§ PRINT · 11th edition

Space Marines Stratagems158 stratagems across 39 detachments, with the army rules and detachment rules they come with. Print them as cards, nine to a sheet.

Stratagems
158
Detachments
3935 tournament legal
Army rules
11
Data
2026-10-26

Army rules

What every Space Marines army brings to the table, whichever detachment it is built on.

11 rules

Combat Doctrines

The Space Marines draw upon the combat doctrines of the Codex Astartes as they flow through each phase of battle: first hammering the enemy with devastating firepower, then raking them with close-ranged volleys while manoeuvring to deliver a final, crushing assault.

At the start of your Command phase, you can select one combat doctrine listed below. If you do, that combat doctrine is active for friendly ADEPTUS ASTARTES units with this ability until the start of your next Command phase.
ASSAULT DOCTRINE When this unit is selected to make an advance move, that advance move does not prevent this unit from being eligible to declare a charge.
DEVASTATOR DOCTRINE This unit’s ranged attacks have [ASSAULT].
TACTICAL DOCTRINE When this unit is selected to make a fall-back move, that fall-back move does not prevent this unit from being eligible to shoot and eligible to declare a charge.
Unless otherwise stated:
▪ You can only select each combat doctrine once per battle.
▪ Only one combat doctrine can be active for each unit. If a rule makes a combat doctrine active for a unit, any combat doctrine previously active for that unit is no longer active for that unit.

Transhuman Strategist

Those Space Marines who rise to positions of command are exceptional strategists and tacticians.

At the start of the battle round, if a model with this ability is your WARLORD, gain 1CP.

Librarius

Space Marine Librarians advance through the ranks of Lexicanum, then Codicier, then Epistolary, their psychic might and repertoire of powers increasing with their hardwon experience.

ADEPTUS ASTARTES PSYKER units with this ability have a psyker level of 1 or higher, specified in that unit’s abilities. Each psychic ability has a psychic level of 1 or higher, specified in that ability’s name.
In a battle round, a friendly ADEPTUS ASTARTES PSYKER unit can use a number of psychic abilities whose total psychic level does not exceed that PSYKER unit’s psyker level.
Example: In a battle round, a psyker level 3 PSYKER unit could use three psychic level 1 abilities, or one psychic level 1 ability and one psychic level 2 ability, or one psychic level 3 ability.
Space Marine Chapters The many Chapters of Space Marines are spread perilously thin across the Imperium’s countless war zones. Though it is not unheard of for them to fight alongside one another on the same battlefield, far more commonly their strike forces operate alone to defeat seemingly impossible odds. If an ADEPTUS ASTARTES unit has a second Faction keyword on its datasheet, that Faction keyword is the name of that unit’s Chapter. For example, Marneus Calgar has both the ADEPTUS ASTARTES and ULTRAMARINES Faction keywords,and is therefore from the Ultramarines Chapter.
You cannot include units from more than one Chapter in your army.

Special Move Types

The following are special move types that certain or all of your units are eligible to make.
SHOCK DISEMBARK MOVE 18.07 SET-UP DISTANCE: 3" ELIGIBLE IF:
▪ Embarked within a TRANSPORT on the battlefield
▪ Did not embark within that TRANSPORT this phase EFFECT: Set up as described in Set Up (03.02).
WHILE MOVING: Set up each model wholly within the set-up distance of that TRANSPORT.
AFTER MOVING: Your unit is not eligible to declare a charge until the end of the turn.
ASSAULT DISEMBARK MOVE 18.06 SET-UP DISTANCE: 3" ELIGIBLE IF:
▪ Embarked within a TRANSPORT on the battlefield
▪ Did not embark within that TRANSPORT this phase
▪ That TRANSPORT has not made an advance/fall-back move this phase EFFECT: Set up as described in Set Up (03.02).
WHILE MOVING: Set up each model wholly within the set-up distance of that TRANSPORT.

Heirs of Sigismund

▪ Your army cannot include any ADEPTUS ASTARTES PSYKER models.
▪ Your army cannot include the following datasheets from Codex: Space Marines: GLADIATOR LANCER; GLADIATOR REAPER; GLADIATOR VALIANT; IMPULSOR; REPULSOR; REPULSOR EXECUTIONER.

The Ravenwing

The following friendly ADEPTUS ASTARTES units have RAVENWING:
▪ MOUNTED units.
▪ VEHICLE FLY units.

The Deathwing

The following friendly ADEPTUS ASTARTES units have DEATHWING:
▪ TERMINATOR units.
▪ BLADEGUARD ANCIENT, BLADEGUARD VETERAN SQUAD, STERNGUARD VETERAN SQUAD and VANGUARD VETERAN SQUAD WITH JUMP PACKS units.
▪ LAND RAIDER, LAND RAIDER CRUSADER, LAND RAIDER REDEEMER, REPULSOR and REPULSOR EXECUTIONER units.
▪ DREADNOUGHT units.

