ANCIENTS. When a <CHAPTER> INFANTRY or <CHAPTER> BIKER model is destroyed within 6" of any friendly <CHAPTER> ANCIENTS, roll one D6 before removing that model from play. On a 4+ that model can either shoot with one of its ranged weapons as if it were your Shooting phase, or make one attack with one of its melee weapons as if it were the Fight phase.
FACTION KEYWORDS
IMPERIUM, ADEPTUS ASTARTES, <CHAPTER>
KEYWORDS
CHARACTER, INFANTRY, PRIMARIS, ANCIENT


3

Primaris Apothecary

NAME M WS BS S T W A Ld Sv
Primaris Apothecary 6" 3+ 3+ 4 4 5 4 8 3+
A Primaris Apothecary is a single model equipped with: absolvor bolt pistol; reductor pistol; frag grenades; krak grenades.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
0
Absolvor bolt pistol
16"
Pistol 1
5
-1
1
-
0
Reductor pistol
3"
Pistol 1
4
-3
2
-
0
Frag grenades
6"
Grenade D6
3
0
1
-
0
Krak grenades
6"
Grenade 1
6
-1
D3
-
ABILITIES
Angels of Death

Narthecium: At the end of your Movement phase, this model can provide medical attention to one friendly <CHAPTER> INFANTRY or <CHAPTER> BIKER unit within 3" of it. If that unit contains a model that has lost any wounds, that model regains up to D3 lost wounds. Otherwise, if any models from that unit have been destroyed, roll one D6; on a 4+ you can return one destroyed model from that unit to the battlefield with 1 wound remaining, placing it within 3" of this model and in unit coherency (if the model cannot be placed in this way, it is not returned to the battlefield). On a 3 or less, this model cannot shoot, charge or fight this turn as it recovers the gene-seed of the fallen warrior. Each unit can only be provided medical attention once per turn.
FACTION KEYWORDS
IMPERIUM, ADEPTUS ASTARTES, <CHAPTER>
KEYWORDS
CHARACTER, INFANTRY, PRIMARIS, APOTHECARY


7

Redemptor Dreadnought

NAME M WS BS S T W A Ld Sv
Redemptor Dreadnought * * * 7 7 13 4 8 3+
A Redemptor Dreadnought is a single model equipped with: 2 fragstorm grenade launchers; heavy flamer; heavy onslaught gatling cannon; Redemptor fist.
DAMAGE
Some of this model’s characteristics change as it suffers damage, as shown below:
REMAINING W
M
WS
BS
7-13+
8"
3+
3+
4-6
6"
4+
4+
1-3
4"
5+
5+
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
4
Fragstorm grenade launcher
18"
Assault D6
4
0
1
-
14
Heavy flamer
8"
Heavy D6
5
-1
1
When resolving an attack made with this weapon, do not make a hit roll: it automatically scores a hit.
30
Heavy onslaught gatling cannon
30"
Heavy 12
5
-1
1
-
6
Icarus rocket pod
24"
Heavy D3
7
-1
2
When resolving an attack made with this weapon, add 1 to the hit roll if the target can FLY; otherwise subtract 1 from the hit roll.
31
Macro plasma incinerator
When you choose this weapon to shoot with, select one of the profiles below.
 - Standard
36"
Heavy D6
8
-4
1
-
 - Supercharge
36"
Heavy D6
9
-4
2
For each hit roll of 1 made for attacks with this weapon, the bearer suffers 1 mortal wound after shooting with this weapon.
16
Onslaught gatling cannon
24"
Heavy 6
5
-1
1
-
2
Storm bolter
24"
Rapid Fire 2
4
0
1
-
0
Redemptor fist
Melee
Melee
x2
-3
D6
-
WARGEAR OPTIONS
 • This model can additionally be equipped with 1 Icarus rocket pod.
 • This model can be equipped with 1 onslaught gatling cannon instead of 1 heavy flamer.
 • This model can be equipped with 1 macro plasma incinerator instead of 1 heavy onslaught gatling cannon.
 • This model can be equipped with 2 storm bolters instead of 2 fragstorm grenade launchers.
ABILITIES
Angels of Death

Explodes: When this model is destroyed, roll one D6 before removing it from play. On a 6 it explodes, and each unit within 6" suffers D6 mortal wounds.
FACTION KEYWORDS
IMPERIUM, ADEPTUS ASTARTES, <CHAPTER>
KEYWORDS
VEHICLE, DREADNOUGHT, REDEMPTOR DREADNOUGHT


4

Reiver Squad

NAME M WS BS S T W A Ld Sv
Reiver 6" 3+ 3+ 4 4 2 2 7 3+
Reiver Sergeant 6" 3+ 3+ 4 4 2 3 8 3+
This unit contains 1 Reiver Sergeant and 4 Reivers. It can additionally contain up to 5 Reivers (Power Rating +4). Every model is equipped with: bolt carbine; heavy bolt pistol; frag grenades; krak grenades; shock grenades.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
0
Bolt carbine
24"
Assault 2
4
0
1
-
0
Heavy bolt pistol
12"
Pistol 1
4
-1
1
-
0
Combat knife
Melee
Melee
User
0
1
When the bearer fights, it makes 1 additional attack with this weapon.
0
Frag grenades
6"
Grenade D6
3
0
1
-
0
Krak grenades
6"
Grenade 1
6
-1
D3
-
0
Shock grenades
6"
Grenade D3
*
*
*
This weapon can only target INFANTRY units. When resolving an attack made with this weapon, if a hit is scored, do not make a wound roll: instead the target is stunned until the end of the turn. A stunned unit cannot fire Overwatch, and 1 is subtracted from hit rolls for attacks made by models in that unit.
WARGEAR OPTIONS
 • Every Reiver can be equipped with 1 combat knife instead of 1 bolt carbine.
 • The Reiver Sergeant can be equipped with 1 combat knife instead of 1 bolt carbine or 1 heavy bolt pistol.
 • Every model can have a grav-chute.
 • Every model can have a grapnel launcher.
ABILITIES
Angels of Death

Grav-chutes:
2
If every model in this unit has a grav-chute, then during deployment you can set up this unit in low altitude instead of setting it up on the battlefield. If you do, at the end of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" away from any enemy models.

Terror Troops: Whilst any REIVER units from your army are within 3" of any enemy units, subtract 1 from the Leadership characteristic of each of those enemy units for each REIVER unit from your army that is within 3" of that enemy unit (to a maximum of -3).

Combat Squads: If this unit contains 10 models, then during deployment, before any units have been set up, it can be divided into two units of 5 models.

Grapnel Launchers:
2
If every model in this unit has a grapnel launcher, then during deployment you can set up this unit behind enemy lines instead of setting it up on the battlefield. If you do, at the end of one of your Movement phases you can set up this unit wholly within 6" of any battlefield edge and more than 9" away from any enemy models.

If a model in this unit has a grapnel launcher, then when that model moves in your Movement phase, do not count any vertical distance it moves against the total it can move that turn.
FACTION KEYWORDS
IMPERIUM, ADEPTUS ASTARTES, <CHAPTER>
KEYWORDS
INFANTRY, PHOBOS, PRIMARIS, REIVER, REIVER SQUAD


2

Servitors

NAME M WS BS S T W A Ld Sv
Servitor 5" 5+ 5+ 3 3 1 1 6 4+
This unit contains 4 Servitors. Every model is equipped with: servo-arm.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
10
Heavy bolter
36"
Heavy 3
5
-1
1
-
22
Multi-melta
24"
Heavy 1
8
-4
D6
When resolving an attack made with this weapon against a unit that is within half range, roll two D6 when inflicting damage with it and discard one of the results.
16
Plasma cannon
When you choose this weapon to shoot with, select one of the profiles below.
 - Standard
36"
Heavy D3
7
-3
1
-
 - Supercharge
36"
Heavy D3
8
-3
2
If any hit rolls of 1 are made for attacks with this weapon, the bearer is destroyed after shooting with this weapon.
0
Servo-arm
Melee
Melee
x2
-2
3
When the bearer fights, no more than one attack can be made with each servo-arm. When resolving an attack made with this weapon, subtract 1 from the hit roll.
WARGEAR OPTIONS
 • Up to 2 Servitors can be equipped with one of the following instead of 1 servo-arm: 1 heavy bolter; 1 multi-melta; 1 plasma cannon.
ABILITIES
Mindlock: Whilst this unit is within 6" of any friendly <CHAPTER> TECHMARINES, it has Weapon Skill and Ballistic Skill characteristics of 4+ and a Leadership characteristic of 9.
FACTION KEYWORDS
IMPERIUM, ADEPTUS ASTARTES, <CHAPTER>
KEYWORDS
INFANTRY, SERVITORS


3

Chapter Champion

NAME M WS BS S T W A Ld Sv
Chapter Champion 6" 2+ 3+ 4 4 4 5 9 2+
A Chapter Champion is a single model equipped with: champion’s blade; master-crafted power sword; frag grenades; krak grenades. You can only include one of this model in your army.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
Champion’s blade
Melee
Melee
User
-2
1
When the bearer fights, it makes 1 additional attack with this weapon.
Master-crafted power sword
Melee
Melee
User
-3
2
-
Frag grenades
6"
Grenade D6
3
0
1
-
Krak grenades
6"
Grenade 1
6
-1
D3
-
ABILITIES
Angels of Death

Honour or Death: This model must perform a Heroic Intervention if it is able to do so. It can perform a Heroic Intervention if there are any enemy units within 6" of it instead of 3" if any of those enemy units is a CHARACTER, and when doing so can move up to 6" instead of 3" so long as it ends that move closer to the closest enemy CHARACTER model.

Skilful Parry: When resolving an attack made with a melee weapon against this model, subtract 1 from the hit roll.

Martial Superiority: If this model is within 1" of any enemy CHARACTER models at the start of the Fight phase, it can fight first in that Fight phase, even if it did not charge. If the enemy has units that have charged or that have a similar ability, then alternate choosing units to fight with, starting with the player whose turn is taking place.

Superlative Duellist: When resolving an attack made with a melee weapon by this model against a CHARACTER unit, you can re-roll the hit roll and you can re-roll the wound roll.
FACTION KEYWORDS
IMPERIUM, ADEPTUS ASTARTES, ULTRAMARINES
KEYWORDS
CHARACTER, INFANTRY, CHAPTER CHAMPION


2

Honour Guard

NAME M WS BS S T W A Ld Sv
Honour Guard 6" 3+ 3+ 4 4 2 2 9 2+
This unit contains 2 Honour Guard. Every model is equipped with: boltgun; bolt pistol; power axe; frag grenades; krak grenades.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
Boltgun
24"
Rapid Fire 1
4
0
1
-
Bolt pistol
12"
Pistol 1
4
0
1
-
Power axe
Melee
Melee
+1
-2
1
-
Frag grenades
6"
Grenade D6
3
0
1
-
Krak grenades
6"
Grenade 1
6
-1
D3
-
ABILITIES
Angels of Death

Honour Guard: When a friendly <CHAPTER> CHARACTER model within 3" of this unit would lose any wounds as a result of an attack made against that model, this unit can attempt to intercept that attack. Roll one D6; on a 2+ that model does not lose those wounds and this unit suffers 1 mortal wound for each of those wounds. Only one attempt can be made to intercept each attack.
FACTION KEYWORDS
IMPERIUM, ADEPTUS ASTARTES, ULTRAMARINES
KEYWORDS
INFANTRY, HONOUR GUARD


Fast Attack




7

Inceptor Squad

NAME M WS BS S T W A Ld Sv
Inceptor 10" 3+ 3+ 4 5 3 2 7 3+
Inceptor Sergeant 10" 3+ 3+ 4 5 3 3 8 3+
This unit contains 2 Inceptors and 1 Inceptor Sergeant. It can additionally contain up to 3 Inceptors (Power Rating +7). Every model is equipped with: 2 assault bolters.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
8
Assault bolter
18"
Assault 3
5
-1
1
-
17
Plasma exterminator
When you choose this weapon to shoot with, select one of the profiles below.
 - Standard
18"
Assault D3
7
-3
1
-
 - Supercharge
18"
Assault D3
8
-3
2
If any hit rolls of 1 are made for attacks with this weapon, the bearer is destroyed after shooting with this weapon.
WARGEAR OPTIONS
 • Every model can be equipped with 2 plasma exterminators instead of 2 assault bolters.
ABILITIES
Angels of Death

Meteoric Descent: During deployment, you can set up this unit in high orbit instead of setting it up on the battlefield. If you do, at the end of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" away from any enemy models.

Crushing Charge: After this unit finishes a charge move, for each model in this unit you can select one enemy unit within 1" of that model and roll one D6; on a 6, that enemy unit suffers 1 mortal wound.

Combat Squads: If this unit contains 6 models, then during deployment, before any units have been set up, it can be divided into two units of 3 models.
FACTION KEYWORDS
IMPERIUM, ADEPTUS ASTARTES, <CHAPTER>
KEYWORDS
INFANTRY, JUMP PACK, MK X GRAVIS, PRIMARIS, FLY, INCEPTOR SQUAD


3

Scout Bike Squad

NAME M WS BS S T W A Ld Sv
Scout Biker 16" 3+ 3+ 4 5 2 1 7 4+
Scout Biker Sergeant 16" 3+ 3+ 4 5 2 2 8 4+
This unit contains 1 Scout Biker Sergeant and 2 Scout Bikers. It can additionally contain up to 3 Scout Bikers (Power Rating +3) or up to 6 Scout Bikers (Power Rating +6). Every model is equipped with: Astartes shotgun; bolt pistol; twin boltgun; combat knife; frag grenades; krak grenades.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
6
Astartes grenade launcher
When you choose this weapon to shoot with, select one of the profiles below.
 - Frag grenade
24"
Assault D6
3
0
1
-
 - Krak grenade
24"
Assault 1
6
-1
D3
-
0
Astartes shotgun
12"
Assault 2
4
0
1
When resolving an attack made with this weapon against a unit that is within half range, this weapon has a Strength characteristic of 5 for that attack.
0
Bolt pistol
12"
Pistol 1
4
0
1
-
2
Twin boltgun
24"
Rapid Fire 2
4
0
1
-
0
Combat knife
Melee
Melee
User
0
1
When the bearer fights, it makes 1 additional attack with this weapon.
0
Frag grenades
6"
Grenade D6
3
0
1
-
0
Krak grenades
6"
Grenade 1
6
-1
D3
-
WARGEAR OPTIONS
 • The Scout Biker Sergeant can be equipped with 1 weapon from the Sergeant Weapons list instead of 1 bolt pistol.
 • Any model can be equipped with 1 Astartes grenade launcher instead of 1 twin boltgun.
ABILITIES
Angels of Death

Turbo-boost: When this unit Advances, add 6" to the Move characteristic of its models until the end of the Movement phase instead of making an Advance roll.

Combat Squads: If this unit contains 6 models, then during deployment, before any units have been set up, it can be divided into two units of 3 models. If this unit contains 9 models, then during deployment, before any units have been set up, it can be divided into three units of 3 models.
FACTION KEYWORDS
IMPERIUM, ADEPTUS ASTARTES, <CHAPTER>
KEYWORDS
BIKER, SCOUT, SCOUT BIKE SQUAD


4

Suppressor Squad

NAME M WS BS S T W A Ld Sv
Suppressor 12" 3+ 3+ 4 4 2 2 7 3+
Suppressor Sergeant 12" 3+ 3+ 4 4 2 3 8 3+
This unit contains 1 Suppressor Sergeant and 2 Suppressors. Every model is equipped with: accelerator autocannon; bolt pistol; frag grenades; krak grenades. Every model has a grav-chute.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
10
Accelerator autocannon
48"
Heavy 2
7
-2
2
-
0
Bolt pistol
12"
Pistol 1
4
0
1
-
0
Frag grenades
6"
Grenade D6
3
0
1
-
0
Krak grenades
6"
Grenade 1
6
-1
D3
-
ABILITIES
Angels of Death

Grav-chute:
2
During deployment, you can set up this unit in low altitude instead of setting it up on the battlefield. If you do, at the end of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" away from any enemy models.

Smoke Launcher: Once per battle, instead of shooting in your Shooting phase, this unit’s Suppressor Sergeant can use his smoke launcher. Until the start of your next Shooting phase, when resolving an attack made with a ranged weapon against this unit, subtract 1 from the hit roll.

Suppressing Fire: If an enemy model is destroyed as a result of an attack made with an accelerator autocannon by a model in this unit, that enemy model’s unit cannot fire Overwatch this turn.
FACTION KEYWORDS
IMPERIUM, ADEPTUS ASTARTES, <CHAPTER>
KEYWORDS
INFANTRY, JUMP PACK, PRIMARIS, FLY, SUPPRESSOR SQUAD


8

Deathstorm Drop Pod

NAME M WS BS S T W A Ld Sv
Deathstorm Drop Pod 0" - 4+ 6 6 8 0 8 3+
A Deathstorm Drop Pod is a single model. It is equipped with a Deathstorm missile array.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
0
Deathstorm missile array
18"
Heavy 2
8
-2
D3
When fired, this weapon makes one full Shooting attack against each enemy unit within range, except CHARACTERS. A unit consisting entirely of CHARACTERS may only be attacked if it is the closest enemy unit to the Deathstorm Drop Pod when the attack is declared.
0
Deathstorm cannon array
12"
Heavy 6
6
-1
1
When fired, this weapon makes one full Shooting attack against each enemy unit within range, except CHARACTERS. A unit consisting entirely of CHARACTERS may only be attacked if it is the closest enemy unit to the Deathstorm Drop Pod when the attack is declared.
WARGEAR OPTIONS
 • A Deathstorm Drop Pod may replace its Deathstorm missile launcher array with a Deathstorm cannon array.
ABILITIES
Angels of Death

Drop Pod Assault: During deployment, you can set up this model in orbit instead of placing it on the battlefield. At the end of any of your Movement phases, this model can perform a drop pod assault – set it up anywhere on the battlefield that is more than 9" away from any enemy models.

Immobile: After this model has been set up on the battlefield, it cannot move, run or charge, and no units can embark upon it.
FACTION KEYWORDS
IMPERIUM, ADEPTUS ASTARTES, <CHAPTER>
KEYWORDS
VEHICLE, DROP POD, DEATHSTORM DROP POD


3

Tarantula Air Defence Battery

NAME M WS BS S T W A Ld Sv
Tarantula Air Defence Battery 0" - 4+ 4 5 4 - 10 3+
This unit contains one Tarantula Air Defence Battery. It can include one additional Tarantula Air Defence Battery (Power Rating +3) or two additional Tarantula Air Defence Batteries (Power rating +6). Each Tarantula Air Defence Battery is equipped with air defence missiles.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
0
Air defence missiles
48"
Heavy D3
8
-2
D3
Add 1 to all hit rolls made for this weapon against targets that can FLY. Subtract 1 from the hit rolls made for this weapon against all other targets.
ABILITIES
Angels of Death

Immobile: This model cannot move for any reason, nor can it fight in the Fight phase. Enemy models automatically hit this model in the Fight phase – do not make hit rolls. However, this model can still shoot if there are enemy models within 1" of it, and friendly units can still target enemy units that are within 1" of this model.

Fully Automated Weapons: This model’s weapons must target the nearest visible enemy unit that can FLY. If no targets that can FLY are visible, it must instead target the nearest non-FLYING enemy unit.
FACTION KEYWORDS
IMPERIUM, ADEPTUS ASTARTES, <CHAPTER>
KEYWORDS
VEHICLE, GUN EMPLACEMENT, TARANTULA AIR DEFENCE BATTERY


3

Tarantula Sentry Gun

NAME M WS BS S T W A Ld Sv
Tarantula Sentry Gun 0" - 4+ 4 5 4 - 10 3+
This unit contains one Tarantula Sentry Gun. It can include one additional Tarantula Sentry Gun (Power Rating +3) or two additional Tarantula Sentry Guns (Power rating +6). Each Tarantula Sentry Gun is equipped with a twin heavy bolter.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
17
Twin heavy bolter
36"
Heavy 6
5
-1
1
-
40
Twin lascannon
48"
Heavy 2
9
-3
D6
-
22
Multi-melta
24"
Heavy 1
8
-4
D6
When resolving an attack made with this weapon against a unit that is within half range, roll two D6 when inflicting damage with it and discard one of the results.
44
Twin assault cannon
24"
Heavy 12
6
-1
1
-
WARGEAR OPTIONS
 • A Tarantula Sentry Gun may replace its twin heavy bolter with any one of the following weapons:
  - Twin lascannon
  - Multi-melta
  - Twin assault cannon
ABILITIES
Angels of Death

Immobile: This model cannot move for any reason, nor can it fight in the Fight phase. Enemy models automatically hit this model in the Fight phase – do not make hit rolls. However, this model can still shoot if there are enemy models within 1" of it, and friendly units can still target enemy units that are within 1" of this model.

Automated Artillery: If this model has a twin heavy bolter, it will automatically shoot at the nearest enemy INFANTRY unit in the Shooting phase within range. If this model has a twin lascannon, it will automatically shoot at the nearest non-INFANTRY model in the Shooting phase within range. If there are none of the specified types of unit in range then the closest unit of any kind must be targeted, however in all cases this model may only shoot at an enemy CHARACTER if it is the closest model of any type.
FACTION KEYWORDS
IMPERIUM, ADEPTUS ASTARTES, <CHAPTER>
KEYWORDS
VEHICLE, GUN EMPLACEMENT, TARANTULA SENTRY GUN


Flyers


9

Stormhawk Interceptor

NAME M WS BS S T W A Ld Sv
Stormhawk Interceptor * 6+ * 6 7 10 * 8 3+
A Stormhawk Interceptor is a single model equipped with: 2 assault cannons; 2 heavy bolters; Icarus stormcannon.
DAMAGE
Some of this model’s characteristics change as it suffers damage, as shown below:
REMAINING W
M
BS
A
6-10+
20-60"
3+
3
3-5
20-40"
4+
D3
1-2
20-25"
5+
1
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
22
Assault cannon
24"
Heavy 6
6
-1
1
-
10
Heavy bolter
36"
Heavy 3
5
-1
1
-
10
Icarus stormcannon
48"
Heavy 3
7
-1
2
When resolving an attack made with this weapon, add 1 to the hit roll if the target can FLY; otherwise subtract 1 from the hit roll.
40
Las-talon
24"
Heavy 2
9
-3
D6
-
20
Skyhammer missile launcher
60"
Heavy 3
7
-1
D3
When resolving an attack made with this weapon, add 1 to the hit roll if the target can FLY; otherwise subtract 1 from the hit roll.
32
Typhoon missile launcher
When you choose this weapon to shoot with, select one of the profiles below.
 - Frag missile
48"
Heavy 2D6
4
0
1
-
 - Krak missile
48"
Heavy 2
8
-2
D6
-
WARGEAR OPTIONS
 • This model can be equipped with one of the following instead of 2 heavy bolters: 1 skyhammer missile launcher;
1 typhoon missile launcher.
 • This model can be equipped with 1 las-talon instead of 1 Icarus stormcannon.
ABILITIES
Angels of Death

Airborne: You cannot charge with this model, and this model can only be chosen as a target of a charge if the unit making the charge can FLY. You can only fight with this model if it is within 1" of any enemy units that can FLY, and this model can only make close combat attacks against units that can FLY. Enemy units can only make close combat attacks against this model if they can FLY.

Explodes: When this model is destroyed, roll one D6 before removing it from play. On a 6 it explodes, and each unit within 6" suffers D3 mortal wounds.

Hard to Hit: When resolving an attack made with a ranged weapon against this model, subtract 1 from the hit roll.

Supersonic: When this model moves in your Movement phase, first pivot it on the spot up to 90° (this does not contribute to how far the model moves), then move the model straight forwards. It cannot pivot again after the initial pivot. When this model Advances, add 20" to its Move characteristic until the end of the Movement phase instead of making an Advance roll.

Interceptor: When resolving an attack made with a ranged weapon by this model against a unit that can FLY, add 1 to the hit roll.

Infernum Halo-launcher: When resolving an attack made with a ranged weapon against this model by a model that can FLY, subtract 1 from the hit roll.
FACTION KEYWORDS
IMPERIUM, ADEPTUS ASTARTES, <CHAPTER>
KEYWORDS
AIRCRAFT, VEHICLE, FLY, STORMHAWK INTERCEPTOR


8

Stormtalon Gunship

NAME M WS BS S T W A Ld Sv
Stormtalon Gunship * 6+ * 6 6 10 * 8 3+
A Stormtalon Gunship is a single model equipped with: 2 heavy bolters; twin assault cannon.
DAMAGE
Some of this model’s characteristics change as it suffers damage, as shown below:
REMAINING W
M
BS
A
6-10+
20-50"
3+
3
3-5
20-35"
4+
D3
1-2
20"
5+
1
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
10
Heavy bolter
36"
Heavy 3
5
-1
1
-
25
Lascannon
48"
Heavy 1
9
-3
D6
-
20
Skyhammer missile launcher
60"
Heavy 3
7
-1
D3
When resolving an attack made with this weapon, add 1 to the hit roll if the target can FLY; otherwise subtract 1 from the hit roll.
44
Twin assault cannon
24"
Heavy 12
6
-1
1
-
32
Typhoon missile launcher
When you choose this weapon to shoot with, select one of the profiles below.
 - Frag missile
48"
Heavy 2D6
4
0
1
-
 - Krak missile
48"
Heavy 2
8
-2
D6
-
WARGEAR OPTIONS
 • This model can be equipped with one of the following instead of 2 heavy bolters: 2 lascannons; 1 skyhammer missile launcher; 1 typhoon missile launcher.
ABILITIES
Angels of Death

Airborne: You cannot charge with this model, and this model can only be chosen as a target of a charge if the unit making the charge can FLY. You can only fight with this model if it is within 1" of any enemy units that can FLY, and this model can only make close combat attacks against units that can FLY. Enemy units can only make close combat attacks against this model if they can FLY.

Supersonic: When this model moves in your Movement phase, first pivot it on the spot up to 90° (this does not contribute to how far the model moves), then move the model straight forwards. It cannot pivot again after the initial pivot. When this model Advances, add 20" to its Move characteristic until the end of the Movement phase instead of making an Advance roll.

Strafing Run: When resolving an attack made with a ranged weapon by this model against a unit that cannot FLY, add 1 to the hit roll.

Hover Jet: Before this model moves in your Movement phase, you can declare it will hover. Its Move characteristic becomes 20" until the end of the phase, and it loses the Airborne, Hard to Hit and Supersonic abilities until the beginning of your next Movement phase.

Hard to Hit: When resolving an attack made with a ranged weapon against this model, subtract 1 from the hit roll.

Explodes: When this model is destroyed, roll one D6 before removing it from play. On a 6 it explodes, and each unit within 6" suffers D3 mortal wounds.
FACTION KEYWORDS
IMPERIUM, ADEPTUS ASTARTES, <CHAPTER>
KEYWORDS
AIRCRAFT, VEHICLE, FLY, STORMTALON GUNSHIP


19

Fire Raptor Assault Gunship

NAME M WS BS S T W A Ld Sv
Fire Raptor Assault Gunship * 6+ * 8 7 16 * 9 3+
A Fire Raptor Gunship is a single model. It is equipped with a twin avenger bolt cannon, two quad heavy bolters and two twin hellstrike launchers.
DAMAGE
Some of this model’s characteristics change as it suffers damage, as shown below:
REMAINING W
M
BS
A
8-16+
20-45"
3+
3
4-7
20-30"
4+
D3
1-3
20"
5+
1
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
0
Twin avenger bolt cannon
36"
Heavy 10
6
-2
2
-
36
Quad heavy bolter
36"
Heavy 12
5
-1
1
-
48
Twin hellstrike launcher
72"
Heavy 2
8
-3
3
-
40
Twin lascannon
48"
Heavy 2
9
-3
D6
-
30
Twin autocannon
48"
Heavy 4
7
-1
2
-
WARGEAR OPTIONS
 • The model may replace its two twin hellstrike missile launchers with two twin lascannon.
 • This model may replace its two quad heavy bolters with two twin autocannons.
ABILITIES
Angels of Death

Airborne: You cannot charge with this model, and this model can only be chosen as a target of a charge if the unit making the charge can FLY. You can only fight with this model if it is within 1" of any enemy units that can FLY, and this model can only make close combat attacks against units that can FLY. Enemy units can only make close combat attacks against this model if they can FLY.

Hard to Hit: When resolving an attack made with a ranged weapon against this model, subtract 1 from the hit roll.

Supersonic: When this model moves in your Movement phase, first pivot it on the spot up to 90° (this does not contribute to how far the model moves), then move the model straight forwards. It cannot pivot again after the initial pivot. When this model Advances, add 20" to its Move characteristic until the end of the Movement phase instead of making an Advance roll.

Crash and Burn: If this model is reduced to 0 wounds, roll a D6 before removing the model from the battlefield; on a 6 it crashes and explodes, and each unit within 6" suffers D3 mortal wounds.

Hover Jet: Before this model moves in your Movement phase, you can declare it will hover. Its Move characteristic becomes 20" until the end of the phase, and it loses the Airborne, Hard to Hit and Supersonic abilities until the beginning of your next Movement phase.

Power of the Machine Spirit: This model does not suffer the penalty for moving and firing Heavy weapons.
FACTION KEYWORDS
IMPERIUM, ADEPTUS ASTARTES, <CHAPTER>
KEYWORDS
AIRCRAFT, VEHICLE, FLY, FIRE RAPTOR ASSAULT GUNSHIP


11

Xiphon Interceptor

NAME M WS BS S T W A Ld Sv
Stormhawk Interceptor * 6+ * 6 7 11 2 8 3+
A Xiphon Interceptor is a single model. It is equipped with two twin lascannon and a Xiphon missile battery.
DAMAGE
Some of this model’s characteristics change as it suffers damage, as shown below:
REMAINING W
M
BS
8-11+
20-50"
3+
4-7
20-30"
4+
1-3
20"
5+
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
40
Twin lascannon
48"
Heavy 2
9
-3
D6
-
30
Xiphon missile battery
60"
Heavy 3
6
-2
3
-
ABILITIES
Angels of Death

Airborne: You cannot charge with this model, and this model can only be chosen as a target of a charge if the unit making the charge can FLY. You can only fight with this model if it is within 1" of any enemy units that can FLY, and this model can only make close combat attacks against units that can FLY. Enemy units can only make close combat attacks against this model if they can FLY.

Hard to Hit: When resolving an attack made with a ranged weapon against this model, subtract 1 from the hit roll.

Supersonic: When this model moves in your Movement phase, first pivot it on the spot up to 90° (this does not contribute to how far the model moves), then move the model straight forwards. It cannot pivot again after the initial pivot. When this model Advances, add 20" to its Move characteristic until the end of the Movement phase instead of making an Advance roll.

Crash and Burn: If this model is reduced to 0 wounds, roll a D6 before removing the model from the battlefield; on a 6 it crashes and explodes, and each unit within 6" suffers D3 mortal wounds.

Terminal Targeting: This model does not suffer the penalty to hit rolls for moving and firing Heavy weapons.

Skyborn Predator: When targeting units that can FLY, add 1 to your hit rolls for this model.
FACTION KEYWORDS
IMPERIUM, ADEPTUS ASTARTES, <CHAPTER>
KEYWORDS
AIRCRAFT, VEHICLE, FLY, XIPHON INTERCEPTOR


Heavy Support


12

Centurion Devastator Squad

NAME M WS BS S T W A Ld Sv
Centurion 4" 3+ 3+ 5 5 4 3 7 2+
Centurion Sergeant 4" 3+ 3+ 5 5 4 4 8 2+
This unit contains 1 Centurion Sergeant and 2 Centurions. It can additionally contain up to 3 Centurions (Power Rating +12). Every model is equipped with: 2 heavy bolters; hurricane bolter.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
20
Centurion missile launcher
36"
Assault D3
8
-2
D3
-
20
Grav-cannon and grav-amp
24"
Heavy 4
5
-3
1
When resolving an attack made with this weapon against a unit with a Save characteristic of 3+ or better, this weapon has a Damage characteristic of D3 for that attack.
10
Heavy bolter
36"
Heavy 3
5
-1
1
-
10
Hurricane bolter
24"
Rapid Fire 6
4
0
1
-
25
Lascannon
48"
Heavy 1
9
-3
D6
-
WARGEAR OPTIONS
 • Any model can be equipped with 1 Centurion missile launcher instead of 1 hurricane bolter.
 • Any model can be equipped with one of the following instead of 2 heavy bolters: 1 grav-cannon and grav-amp; 2 lascannons.
ABILITIES
Angels of Death

Omniscope: Whilst this unit contains 1 Centurion Sergeant, when resolving an attack made with a ranged weapon by a model in this unit, the target does not receive the benefit of cover to its saving throw.

Combat Squads: If this unit contains 6 models, then during deployment, before any units have been set up, it can be divided into two units of 3 models.

Decimator Protocols: Models in this unit do not suffer the penalty for moving and firing Heavy weapons.
FACTION KEYWORDS
IMPERIUM, ADEPTUS ASTARTES, <CHAPTER>
KEYWORDS
INFANTRY, CENTURION, CENTURION DEVASTATOR SQUAD


4

Eliminator Squad

NAME M WS BS S T W A Ld Sv
Eliminator 6" 3+ 3+ 4 4 2 2 7 3+
Eliminator Sergeant 6" 3+ 3+ 4 4 2 3 8 3+
This unit contains 1 Eliminator Sergeant and 2 Eliminators. Every model is equipped with: bolt pistol; bolt sniper rifle; frag grenades; krak grenades. Every model has a camo cloak.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
0
Bolt pistol
12"
Pistol 1
4
0
1
-
3
Bolt sniper rifle
When you choose this weapon to shoot with, select one of the profiles below.
 - Executioner round
36"
Heavy 1
5
-1
1
This weapon can target units that are not visible to the bearer, and can target a CHARACTER unit even if it is not the closest enemy unit. When resolving an attack made with this weapon, add 2 to the hit roll, and the target does not receive the benefit of cover to its saving throw.
 - Hyperfrag round
36"
Heavy D3
5
0
1
This weapon can target a CHARACTER unit even if it is not the closest enemy unit.
 - Mortis round
36"
Heavy 1
5
-2
D3
This weapon can target a CHARACTER unit even if it is not the closest enemy unit. When resolving an attack made with this weapon, a wound roll of 6+ inflicts 1 mortal wound on the target in addition to any other damage.
5
Instigator bolt carbine
24"
Assault 1
4
-1
2
This weapon can target a CHARACTER even if it is not the closest enemy unit.
15
Las fusil
36"
Heavy 1
8
-3
3
-
0
Frag grenades
6"
Grenade D6
3
0
1
-
0
Krak grenades
6"
Grenade 1
6
-1
D3
-
WARGEAR OPTIONS
 • The Eliminator Sergeant can be equipped with one of the following instead of 1 bolt sniper rifle: 1 instigator bolt carbine; 1 las fusil.
 • Every Eliminator can be equipped with 1 las fusil instead of 1 bolt sniper rifle.
ABILITIES
Angels of Death

Camo Cloak:
3
When resolving an attack made with a ranged weapon against a model in this unit whilst it is receiving the benefit of cover, add 2 to the saving throw instead of 1.

Guided Aim: Instead of shooting in your Shooting phase, this unit’s Eliminator Sergeant can guide his squad’s aim. Until the end of that phase, when resolving an attack made with a ranged weapon by a model in this unit, add 1 to the hit roll and wound roll.

Covering Fire: The first time this unit’s Eliminator Sergeant fires Overwatch with an instigator bolt carbine in your opponent’s turn, this unit can, after it has resolved its Overwatch, move as if it were your Movement phase (it cannot Advance as part of this move).

Concealed Positions: When you set up this unit during deployment, it can be set up anywhere on the battlefield that is more than 9" away from the enemy deployment zone and any enemy models.
FACTION KEYWORDS
IMPERIUM, ADEPTUS ASTARTES, <CHAPTER>
KEYWORDS
INFANTRY, PHOBOS, PRIMARIS, ELIMINATOR SQUAD


8

Hellblaster Squad

NAME M WS BS S T W A Ld Sv
Hellblaster 6" 3+ 3+ 4 4 2 2 7 3+
Hellblaster Sergeant 6" 3+ 3+ 4 4 2 3 8 3+
This unit contains 1 Hellblaster Sergeant and 4 Hellblasters. It can additionally contain up to 5 Hellblasters (Power Rating +8). Every model is equipped with: bolt pistol; plasma incinerator; frag grenades; krak grenades.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
15
Assault plasma incinerator
When you choose this weapon to shoot with, select one of the profiles below.
 - Standard
24"
Assault 2
6
-4
1
-
 - Supercharge
24"
Assault 2
7
-4
2
If any hit rolls of 1 are made for attacks with this weapon, the bearer is destroyed after shooting with this weapon.
0
Bolt pistol
12"
Pistol 1
4
0
1
-
17
Heavy plasma incinerator
When you choose this weapon to shoot with, select one of the profiles below.
 - Standard
36"
Heavy 1
8
-4
1
-
 - Supercharge
36"
Heavy 1
9
-4
2
If any hit rolls of 1 are made for attacks with this weapon, the bearer is destroyed after shooting with this weapon.
15
Plasma incinerator
When you choose this weapon to shoot with, select one of the profiles below.
 - Standard
30"
Rapid Fire 1
7
-4
1
-
 - Supercharge
30"
Rapid Fire 1
8
-4
2
If any hit rolls of 1 are made for attacks with this weapon, the bearer is destroyed after shooting with this weapon.
5
Plasma pistol
When you choose this weapon to shoot with, select one of the profiles below.
 - Standard
12"
Pistol 1
7
-3
1
-
 - Supercharge
12"
Pistol 1
8
-3
2
If any hit rolls of 1 are made for attacks with this weapon, the bearer is destroyed after shooting with this weapon.
0
Frag grenades
6"
Grenade D6
3
0
1
-
0
Krak grenades
6"
Grenade 1
6
-1
D3
-
WARGEAR OPTIONS
 • Every model can be equipped with one of the following instead of 1 plasma incinerator: 1 assault plasma incinerator; 1 heavy plasma incinerator.
 • The Hellblaster Sergeant can be equipped with 1 plasma pistol instead of 1 bolt pistol.
ABILITIES
Angels of Death

Combat Squads: If this unit contains 10 models, then during deployment, before any units have been set up, it can be divided into two units of 5 models.
FACTION KEYWORDS
IMPERIUM, ADEPTUS ASTARTES, <CHAPTER>
KEYWORDS
INFANTRY, PRIMARIS, HELLBLASTER SQUAD


15

Repulsor Executioner

NAME M WS BS S T W A Ld Sv
Repulsor Executioner * 6+ * 8 8 16 * 9 3+
A Repulsor Executioner is a single model equipped with: 2 fragstorm grenade launchers; heavy onslaught gatling cannon; macro plasma incinerator; 2 storm bolters; twin heavy bolter; twin Icarus ironhail heavy stubber. It has auto launchers.
DAMAGE
Some of this model’s characteristics change as it suffers damage, as shown below:
REMAINING W
M
BS
A
9-16+
10"
3+
6
5-8
5"
4+
D6
1-4
3"
5+
1
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
4
Fragstorm grenade launcher
18"
Assault D6
4
0
1
-
40
Heavy laser destroyer
72"
Heavy 2
10
-4
D6
When resolving an attack made with this weapon, a damage roll of 1 or 2 counts as 3 instead.
30
Heavy onslaught gatling cannon
30"
Heavy 12
5
-1
1
-
6
Icarus rocket pod
24"
Heavy D3
7
-1
2
When resolving an attack made with this weapon, add 1 to the hit roll if the target can FLY; otherwise subtract 1 from the hit roll.
6
Ironhail heavy stubber
36"
Heavy 3
4
-1
1
-
31
Macro plasma incinerator
When you choose this weapon to shoot with, select one of the profiles below.
 - Standard
36"
Heavy D6
8
-4
1
-
 - Supercharge
36"
Heavy D6
9
-4
2
For each hit roll of 1 made for attacks with this weapon, the bearer suffers 1 mortal wound after shooting with this weapon.
2
Storm bolter
24"
Rapid Fire 2
4
0
1
-
17
Twin heavy bolter
36"
Heavy 6
5
-1
1
-
10
Twin Icarus ironhail heavy stubber
36"
Heavy 6
4
-1
1
When resolving an attack made with this weapon, add 1 to the hit roll if the target can FLY; otherwise subtract 1 from the hit roll.
WARGEAR OPTIONS
 • This model can be equipped with 1 heavy laser destroyer instead of 1 macro plasma incinerator
 • This model can additionally be equipped with 1 ironhail heavy stubber.
 • This model can additionally be equipped with 1 Icarus rocket pod.
ABILITIES
Angels of Death

Aquilon Optics: If, in your Movement phase, this model does not move or moves a distance less than half its Move characteristic, it can shoot with its heavy laser destroyer or macro plasma incinerator twice in the following Shooting phase (the weapon must target the same unit both times).

Repulsor Field: If any units with this ability are chosen as targets of a charge, subtract 2 from the charge roll.

Hover Tank: Distances are always measured to and from this model’s hull.

Power of the Machine Spirit: This model does not suffer the penalty for moving and firing Heavy weapons.

Auto Launchers:
0
Instead of shooting in your Shooting phase, this model can use its auto launchers. Until the start of your next Shooting phase, when resolving an attack made with a ranged weapon against this model, subtract 1 from the hit roll.

Explodes: When this model is destroyed, roll one D6 before any embarked models disembark and before removing it from play. On a 6 it explodes, and each unit within 6" suffers D6 mortal wounds.
TRANSPORT
This model has a transport capacity of 6 <CHAPTER> PRIMARIS INFANTRY models. Each MK X GRAVIS model takes up the space of 2 other models. It cannot transport JUMP PACK models.
FACTION KEYWORDS
IMPERIUM, ADEPTUS ASTARTES, <CHAPTER>
KEYWORDS
VEHICLE, TRANSPORT, FLY, REPULSOR, REPULSOR EXECUTIONER


4

Thunderfire Cannon

NAME M WS BS S T W A Ld Sv
Thunderfire Cannon 3" 6+ 2+ 3 6 4 1 8 2+
Techmarine Gunner 6" 3+ 2+ 4 4 4 3 8 2+
This unit contains 1 Thunderfire Cannon and 1 Techmarine Gunner. The Thunderfire Cannon is equipped with: thunderfire cannon. The Techmarine Gunner is equipped with: bolt pistol; flamer; plasma cutter; 2 servo-arms.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
0
Bolt pistol
12"
Pistol 1
4
0
1
-
6
Flamer
8"
Assault D6
4
0
1
When resolving an attack made with this weapon, do not make a hit roll: it automatically scores a hit.
5
Plasma cutter
When you choose this weapon to shoot with, select one of the profiles below.
 - Standard
12"
Assault 1
7
-3
1
-
 - Supercharge
12"
Assault 1
8
-3
2
If any hit rolls of 1 are made for attacks with this weapon, the bearer is destroyed after shooting with this weapon.
0
Thunderfire cannon
60"
Heavy 4D3
5
-1
1
This weapon can target units that are not visible to the bearer.
0
Servo-arm
Melee
Melee
x2
-2
3
When the bearer fights, no more than one attack can be made with each servo-arm. When resolving an attack made with this weapon, subtract 1 from the hit roll.
ABILITIES
Angels of Death

Operated Artillery: You can only shoot with a Thunderfire Cannon if it is being operated. At the start of any phase, each Techmarine Gunner model from your army can operate one friendly <CHAPTER> Thunderfire Cannon model within 3" of it. Until the end of that phase, whilst it is within 3" of that Thunderfire Cannon, that Techmarine Gunner is said to be operating that Thunderfire Cannon.

Crewed Artillery: After this unit is set up on the battlefield for the first time, it is divided into two units, one containing the Thunderfire Cannon and the other the Techmarine Gunner. If at any point there are no friendly <CHAPTER> Techmarine Gunner units within 6" of a Thunderfire Cannon, that Thunderfire Cannon is destroyed.

Blessing of the Omnissiah: At the end of your Movement phase, this unit’s Techmarine Gunner can repair one friendly <CHAPTER> VEHICLE model within 1" of him. That model regains up to D3 lost wounds. Each model can only be repaired once per turn.
FACTION KEYWORDS
IMPERIUM, ADEPTUS ASTARTES, <CHAPTER>
KEYWORDS (Thunderfire Cannon)
VEHICLE, ARTILLERY, THUNDERFIRE CANNON
KEYWORDS (Techmarine Gunner)
CHARACTER, INFANTRY, TECHMARINE


4

Rapier Carrier

NAME M WS BS S T W A Ld Sv
Rapier Carrier 3" 6+ 3+ 3 5 4 1 7 3+
Space Marine Gunners 6" 3+ 3+ 4 4 1 1 7 3+
This unit contains one Rapier Carrier and two Space Marine Gunners.
 • The Rapier Carrier is equipped with a quad heavy bolter.
 • The Space Marine Gunners are armed with bolt pistols, frag grenades and krak grenades.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
36
Quad heavy bolter
36"
Heavy 12
5
-1
1
-
45
Quad launcher
When firing this weapon, select one of the two profiles below:
 - Shatter shells
24"
Heavy 4
8
-2
3
-
 - Thunderfire shells
60"
Heavy 4D3
5
0
1
This weapon can target units not visible to the firing model.
60
Laser destroyer
36"
Heavy 1
12
-4
D6
If this weapon successfully inflicts damage, roll an additional D6. On a result of a ‘3-5’, the weapon’s Damage is increased to 2D6. On a result of a ‘6’, the weapon’s Damage is increased to 3D6.
0
Bolt pistol
12"
Pistol 1
4
0
1
-
0
Frag grenades
6"
Grenade D6
3
0
1
-
0
Krak grenades
6"
Grenade 1
6
-1
D3
-
WARGEAR OPTIONS
 • A Rapier Carrier may replace its quad heavy bolter for either a laser destroyer or a quad launcher
ABILITIES
Angels of Death

Space Marine Gunners: When a Rapier Carrier is set up on the battlefield, its Space Marine Gunners are set up in unit coherency with it. From that point onwards the Space Marine Gunners are treated as one unit and the Rapier Carrier as another. The Space Marine Gunners may only be chosen as a target in the Shooting phase if they are the closest visible enemy unit to the firer.

Artillery: The Rapier Carrier can only fire its weapon if at least one of the Space Marine Gunners it was deployed with is within 3". If both of the Space Marine Gunners the Rapier Carrier was deployed with are slain, the Rapier Carrier is also removed as slain.
FACTION KEYWORDS
IMPERIUM, ADEPTUS ASTARTES, <CHAPTER>
KEYWORDS (Rapier Carrier)
VEHICLE, ARTILLERY, RAPIER CARRIER
KEYWORDS (Space Marine Gunners)
INFANTRY, SPACE MARINE GUNNERS


10

Siege Dreadnought

NAME M WS BS S T W A Ld Sv
Siege Dreadnought 6" 3+ 3+ 6 8 8 4 8 3+
A Siege Dreadnought is a single model. It is equipped with a seismic hammer, a meltagun and a Dreadnought inferno cannon.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
35
Dreadnought inferno cannon
8"
Heavy D6
6
-1
2
This weapon hits its target automatically.
30
Seismic hammer
Melee
Melee
x2
-4
5
When resolving an attack made with this weapon, subtract 1 from the hit roll.
14
Heavy flamer
8"
Heavy D6
5
-1
1
When resolving an attack made with this weapon, do not make a hit roll: it automatically scores a hit.
14
Meltagun
12"
Assault 1
8
-4
D6
When resolving an attack made with this weapon against a unit that is within half range, roll two D6 when inflicting damage with it and discard one of the results.
22
Multi-melta
24"
Heavy 1
8
-4
D6
When resolving an attack made with this weapon against a unit that is within half range, roll two D6 when inflicting damage with it and discard one of the results.
40
Twin lascannon
48"
Heavy 2
9
-3
D6
-
30
Twin autocannon
48"
Heavy 4
7
-1
2
-
WARGEAR OPTIONS
 • A Siege Dreadnought may replace its Dreadnought inferno cannon with a multi-melta, a twin lascannon or a twin autocannon.
 • A Siege Dreadnought may replace its seismic hammer and meltagun with a second Dreadnought inferno cannon.
ABILITIES
Angels of Death

Explodes: When this model is destroyed, roll one D6 before removing it from play. On a 6 it explodes, and each unit within 3" suffers D3 mortal wounds.

Smoke Launchers: Once per game, instead of shooting any weapons in the Shooting phase, this model can use its smoke launchers. Until the controlling player’s next Shooting phase, any enemy units targeting this unit subtract 1 from all hit rolls for Shooting attacks made against this unit.

Sundering Strikes: Whenever attacking a BUILDING or any model with a Movement characteristic of 0" during the Fight phase, the Siege Dreadnought’s controlling player may re-roll all wound rolls of 1 with this model.

Fragstorm Launchers: If this model finishes a charge move within 1" of an enemy unit, roll a D6. On a 4+, that unit suffers D3 mortal wounds.
FACTION KEYWORDS
IMPERIUM, ADEPTUS ASTARTES, <CHAPTER>
KEYWORDS
VEHICLE, DREADNOUGHT, SIEGE DREADNOUGHT


Lords of War




36

Astraeus Super-heavy Tank

NAME M WS BS S T W A Ld Sv
Astraeus Super-heavy Tank * 5+ * 9 8 24 * 9 2+
An Astraeus Super-heavy Tank is a single model. It is equipped with a twin heavy bolter, storm bolter, ironhail heavy stubber, two las-rippers, enhanced repulsor field and twin macro-accelerator cannon.
DAMAGE
Some of this model’s characteristics change as it suffers damage, as shown below:
REMAINING W
M
BS
A
Void Shield
11-24+
12"
3+
8
5+
6-10
9"
4+
6
6+
1-5
5"
5+
D3
7+
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
17
Twin heavy bolter
36"
Heavy 6
5
-1
1
-
40
Twin lascannon
48"
Heavy 2
9
-3
D6
-
6
Ironhail heavy stubber
36"
Heavy 3
4
-1
1
-
25
Plasma eradicator
When attacking with this weapon, choose one of the profiles below:
 - Standard
36"
Heavy D3
8
-4
1
-
 - Supercharge
36"
Heavy D3
9
-4
2
For each hit roll of 1, the bearer suffers a mortal wound after all of this weapon’s shots have been resolved.
30
Las-ripper
24"
Heavy 2
8
-3
3
-
2
Storm bolter
24"
Rapid Fire 2
4
0
1
-
120
Twin macro-accelerator cannon
72"
Heavy 12
8
-2
3
When targeting units with the FLY keyword, this weapon ignores abilities which negatively modify its hit rolls.
0
Enhanced repulsor field
Melee
Melee
User
-2
D3
-
WARGEAR OPTIONS
 • This model may exchange its twin heavy bolter for a twin lascannon.
 • This model may take an additional ironhail heavy stubber.
 • This model may replace its two las-rippers with two plasma eradicators.
ABILITIES
Angels of Death

Power of the Machine Spirit: This model does not suffer the penalty for moving and firing Heavy weapons.

Hover Tank: Instead of measuring distances and ranges to and from this model’s base, measure to and from this model’s base or hull (whichever is closer).

Enhanced Repulsor Fields: Your opponent must subtract 3 from any charge rolls made for units that declare a charge against an Astraeus Super-heavy Tank.

Steel Behemoth: This model may Fall Back in the Movement phase and still Charge during the controlling player’s turn. It may fire its weapons if enemy units are within 1" of it (except for its twin macro-accelerator cannon which may still fire but must target units that are not within 1"). In addition, this model only gains a bonus to its save when in cover if at least half of the model is obscured from the attacker.

Explodes: If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield. On a 6 it explodes, and each unit within 2D6" suffers D6 mortal wounds.

Void Shields: An Astraeus Super-heavy Tank is protected by specialised void shield generators, nearimpenetrable barriers of force projected out at a distance from their hulls in layers designed to deflect and absorb the impact of high-energy attacks and missiles against them. In game terms, void shields are represented by a unique kind of saving throw which the controlling player can opt to use instead of their normal save or invulnerable save against any form of attack, except from weapons with the Melee type. Like invulnerable saves, void shield saves are unaffected by the AP of an attack, but unlike invulnerable saves they may also be used to negate mortal wounds. In this case however, roll one dice for each mortal wound that has been inflicted on the model, with the mortal wound being ignored if the save roll is passed. Note that void shield saves may not be taken against mortal wounds inflicted by this model's plasma eradicators.
FACTION KEYWORDS
IMPERIUM, ADEPTUS ASTARTES, <CHAPTER>
KEYWORDS
VEHICLE, TITANIC, FLY, ASTRAEUS SUPER-HEAVY TANK


44

Relic Mastodon Super-heavy Siege Transport

NAME M WS BS S T W A Ld Sv
Relic Mastodon Super-heavy Siege Transport * 5+ * 9 9 30 * 9 2+
A Relic Mastodon is a single model. It is equipped with two heavy flamers, two lascannon, one skyreaper battery, a siege melta array and crushing tracks.
DAMAGE
Some of this model’s characteristics change as it suffers damage, as shown below:
REMAINING W
M
BS
A
Void Shield
16-30+
10"
3+
8
5+
8-15
7"
4+
6
6+
1-7
4"
5+
D6
7+
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
0
Crushing tracks
Melee
Melee
User
-2
D3
-
25
Lascannon
48"
Heavy 1
9
-3
D6
-
14
Heavy flamer
8"
Heavy D6
5
-1
1
When resolving an attack made with this weapon, do not make a hit roll: it automatically scores a hit.
42
Skyreaper battery
48"
Heavy 8
7
-1
5
Add 1 to all hit rolls made for this weapon against targets that can FLY. Subtract 1 from the hit rolls made for this weapon against all other targets.
0
Siege melta array
12"
Heavy 4D3
9
-4
D6
If the target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result.
ABILITIES
Angels of Death

Explodes: If this model is reduced to 0 wounds, roll a D6; on a 6 it explodes and each unit within 2D6" suffers 2D6 mortal wounds, the model is then removed.

Power of the Machine Spirit: This model does not suffer the penalty for moving and firing Heavy weapons.

Smoke Launchers: Once per game, instead of shooting any weapons in the Shooting phase, this model can use its smoke launchers. Until the controlling player’s next Shooting phase, any enemy units targeting this unit subtract 1 from all hit rolls for Shooting attacks made against this unit.

Void Shields: A Relic Mastodon is protected by specialised void shield generators, near-impenetrable barriers of force projected out at a distance from its hull in layers, designed to deflect and absorb the impact of high-energy attacks and missiles against them. In game terms, void shields are represented by a unique kind of saving throw shown in the Damage box above, which the controlling player can opt to use instead of their normal save or invulnerable save against any form of attack except from weapons with the Melee type. Like invulnerable saves, void shield saves are unaffected by the AP of an attack, but unlike invulnerable saves they may also be used to negate mortal wounds. In this case however, roll one dice for each mortal wound that has been inflicted on the model, with the mortal wound being ignored if the save roll indicated in the Damage box is passed.

Steel Behemoth: This model may Fall Back in the Movement phase and still shoot and/or Charge during the controlling player’s turn. It can, except when firing Overwatch, also still fire its weapons if enemy units are within 1" of it (but only its heavy flamers and lascannons can target units that are within 1" of it – its other ranged weapons must target other units). In addition, this model only gains a bonus to its save in cover if at least half of the model is obscured from the bearer.
TRANSPORT
This model can transport 40 <CHAPTER> INFANTRY MODELS (each TERMINATOR and JUMP PACK model takes up the space of two other models, and each CENTURION takes up the space of three other models). It may also transport up to two DREADNOUGHTS, IRONCLAD DREADNOUGHTS, VENERABLE DREADNOUGHTS or CONTEMPTOR DREADNOUGHTS, each taking up the space of ten models. It cannot transport PRIMARIS models.
FACTION KEYWORDS
IMPERIUM, ADEPTUS ASTARTES, <CHAPTER>
KEYWORDS
TITANIC, VEHICLE, TRANSPORT, RELIC, RELIC MASTODON SUPER-HEAVY SIEGE TRANSPORT


50

Sokar Pattern Stormbird

NAME M WS BS S T W A Ld Sv
Sokar Pattern Stormbird * 6+ * 10 9 40 * 9 3+
A Sokar Pattern Stormbird is a single model. It is equipped with four twin lascannon, three twin heavy bolters and a battery of hellstrike missiles.
DAMAGE
Some of this model’s characteristics change as it suffers damage, as shown below:
REMAINING W
M
BS
A
Void Shield
30-40+
20-50"
2+
6
4+
20-29
20-40"
3+
4
5+
10-19
20-30"
4+
3
6+
1-9
20"
5+
2
7+
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
17
Twin heavy bolter
36"
Heavy 6
5
-1
1
-
40
Twin lascannon
48"
Heavy 2
9
-3
D6
-
60
Hellstrike battery
72"
Heavy 4
8
-3
3
-
ABILITIES
Angels of Death

Airborne: You cannot charge with this model, and this model can only be chosen as a target of a charge if the unit making the charge can FLY. You can only fight with this model if it is within 1" of any enemy units that can FLY, and this model can only make close combat attacks against units that can FLY. Enemy units can only make close combat attacks against this model if they can FLY.

Colossal Flyer: When targeting this unit with Shooting attacks and psychic powers, always measure to the model’s hull where it would be at tabletop level, even if it is on a flying base. In addition, unless the attacking unit has the FLY keyword, add 12" to the measured distance to determine the range when making shooting attacks against the Sokar Pattern Stormbird. Note that this means many short-ranged shooting weapons will not be able to hit this model. Your opponent must also subtract 1 from hit rolls for attacks that target this model in the Shooting phase.

Supersonic: When this model moves in your Movement phase, first pivot it on the spot up to 90° (this does not contribute to how far the model moves), then move the model straight forwards. It cannot pivot again after the initial pivot. When this model Advances, add 20" to its Move characteristic until the end of the Movement phase instead of making an Advance roll.

Void-hardened Hull: The Sokar Pattern Stormbird has a 5+ invulnerable save.

Crash and Burn: If this model is reduced to 0 wounds, roll a D6 before removing the model from the battlefield and before any embarked models disembark; on a 6 it crashes and explodes and each unit within 6" suffers 2D6 mortal wounds.

Hover Jet: Before this model moves in your Movement phase, you can declare it will hover. Its Move characteristic becomes 20" until the end of the phase, and it loses the Airborne, Colossal Flyer and Supersonic abilities until the beginning of your next Movement phase.

Power of the Machine Spirit: This model does not suffer the penalty for moving and firing Heavy weapons.

Projected Void Shields: The Sokar Pattern Stormbird is protected by specialised void shield generators. In game terms, these void shields are represented by a unique kind of saving throw which the controlling player can opt to use instead of their normal save or invulnerable save against any form of attack except from weapons with the Melee type. Like invulnerable saves, void shield saves are unaffected by the AP of an attack, but unlike invulnerable saves, they may also be used to negate mortal wounds. In this case however, roll one dice for each mortal wound that has been inflicted on the unit, with the mortal wound being ignored if the save roll is passed. Void shields must be continuously re-energised and renewed in combat operations and so as the unit is damaged, the defensive potential of its void shields is reduced (see the Damage table for the Sokar Pattern Stormbird).

Shield Projection: As long as the Sokar Pattern Stormbird’s controlling player has chosen to make it hover (as described previously) and does not move at all during the turn, you may declare that the Sokar Pattern Stormbird is projecting its void shields beyond its hull at the start of the Movement phase. If this is the case, the void shields’ save is extended to all models and BUILDINGS within 8" of the Sokar Pattern Stormbird’s hull and wings.
TRANSPORT
The Sokar Pattern Stormbird can transport 50 <CHAPTER> INFANTRY models. Each JUMP PACK or TERMINATOR model takes the space of two other Infantry models and each CENTURION takes the space of three other INFANTRY models. It may also transport <CHAPTER> BIKER models who take up the place of three INFANTRY models each. The Sokar Pattern Stormbird may also transport a single <CHAPTER> RHINO, including its own transported models, occupying 25 models’ worth of space. When disembarking, the Rhino may only exit via the rear of the Sokar Pattern Stormbird.
FACTION KEYWORDS
IMPERIUM, ADEPTUS ASTARTES, <CHAPTER>
KEYWORDS
AIRCRAFT, TITANIC, VEHICLE, TRANSPORT, FLY, SOKAR PATTERN STORMBIRD


42

Thunderhawk Assault Gunship

NAME M WS BS S T W A Ld Sv
Thunderhawk Assault Gunship * 6+ * 10 9 30 * 9 3+
A Thunderhawk Gunship is a single model. It is equipped with a Thunderhawk heavy cannon, four twin heavy bolters and two lascannon.
DAMAGE
Some of this model’s characteristics change as it suffers damage, as shown below:
REMAINING W
M
BS
A
24-30+
20-50"
2+
8
15-23
20-40"
3+
4
8-14
20-30"
4+
3
1-7
20"
5+
2
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
17
Twin heavy bolter
36"
Heavy 6
5
-1
1
-
60
Hellstrike battery
72"
Heavy 4
8
-3
3
-
25
Lascannon
48"
Heavy 1
9
-3
D6
-
0
Thunderhawk heavy cannon
48"
Heavy 2D6
8
-2
D6
-
0
Turbo-laser destructor
96"
Heavy D3
16
-4
2D6
Any wound roll of a 6 made with this attack automatically inflicts an additional D3 mortal wounds on the target.
WARGEAR OPTIONS
 • This model may replace its Thunderhawk heavy cannon with a turbo-laser destructor.
 • The model may take a hellstrike missile battery. If this option is chosen then the Thunderhawk Assault Gunship loses the Thunderhawk Cluster Bombs ability.
ABILITIES
Angels of Death

Airborne: You cannot charge with this model, and this model can only be chosen as a target of a charge if the unit making the charge can FLY. You can only fight with this model if it is within 1" of any enemy units that can FLY, and this model can only make close combat attacks against units that can FLY. Enemy units can only make close combat attacks against this model if they can FLY.

Colossal Flyer: When targeting this unit with Shooting attacks and psychic powers, always measure to the model’s hull where it would be at tabletop level, even if it is on a flying base. In addition, unless the attacking unit has the FLY keyword, add 12" to the measured distance to determine the range when making shooting attacks against the Thunderhawk Gunship. Note that this means many short-ranged shooting weapons will not be able to hit this model. Your opponent must also subtract 1 from hit rolls for attacks that target this model in the Shooting phase.

Supersonic: When this model moves in your Movement phase, first pivot it on the spot up to 90° (this does not contribute to how far the model moves), then move the model straight forwards. It cannot pivot again after the initial pivot. When this model Advances, add 20" to its Move characteristic until the end of the Movement phase instead of making an Advance roll.

Void-hardened Hull: The Thunderhawk Assault Gunship has a 5+ invulnerable save.

Crash and Burn: If this model is reduced to 0 wounds, roll a D6 before removing the model from the battlefield and before any embarked models disembark; on a 6 it crashes and explodes and each unit within 6" suffers 2D6 mortal wounds.

Hover Jet: Before this model moves in your Movement phase, you can declare it will hover. Its Move characteristic becomes 20" until the end of the phase, and it loses the Airborne, Colossal Flyer and Supersonic abilities until the beginning of your next Movement phase.

Power of the Machine Spirit: This model does not suffer the penalty for moving and firing Heavy weapons.

Thunderhawk Cluster Bombs: Once per battle, a Thunderhawk Gunship with this ability can make a bombing run against a single enemy unit it has moved over during one of its Movement phases. After the Thunderhawk Gunship has moved, pick an enemy unit that it flew over. Roll 3D6 for every VEHICLE or MONSTER, or a D6 for every other model, up to a maximum of 12D6. For each roll of a 5+, the unit suffers a mortal wound. Units consisting of only CHARACTERS may not be targeted by this ability.
TRANSPORT
The Thunderhawk Gunship can transport 30 <CHAPTER> INFANTRY models. Each JUMP PACK or TERMINATOR model takes up the space of two other INFANTRY models and each CENTURION takes up the space of three other INFANTRY models. It may also transport <CHAPTER> BIKER models who take up the space of three INFANTRY models each. It cannot transport PRIMARIS models if it carries any other type of models. If only PRIMARIS models are being transported, it can transport up to 15 <CHAPTER> PRIMARIS INFANTRY models.
FACTION KEYWORDS
IMPERIUM, ADEPTUS ASTARTES, <CHAPTER>
KEYWORDS
AIRCRAFT, TITANIC, VEHICLE, TRANSPORT, FLY, THUNDERHAWK ASSAULT GUNSHIP


23

Relic Spartan Assault Tank

NAME M WS BS S T W A Ld Sv
Relic Spartan Assault Tank * 5+ * 8 8 20 * 9 2+
A Relic Spartan is a single model. It is equipped with a twin heavy bolter, two quad lascannon and crushing tracks.
DAMAGE
Some of this model’s characteristics change as it suffers damage, as shown below:
REMAINING W
M
BS
A
12-20+
10"
3+
8
6-11
5"
4+
D6
1-5
3"
5+
D3
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
0
Crushing tracks
Melee
Melee
User
-2
D3
-
17
Twin heavy bolter
36"
Heavy 6
5
-1
1
-
80
Quad lascannon
48"
Heavy 4
9
-3
D6
-
28
Twin heavy flamer
8"
Heavy 2D6
5
-1
1
This weapon automatically hits its target.
10
Heavy bolter
36"
Heavy 3
5
-1
1
-
22
Multi-melta
24"
Heavy 1
8
-4
D6
When resolving an attack made with this weapon against a unit that is within half range, roll two D6 when inflicting damage with it and discard one of the results.
14
Heavy flamer
8"
Heavy D6
5
-1
1
When resolving an attack made with this weapon, do not make a hit roll: it automatically scores a hit.
2
Storm bolter
24"
Rapid Fire 2
4
0
1
-
60
Laser destroyer
36"
Heavy 1
12
-4
D6
If this weapon successfully inflicts damage, roll an additional D6. On a result of a ‘3-5’, the weapon’s Damage is increased to 2D6. On a result of a ‘6’, the weapon’s Damage is increased to 3D6.
WARGEAR OPTIONS
 • A Relic Spartan may replace its quad lascannon with laser destroyers.
 • A Relic Spartan may replace its twin heavy bolter with a twin heavy flamer.
 • A Relic Spartan may also be equipped with one of the following:
  - Heavy bolter
  - Heavy flamer
  - Multi-melta
  - Storm bolter
ABILITIES
Angels of Death

Explodes: If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield; on a 6 it explodes and each unit within 2D6" suffers D6 mortal wounds.

Power of the Machine Spirit: This model does not suffer the penalty for moving and firing Heavy weapons.

Smoke Launchers: Once per game, instead of shooting any weapons in the Shooting phase, this model can use its smoke launchers. Until the controlling player’s next Shooting phase, any enemy units targeting this unit subtract 1 from all hit rolls for Shooting attacks made against this unit.

Steel Behemoth: This model may Fall Back in the Movement phase and still shoot and/or charge during the controlling player’s turn. It can, except when firing Overwatch, also still fire its weapons if enemy units are within 1” of it. In addition, this model only gains a bonus to its save in cover if at least half of the model is obscured from the bearer.
TRANSPORT
This model can transport 25 <CHAPTER> INFANTRY models (each TERMINATOR and JUMP PACK model takes up the space of two other models, and each CENTURION takes up the space of three other models). It cannot transport PRIMARIS models.
FACTION KEYWORDS
IMPERIUM, ADEPTUS ASTARTES, <CHAPTER>
KEYWORDS
TITANIC, VEHICLE, TRANSPORT, RELIC, RELIC SPARTAN ASSAULT TANK
Does not include wargear
PISTOL

Pistols are carried one-handed and can even be used in a melee to shoot at point-blank range. Many warriors carry one as a sidearm, alongside their primary weapon.

A model can fire a Pistol even if there are enemy units within 1" of its own unit, but it must target the closest enemy unit. In such circumstances, the model can shoot its Pistol even if other friendly units are within 1" of the same enemy unit.

Each time a model equipped with both a Pistol and another type of ranged weapon (e.g. a Pistol and a Rapid Fire weapon) shoots, it can either shoot with its Pistol(s) or with all of its other weapons. Choose which it will fire (Pistols or non-Pistols) before making hit rolls.

Master-crafted boltgun used in following datasheets:

HQ
• Captain
RAPID FIRE

Rapid Fire weapons are versatile weapons capable of aimed single shots at long range or controlled bursts of fire at close quarters.

A model firing a Rapid Fire weapon doubles the number of attacks it makes if its target is within half the weapon’s maximum range.
Melee Weapon
Each time a model makes a close combat attack, it uses a melee weapon – the weapons a model is equipped with are described on its datasheet. In addition to their other weapons, all models are assumed to be equipped with a close combat weapon, which has the following profile:

WEAPONRANGETYPESAPD
Close combat weaponMeleeMeleeUser01

If a model has more than one melee weapon, choose which it will use before rolling the dice. If a model has more than one melee weapon and can make several close combat attacks, it can split its attacks between these weapons however you wish – declare how you will divide the attacks before any dice are rolled.
GRENADE

Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.

Each time a unit shoots, a single model in the unit that is equipped with Grenades may throw one instead of firing any other weapon.
Combi-weapons
 • Combi-flamer
8
 • Combi-grav
13
 • Combi-melta
15
 • Combi-plasma
11
 • Storm bolter
2
single/pair
CHARACTERS/other models
Melee Weapons
 • Chainsword
0
 • Lightning claw
 • Power axe
5
 • Power fist
9
 • Power maul
4
 • Power sword
4
 • Thunder hammer
Pistols
 • Bolt pistol
0
 • Grav-pistol
8
 • Plasma pistol
5
Angels of Death

The Adeptus Astartes are amongst the finest warriors in the Imperium.

This unit has the following abilities: And They Shall Know No Fear, Bolter Discipline, Shock Assault and Combat Doctrines.
Hit Roll
Each time a model makes an attack, roll a dice. If the roll is equal to or greater than the attacking model’s Ballistic Skill characteristic, then it scores a hit with the weapon it is using. If not, the attack fails and the attack sequence ends. A roll of 1 always fails, irrespective of any modifiers that may apply.
Invulnerable Saves
Some models possess supernatural reflexes or are protected by force fields that grant them an invulnerable save. Each time a wound is allocated to a model with an invulnerable save, you can choose to use either its normal Save characteristic or its invulnerable save, but not both. If a model has more than one invulnerable save, it can only use one of them – choose which it will use. If you use a model’s invulnerable save, it is never modified by a weapon’s Armour Penetration value.
Terminator Combi-weapons
 • Combi-plasma
11
 • Combi-flamer
8
 • Combi-melta
15
 • Storm bolter
2
Terminator Melee Weapons
 • Lightning claw
 • Power fist
9
 • Storm Shield
 • Thunder hammer
Advancing
When you pick a unit to move in the Movement phase, you can declare that it will Advance. Roll a dice and add the result to the Move characteristics of all models in the unit for that Movement phase. A unit that Advances can’t shoot or charge later that turn.

Master-crafted power sword used in following datasheets:

HQ
Elites

The MK X GRAVIS keyword is used in following Space Marines datasheets:

HQ
Elites
Fast Attack
Characters
Some models are noted as being a Character on their datasheet. These heroes, officers, prophets and warlords are powerful individuals that can have a great impact on the course of a battle. The swirling maelstrom of the battlefield can make it difficult to pick out such individuals as targets, however.

An enemy CHARACTER with a Wounds characteristic of less than 10 can only be chosen as a target in the Shooting phase if it is both visible to the firing model and it is the closest enemy unit to the firing model. Ignore other enemy CHARACTERS with a Wounds characteristics of less than 10 when determining if the target is the closest enemy unit to the firing model.

This means that if any other enemy units (other than other CHARACTERS with a Wounds characteristics of less than 10) are closer, whether they are visible or not, then the enemy CHARACTER cannot be targeted.
ASSAULT

Assault weapons fire so rapidly or indiscriminately that they can be shot from the hip as warriors dash forwards into combat.

A model with an Assault weapon can fire it even if it Advanced earlier that turn. If it does so, you must subtract 1 from any hit rolls made when firing that weapon this turn.

Combat knife used in following datasheets:

HQ
Troops
Elites
Fast Attack
Terrain and Cover
The battlefields of the far future are littered with terrain features such as ruins, craters and twisted copses. Models can take shelter within such terrain features to gain protection against incoming weapons’ fire.

If a unit is entirely on or within any terrain feature, add 1 to its models’ saving throws against shooting attacks to represent the cover received from the terrain (invulnerable saves are unaffected). Units gain no benefit from cover in the Fight phase.
Saving Throw
The player commanding the target unit then makes a saving throw by rolling a dice and modifying the roll by the Armour Penetration characteristic of the weapon that caused the damage. For example, if the weapon has an Armour Penetration of -1, then 1 is subtracted from the saving throw roll. If the result is equal to, or greater than, the Save characteristic of the model the wound was allocated to, then the damage is prevented and the attack sequence ends. If the result is less than the model’s Save characteristic, then the saving throw fails and the model suffers damage. A roll of 1 always fails, irrespective of any modifiers that may apply.

The PHOBOS keyword is used in following Space Marines datasheets:

HQ
Troops
Elites
Heavy Support

Crozius arcanum used in following datasheets:

HQ

The CHAPLAIN keyword is used in following Space Marines datasheets:

HQ
Deny the Witch Test
A psyker can attempt to resist a psychic power that has been manifested by an enemy model within 24" by taking a Deny the Witch test – this takes place immediately, even though it is not your turn. To do so, roll 2D6. If the total is greater than the result of the Psychic test that manifested the power, it has been resisted and its effects are negated. Only one attempt to deny each successfully manifested psychic power can be made each turn, regardless of the number of psykers you have within 24" of the enemy model manifesting the psychic power.
Psychic Test
A psyker can attempt to manifest a psychic power they know by taking a Psychic test. To do so, roll 2D6. If the total is equal to or greater than that power’s warp charge value, the power is successfully manifested. A psyker cannot attempt to manifest the same psychic power more than once in a turn.
Smite
Smite has a warp charge value of 5. If manifested, the closest visible enemy unit within 18" of the psyker suffers D3 mortal wounds. If the result of the Psychic test was more than 10, the target suffers D6 mortal wounds instead.
Wound Roll
WOUND ROLL
ATTACK’S STRENGTH VS TARGET’S TOUGHNESSD6 ROLL REQUIRED
Is the Strength
TWICE (or more)
than the Toughness?
2+
Is the Strength
GREATER
than the Toughness?
3+
Is the Strength
EQUAL
to the Toughness?
4+
Is the Strength
LOWER
than the Toughness?
5+
Is the Strength
HALF (or less)
than the Toughness?
6+
If an attack scores a hit, you will then need to roll another dice to see if the attack successfully wounds the target. The roll required is determined by comparing the attacking weapon’s Strength characteristic with the target’s Toughness characteristic, as shown on the table to the right:

If the roll is less than the required number, the attack fails and the attack sequence ends. A roll of 1 always fails, irrespective of any modifiers that may apply.
Units and Unit Coherency
Models move and fight in units, made up of one or more models. A unit must be set up and finish any sort of move as a group, with every model within 2" horizontally, and 6" vertically, of at least one other model from their unit: this is called unit coherency. If anything causes a unit to become split up during a battle, it must re-establish its unit coherency the next time it moves.

The LIEUTENANTS keyword is used in following Space Marines datasheets:

HQ

Heavy bolt pistol used in following datasheets:

HQ
Elites

Paired combat blades used in following datasheets:

HQ
Troops

The profiles using REIVERS keyword can be found in following Factions:

Imperium: Blood Angels, Dark Angels, Deathwatch, Space Marines, Space Wolves.

The REIVERS keyword is used in following datasheets:

Elites
• Reivers
• Reivers

Master-crafted auto bolt rifle used in following datasheets:

HQ

Master-crafted stalker bolt rifle used in following datasheets:

HQ
HEAVY

Heavy weapons are the biggest and deadliest guns on the battlefield, but require reloading, careful set-up or bracing to fire at full effect.

If a model with a Heavy weapon moved in its preceding Movement phase, you must subtract 1 from any hit rolls made when firing that weapon this turn.

Absolvor bolt pistol used in following datasheets:

HQ
Elites

Plasma cutter used in following datasheets:

HQ
Heavy Support

Servo-arm used in following datasheets:

HQ
Elites
Heavy Support

Conversion beamer used in following datasheets:

HQ

The TECHMARINE keyword is used in following Space Marines datasheets:

HQ
Heavy Support
Includes wargear
Charge move, charge roll
After any Overwatch has been resolved, roll 2D6. Each model in the charging unit can move up to this number of inches – this is their charge distance this turn. The first model you move must finish within 1" of an enemy model from one of the target units. No models in the charging unit can move within 1" of an enemy unit that was not a target of its charge. If this is impossible, the charge fails and no models in the charging unit move this phase. Once you’ve moved all the models in the charging unit, choose another eligible unit and repeat the above procedure until all eligible units that you want to make charge moves have done so. No unit can be selected to charge more than once in each Charge phase.
Heroic Intervention
After the enemy has completed all of their charge moves, any of your Characters that are within 3" of an enemy unit may perform a Heroic Intervention. Any that do so can move up to 3", so long as they end the move closer to the nearest enemy model.
Number of Attacks (melee)
The number of close combat attacks a model makes against its target is determined by its Attacks characteristic. You roll one dice for each close combat attack being made. For example, if a model has an Attacks characteristic of 2, it can make 2 close combat attacks and you can therefore roll 2 dice.
Morale Test

Even the bravest heart may quail when the horrors of battle take their toll.

In the Morale phase, starting with the player whose turn it is, players must take Morale tests for units from their army that have had models slain during the turn.

To take a Morale test, roll a dice and add the number of models from the unit that have been slain this turn. If the result of the Morale test exceeds the highest Leadership characteristic in the unit, the test is failed. For each point that the test is failed by, one model in that unit must flee and is removed from play. You choose which models flee from the units you command.
Mortal Wounds
Some attacks inflict mortal wounds – these are so powerful that no armour or force field can withstand their fury. Each mortal wound inflicts one point of damage on the target unit. Do not make a wound roll or saving throw (including invulnerable saves) against a mortal wound – just allocate it as you would any other wound and inflict damage to a model in the target unit as described above. Unlike normal attacks, excess damage from attacks that inflict mortal wounds is not lost. Instead keep allocating damage to another model in the target unit until either all the damage has been allocated or the target unit is destroyed.

Artificer crozius used in following datasheets:

HQ

The MASTER OF SANCTITY keyword is used in following Space Marines datasheets:

HQ
Combat Doctrines

When the Adeptus Astartes fight according to the tenets of the Codex Astartes they employ a strict set of combat doctrines to eliminate the enemy. After pounding the foe with heavy weapons, warriors advance to lay down a hail of bolter fire before charging forth with chainswords roaring to finish the foe.

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

Devastator Doctrine
The Codex Astartes explains in detail the strategic value of overwhelming firepower applied to key targets at the optimal time in order to eliminate threats and create tactical openings.
The Armour Penetration characteristic of Heavy and Grenade weapons this model is equipped with is improved by 1 whilst this combat doctrine is active (e.g. AP 0 becomes AP -1).

Tactical Doctrine
As the warring armies close upon one another and vicious firefights erupt, the Codex lays out strategies for swiftly seizing the initiative and combining versatility with firepower to punish the foe.
The Armour Penetration characteristic of Rapid Fire and Assault weapons this model is equipped with is improved by 1 whilst this combat doctrine is active (e.g. AP 0 becomes AP -1).

Assault Doctrine
The Codex Astartes leaves no doubt that the killing blow in most engagements must be delivered with a decisive close-quarters strike. It presents plentiful tactical means to achieve this end.
The Armour Penetration characteristic of Pistol and melee weapons this model is equipped with is improved by 1 whilst this combat doctrine is active (e.g. AP 0 becomes AP -1).

The CHIEF LIBRARIAN keyword is used in following Space Marines datasheets:

HQ

The TIGURIUS keyword is used in following Space Marines datasheets:

HQ

Raven’s Talons used in following datasheets:

HQ

The RAVEN GUARD and JUMP PACK keywords are used in following Space Marines datasheets:

HQ
Fast Attack

The RAVEN GUARD and PHOBOS keywords are used in following Space Marines datasheets:

HQ
Troops
Elites
Heavy Support
Overwatch
Each time a charge is declared against a unit, the target unit can immediately fire Overwatch at the would-be attacker. A target unit can potentially fire Overwatch several times a turn, though it cannot fire if there are any enemy models within 1" of it. Overwatch is resolved like a normal shooting attack (albeit one resolved in the enemy’s Charge phase) and uses all the normal rules except that a 6 is always required for a successful hit roll, irrespective of the firing model’s Ballistic Skill or any modifiers.

The JUMP PACK keyword is used in following Space Marines datasheets:

HQ
Fast Attack

The KAYVAAN SHRIKE keyword is used in following Space Marines datasheets:

HQ

Moonfang used in following datasheets:

HQ

The KOR’SARRO KHAN keyword is used in following Space Marines datasheets:

HQ

Gauntlets of Ultramar (shooting) used in following datasheets:

HQ

Gauntlets of Ultramar (melee) used in following datasheets:

HQ

The MARNEUS CALGAR keyword is used in following Space Marines datasheets:

HQ

The RHINO keyword is used in following Space Marines datasheets:

HQ
Dedicated Transport
• Rhino

The RAZORBACK keyword is used in following Space Marines datasheets:

Dedicated Transport

The PREDATOR keyword is used in following Space Marines datasheets:

Elites
Heavy Support

The VINDICATOR keyword is used in following Space Marines datasheets:

Heavy Support

The WHIRLWIND keyword is used in following Space Marines datasheets:

Heavy Support

The HUNTER keyword is used in following Space Marines datasheets:

Heavy Support
• Hunter

The STALKER keyword is used in following Space Marines datasheets:

Heavy Support
• Stalker

The LAND RAIDER keyword is used in following Space Marines datasheets:

HQ
Heavy Support
Lords of War
Falling Back
Units starting the Movement phase within 1" of an enemy unit can either remain stationary or Fall Back. If you choose to Fall Back, the unit must end its move more than 1" away from all enemy units. If a unit Falls Back, it cannot Advance (see below), or charge later that turn. A unit that Falls Back also cannot shoot later that turn unless it can Fly.

The ULTRAMARINES and SCOUT keywords are used in following Space Marines datasheets:

HQ
Troops
Dedicated Transport
Fast Attack

The SCOUT keyword is used in following Space Marines datasheets:

HQ
Troops
Dedicated Transport
Fast Attack

Grav-gun used in following datasheets:

HQ
Troops
Elites
Fast Attack
Psyker
Some models are noted as being a Psyker on their datasheet. Psykers can manifest their otherworldly abilities and attempt to deny enemy sorceries. The powers a psyker knows, and the number of powers they can attempt to manifest or deny each Psychic phase, are detailed on their datasheet.
And They Shall Know No Fear

The Space Marines of the Adeptus Astartes stand unafraid before the greatest terrors of the galaxy.

When a Morale test is taken for this unit, you can re-roll the dice.

The FALLEN keyword is used in following Chaos Space Marines datasheets:

HQ
• Cypher
Elites
• Fallen
Bolter Discipline
All ADEPTUS ASTARTES, HERETIC ASTARTES and FALLEN models gain this ability.

Instead of following the normal rules for Rapid Fire weapons, models in this unit firing Rapid Fire bolt weapons make double the number of attacks if any of the following apply:
  • The firing model’s target is within half the weapon’s maximum range.
  • The firing model is INFANTRY and every model in its unit remained stationary in your previous Movement phase.
  • The firing model is a TERMINATOR, BIKER, CENTURION, DREADNOUGHT or HELBRUTE.
For the purposes of this ability, a Rapid Fire bolt weapon is any weapon with the Rapid Fire type whose profile includes the word ‘bolt’ (e.g. boltgun, bolt rifle, storm bolter, combi-bolter, hurricane bolter, inferno boltgun, etc.). This also applies when firing the boltgun profile of combi-weapons (including the bolt weapon profile of Relics such as Blood Song and the Lion’s Wrath) and when firing relics that replace a Rapid Fire bolt weapon, so long as the relic is also a Rapid Fire weapon (e.g. Primarch’s Wrath and Fury of Deimos). The Gauntlets of Ultramar and the Talon of Horus are also Rapid Fire bolt weapons, as is the guardian spear used by Deathwatch Watch Masters.
Perils of the Warp
If you roll a double 1 or a double 6 when taking a Psychic test, the psyker immediately suffers Perils of the Warp. The psyker suffers D3 mortal wounds as the forces of the Daemon-haunted warp claw at their mind. If the psyker is slain by Perils of the Warp, the power they were attempting to manifest automatically fails and each unit within 6" immediately suffers D3 mortal wounds, as the psyker is dragged into the warp or else detonates in a burst of empyric feedback.

Twin assault cannon used in following datasheets:

HQ
Dedicated Transport
Fast Attack
Flyers
Heavy Support

The CARAB CULLN THE RISEN keyword is used in following Space Marines datasheets:

HQ

Dreadnought inferno cannon used in following datasheets:

HQ
Heavy Support

Plasma cannon used in following datasheets:

HQ
Troops
Elites
Heavy Support

The RHINO keyword is used in following Space Marines datasheets:

HQ
Dedicated Transport
• Rhino

The SALAMANDERS and BIKER keywords are used in following Space Marines datasheets:

HQ
Elites
Fast Attack

The APOTHECARY keyword is used in following Space Marines datasheets:

HQ
Elites
Roll-offs
Some rules instruct players to roll off. To do so, both players roll a D6, and whoever scores highest wins the roll-off. In the case of a tie, both players re-roll their D6; this is the only time players can reroll a re-roll – if the second and subsequent rolls are also tied, keep on rolling until a winner is decided.

The LAMENTERS and BIKER keywords are used in following Space Marines datasheets:

HQ
Elites
Fast Attack

Grav-cannon and grav-amp used in following datasheets:

HQ
Troops
Elites
Heavy Support

The <CHAPTER> and RHINO PRIMARIS keywords are used in following Space Marines datasheets:

HQ

The CENTURION keyword is used in following Space Marines datasheets:

Elites
Heavy Support

The LAND RAIDER keyword is used in following Space Marines datasheets:

HQ
Heavy Support
Lords of War

Twin plasma gun used in following datasheets:

HQ
Dedicated Transport
Melee Weapons (Legendary)
 • Chainsword
0
 • Lightning claw
 • Power axe
5
 • Power fist
9
 • Power lance
4
 • Power maul
4
 • Power sword
4
 • Thunder hammer

The <CHAPTER>, PHOBOS and CAPTAIN keywords are used in following Space Marines datasheets:

HQ

The <CHAPTER>, PHOBOS and LIEUTENANT keywords are used in following Space Marines datasheets:

HQ

Bolt rifle used in following datasheets:

Troops
Elites
Intercessor Sergeant Weapons
 • Chainsword
0
 • Power fist
9
 • Power sword
4
 • Thunder hammer

Astartes shotgun used in following datasheets:

Troops
Fast Attack
Sergeant Weapons
 • Bolt pistol
0
 • Boltgun*
0
 • Chainsword
0
 • Combi-flamer*
8
 • Combi-grav*
13
 • Combi-melta*
15
 • Combi-plasma*
11
 • Grav-pistol
8
 • Lightning claw
 • Plasma pistol
5
 • Power axe
5
 • Power fist
9
 • Power maul
4
 • Power sword
4
 • Storm bolter*
2
 • Thunder hammer (cannot be chosen by a Sternguard Veteran Sergeant)

* A model cannot be equipped with more than one weapon marked with an asterisk.

Melta bombs used in following datasheets:

Troops
Elites
Fast Attack
Special Weapons
 • Flamer
6
 • Grav-gun
10
 • Meltagun
14
 • Plasma gun
11
Heavy Weapons
 • Grav-cannon and grav-amp
20
 • Heavy bolter
10
 • Lascannon
25
 • Missile launcher
20
 • Multi-melta
22
 • Plasma cannon
16

The DROP POD keyword is used in following Space Marines datasheets:

Dedicated Transport
Fast Attack

Fragstorm grenade launcher used in following datasheets:

Dedicated Transport
Elites
Heavy Support

Ironhail heavy stubber used in following datasheets:

Dedicated Transport
Elites
Heavy Support
Lords of War

The <CHAPTER>, SCOUT and INFANTRY keywords are used in following Space Marines datasheets:

HQ
Troops

The LAND SPEEDER keyword is used in following Space Marines datasheets:

Dedicated Transport
Elites
Fast Attack

The RAZORBACK keyword is used in following Space Marines datasheets:

Dedicated Transport

Heavy onslaught gatling cannon used in following datasheets:

Dedicated Transport
Elites
Heavy Support

Icarus rocket pod used in following datasheets:

Dedicated Transport
Elites
Heavy Support

Las-talon used in following datasheets:

Dedicated Transport
Flyers

Onslaught gatling cannon used in following datasheets:

Dedicated Transport
Elites

The REPULSOR keyword is used in following Space Marines datasheets:

Dedicated Transport
Heavy Support

The <CHAPTER> and ANCIENT keywords are used in following Space Marines datasheets:

Elites

The ANCIENT keyword is used in following Space Marines datasheets:

Elites

Grenade harness used in following datasheets:

Elites

Hurricane bolter used in following datasheets:

Elites
Flyers
Heavy Support

The CENTURION keyword is used in following Space Marines datasheets:

Elites
Heavy Support

The COMPANY ANCIENT keyword is used in following Space Marines datasheets:

Elites

The COMPANY CHAMPION keyword is used in following Space Marines datasheets:

Elites

The COMPANY VETERANS keyword is used in following Space Marines datasheets:

Elites
Dreadnought Heavy Weapons
 • Assault cannon
22
 • Heavy plasma cannon
16
 • Multi-melta
22
 • Twin lascannon
40

Dreadnought chainfist used in following datasheets:

Elites

Seismic hammer used in following datasheets:

Elites
Heavy Support

Macro plasma incinerator used in following datasheets:

Elites
Heavy Support

The <CHAPTER> and TECHMARINE keywords are used in following Space Marines datasheets:

HQ
Heavy Support

The SERVITORS keyword is used in following Space Marines datasheets:

Elites

Special issue boltgun used in following datasheets:

Elites

The STERNGUARD VETERAN SQUAD keyword is used in following Space Marines datasheets:

Elites
Terminator Heavy Weapons
 • Assault cannon
22
 • Cyclone missile launcher and storm bolter
34
 • Heavy flamer
14

The VENERABLE DREADNOUGHT keyword is used in following Space Marines datasheets:

Elites

The ULTRAMARINES and ANCIENT keywords are used in following Space Marines datasheets:

Elites

The ULTRAMARINES and BIKER keywords are used in following Space Marines datasheets:

HQ
Elites
Fast Attack

The HONOUR GUARD keyword is used in following Space Marines datasheets:

Elites

The CHAPLAIN and GRIMALDUS keywords are used in following Space Marines datasheets:

HQ

C-beam cannon used in following datasheets:

Elites

Predator autocannon used in following datasheets:

Elites
Heavy Support

The PREDATOR keyword is used in following Space Marines datasheets:

Elites
Heavy Support

Kheres assault cannon used in following datasheets:

Elites
Heavy Support

Cyclone missile launcher used in following datasheets:

Elites
Heavy Support

Typhoon missile launcher used in following datasheets:

Elites
Fast Attack
Flyers

Plasma gun used in following datasheets:

Troops
Elites
Fast Attack
Bolter Discipline

To a Space Marine, the boltgun is far more than a weapon – it is an instrument of Mankind’s divinity, the bringer of death to his foes.

Instead of following the normal rules for Rapid Fire weapons, models in this unit firing Rapid Fire bolt weapons make double the number of attacks if any of the following apply:
  • The firing model’s target is within half the weapon’s maximum range.
  • The firing model is INFANTRY and every model in its unit remained stationary in your previous Movement phase.
  • The firing model is a TERMINATOR , BIKER, CENTURION or DREADNOUGHT.
For the purposes of this ability, a Rapid Fire bolt weapon is any bolt weapon with the Rapid Fire type.
Shock Assault

The Adeptus Astartes are elite shock troops who strike with the fury of a thunderbolt. Few opponents can withstand this onslaught.

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

Power lance used in following datasheets:

HQ
Elites

The IMPERIAL SPACE MARINE keyword is used in following Space Marines datasheets:

Elites

The LAND SPEEDERS keyword is used in following Space Marines datasheets:

Dedicated Transport
Elites
Fast Attack

The GUN EMPLACEMENT keyword is used in following Space Marines datasheets:

Fast Attack

Icarus stormcannon used in following datasheets:

Flyers
Heavy Support
• Stalker

Skyhammer missile launcher used in following datasheets:

Flyers

Twin multi-melta used in following datasheets:

Flyers
Heavy Support

Quad heavy bolter used in following datasheets:

Flyers
Heavy Support

Twin hellstrike launcher used in following datasheets:

Flyers

The ARTILLERY keyword is used in following Space Marines datasheets:

Heavy Support

Demolisher cannon used in following datasheets:

Heavy Support
Lords of War

The VINDICATOR keyword is used in following Space Marines datasheets:

Heavy Support

Quad launcher used in following datasheets:

Heavy Support

Laser destroyer used in following datasheets:

Heavy Support
Lords of War

Quad lascannon used in following datasheets:

Lords of War

The IRONCLAD DREADNOUGHT keyword is used in following Space Marines datasheets:

Elites

The CONTEMPTOR DREADNOUGHT keyword is used in following Space Marines datasheets:

Elites

Hellstrike battery used in following datasheets:

Lords of War

The <CHAPTER> and RHINO keywords are used in following Space Marines datasheets:

HQ
Dedicated Transport
• Rhino

The RELIC SPARTAN ASSAULT TANK keyword is used in following Space Marines datasheets:

Lords of War

The WHIRLWIND HYPERIOS keyword is used in following Space Marines datasheets:

Heavy Support

The RELIC WHIRLWIND SCORPIUS keyword is used in following Space Marines datasheets:

Elites
Army List
Filter:
HQ
• Captain
Elites
Faction Rules

The IRON HANDS and BIKER keywords are used in following Space Marines datasheets:

HQ
Elites
Fast Attack

The WHITE SCARS and BIKER keywords are used in following Space Marines datasheets:

HQ
Elites
Fast Attack

The IMPERIAL FISTS and BIKER keywords are used in following Space Marines datasheets:

HQ
Elites
Fast Attack

The BLACK TEMPLARS and BIKER keywords are used in following Space Marines datasheets:

HQ
Elites
Fast Attack

The RAVEN GUARD and BIKER keywords are used in following Space Marines datasheets:

HQ
Elites
Fast Attack

The WHITE SCARS and TECHMARINE keywords are used in following Space Marines datasheets:

HQ
Heavy Support

The IMPERIAL FISTS and TECHMARINE keywords are used in following Space Marines datasheets:

HQ
Heavy Support

The BLACK TEMPLARS and TECHMARINE keywords are used in following Space Marines datasheets:

HQ
Heavy Support

The RAVEN GUARD and TECHMARINE keywords are used in following Space Marines datasheets:

HQ
Heavy Support

The ULTRAMARINES and TECHMARINE keywords are used in following Space Marines datasheets:

HQ
Heavy Support

The TECHMARINE, IRON HANDS and CHARACTER keywords are used in following Space Marines datasheets:

HQ
Heavy Support

The SALAMANDERS and TECHMARINE keywords are used in following Space Marines datasheets:

HQ
Heavy Support

The BLACK TEMPLARS, PRIMARIS and INFANTRY keywords are used in following Space Marines datasheets:

The IMPERIAL FISTS and RHINO PRIMARIS keywords are used in following Space Marines datasheets:

HQ

The ULTRAMARINES and RHINO PRIMARIS keywords are used in following Space Marines datasheets:

HQ

The WHITE SCARS and RHINO PRIMARIS keywords are used in following Space Marines datasheets:

HQ

The BLACK TEMPLARS and RHINO PRIMARIS keywords are used in following Space Marines datasheets:

HQ

The RAVEN GUARD and RHINO PRIMARIS keywords are used in following Space Marines datasheets:

HQ

The IRON HANDS and RHINO PRIMARIS keywords are used in following Space Marines datasheets:

HQ

The SALAMANDERS and RHINO PRIMARIS keywords are used in following Space Marines datasheets:

HQ

The SALAMANDERS, PHOBOS and CAPTAIN keywords are used in following Space Marines datasheets:

HQ

The IMPERIAL FISTS, PHOBOS and CAPTAIN keywords are used in following Space Marines datasheets:

HQ

The ULTRAMARINES, PHOBOS and CAPTAIN keywords are used in following Space Marines datasheets:

HQ

The IRON HANDS, PHOBOS and CAPTAIN keywords are used in following Space Marines datasheets:

HQ

The WHITE SCARS, PHOBOS and CAPTAIN keywords are used in following Space Marines datasheets:

HQ

The BLACK TEMPLARS, PHOBOS and CAPTAIN keywords are used in following Space Marines datasheets:

HQ

The RAVEN GUARD, PHOBOS and CAPTAIN keywords are used in following Space Marines datasheets:

HQ

The SALAMANDERS, PHOBOS and LIEUTENANT keywords are used in following Space Marines datasheets:

HQ

The IMPERIAL FISTS, PHOBOS and LIEUTENANT keywords are used in following Space Marines datasheets:

HQ

The ULTRAMARINES, PHOBOS and LIEUTENANT keywords are used in following Space Marines datasheets:

HQ

The IRON HANDS, PHOBOS and LIEUTENANT keywords are used in following Space Marines datasheets:

HQ

The WHITE SCARS, PHOBOS and LIEUTENANT keywords are used in following Space Marines datasheets:

HQ

The BLACK TEMPLARS, PHOBOS and LIEUTENANT keywords are used in following Space Marines datasheets:

HQ

The RAVEN GUARD, PHOBOS and LIEUTENANT keywords are used in following Space Marines datasheets:

HQ

The BLACK TEMPLARS, SCOUT and INFANTRY keywords are used in following Space Marines datasheets:

Troops

The RAVEN GUARD, SCOUT and INFANTRY keywords are used in following Space Marines datasheets:

Troops

The ULTRAMARINES, SCOUT and INFANTRY keywords are used in following Space Marines datasheets:

HQ
Troops

The IRON HANDS, SCOUT and INFANTRY keywords are used in following Space Marines datasheets:

Troops

The SALAMANDERS, SCOUT and INFANTRY keywords are used in following Space Marines datasheets:

Troops

The WHITE SCARS, SCOUT and INFANTRY keywords are used in following Space Marines datasheets:

Troops

The IMPERIAL FISTS, SCOUT and INFANTRY keywords are used in following Space Marines datasheets:

Troops

The BLACK TEMPLARS and RHINO keywords are used in following Space Marines datasheets:

HQ
Dedicated Transport
• Rhino

The RAVEN GUARD and RHINO keywords are used in following Space Marines datasheets:

HQ
Dedicated Transport
• Rhino

The ULTRAMARINES and RHINO keywords are used in following Space Marines datasheets:

HQ
Dedicated Transport
• Rhino

The IRON HANDS and RHINO keywords are used in following Space Marines datasheets:

HQ
Dedicated Transport
• Rhino

The SALAMANDERS and RHINO keywords are used in following Space Marines datasheets:

HQ
Dedicated Transport
• Rhino

The WHITE SCARS and RHINO keywords are used in following Space Marines datasheets:

HQ
Dedicated Transport
• Rhino

The IMPERIAL FISTS and RHINO keywords are used in following Space Marines datasheets:

HQ
Dedicated Transport
• Rhino

The WHITE SCARS and ANCIENT keywords are used in following Space Marines datasheets:

Elites

The IMPERIAL FISTS and ANCIENT keywords are used in following Space Marines datasheets:

Elites

The BLACK TEMPLARS and ANCIENT keywords are used in following Space Marines datasheets:

Elites

The RAVEN GUARD and ANCIENT keywords are used in following Space Marines datasheets:

Elites

The ANCIENT and ULTRAMARINES keywords are used in following Space Marines datasheets:

Elites

The IRON HANDS and ANCIENT keywords are used in following Space Marines datasheets:

Elites

The SALAMANDERS and ANCIENT keywords are used in following Space Marines datasheets:

Elites

The IMPERIAL FISTS, PHOBOS and CHARACTER keywords are used in following Space Marines datasheets:

HQ

The BLACK TEMPLARS, PHOBOS and CHARACTER keywords are used in following Space Marines datasheets:

HQ

The RAVEN GUARD, PHOBOS and CHARACTER keywords are used in following Space Marines datasheets:

HQ

The SALAMANDERS, PHOBOS and CHARACTER keywords are used in following Space Marines datasheets:

HQ
©