Veteran Recruits

Your army cannot include the following ADEPTUS ASTARTES units:
▪ SCOUT SQUAD units.
▪ TERMINATOR SQUAD units.
▪ TERMINATOR ASSAULT SQUAD units.

Curse of the Wulfen

Only while fighting at the side of their battle-brothers can the feral Wulfen control their frenzied aggression.

While this unit is within 6" of a friendly SPACE WOLVES CHARACTER model (excluding WULFEN models) or within 12" of a friendly WOLF PRIEST model, if this unit is not battle-shocked:
▪ If this unit has INFANTRY, this unit has +1 OC.
▪ If this unit has VEHICLE, this unit has +3 OC. Bestial Forms: For the purposes of transport capacity, each WULFEN model takes up the space of 2 models.

Detachments

Each detachment's own rules, then the stratagems it unlocks.

158 stratagems

Angelic Inheritors

6 stratagems

Legacy of the Angel

Never do the Blood Angels stand taller or strive harder than when faced with seemingly impossible odds. At such times, the Sons of Sanguinius delve deep into their souls for preternatural reserves of determination, fury and focus. Sometimes, they even touch upon the uncertain gift of prophecy that was said to be their gene‑sire’s boon and his curse.

Friendly BLOOD ANGELS CHARACTER units:
▪ Can re-roll hit rolls of 1.
▪ Can re-roll wound rolls of 1.
Restrictions: Your army can include BLOOD ANGELS units, but it cannot include any ADEPTUS ASTARTES units drawn from any other Chapter.
1 CPEither turn

FOCUSED FURY

Fight

Keeping the beast within under tight control, the Blood Angels nonetheless tap into that inner rage and shackle it to their precisely aimed blows.

When
Fight phase, when a friendly ADEPTUS ASTARTES unit is selected to fight.
Target
That ADEPTUS ASTARTES unit.
Effect
Your unit’s melee attacks:
▪ Have [LETHAL HITS].
▪ Or: If your unit is a CHARACTER unit, have [LETHAL HITS], [LANCE].
1 CPYour turn

STRIKE NOW FOR GLORY

Shooting

Knowing instinctively that the pivotal moment has arrived, these battle-brothers aim and hammer their foes with unrelenting volleys.

When
Your Shooting phase when a friendly ADEPTUS ASTARTES unit is selected to attack.
Target
That ADEPTUS ASTARTES unit.
Effect
Your unit’s ranged attacks have [SUSTAINED HITS 1].
1 CPYour turn

INSTANT OF GRACE

Command

In this most desperate moment of need, a lone battle-brother rises to the challenge as a true inheritor of the Angel’s legacy.

When
Your Command phase.
Target
One friendly ADEPTUS ASTARTES INFANTRY unit.
Effect
Your unit has CHARACTER until the start of your next Command phase.
1 CPYour turn

MEASURED STRATEGIST

Command

Stern and level-headed, this Blood Angels commander is a beacon of composure amidst the tempest of his brothers’ fury, providing much-needed tactical guidance for his impetuous battle-brothers.

When
Your Command phase.
Target
One friendly ADEPTUS ASTARTES CHARACTER unit.
Effect
Select one combat doctrine. That combat doctrine is active for your unit until the start of your next Command phase.
1 CPOpponent's turn

UNTO THE BURNING SKIES

Fight

In the face of encroaching doom, as the world seems to burn around them, these scions of Sanguinius leap high into the tormented heavens, ready to strike down with vengeful fury upon the enemy teeming below.

When
End of your opponent’s Fight phase.
Target
One friendly THE SANGUINOR /unengaged ADEPTUS ASTARTES JUMP PACK unit.
Effect
Place your unit in strategic reserves.
1 CPOpponent's turn

IN THE SHADOW OF GREAT WINGS

Shooting

The enemy are engulfed in a soul-deep shadow for just a moment, as though mighty wings have spread above them and marred their vision with occluding darkness.

When
Your opponent’s Shooting phase, when an enemy unit targets a friendly ADEPTUS ASTARTES CHARACTER unit.
Target
That ADEPTUS ASTARTES CHARACTER unit.
Effect
Your unit has:
▪ Stealth.
▪ -3" detection range.

Assault Brethren

3 stratagems

Assault Mastery

Space Marines who specialise in close-quarters brutality truly embody their sobriquet ‘Angels of Death’.

You can select the assault doctrine one additional time per battle.
1 CPEither turn

ARMOUR OF CONTEMPT

Shooting · Fight

The belligerence of the Adeptus Astartes combined with their post-human physiology makes them unyielding foes to face.

When
Your opponent’s Shooting phase or the Fight phase, when an enemy unit targets a friendly ADEPTUS ASTARTES unit.
Target
That ADEPTUS ASTARTES unit.
Effect
Attacks that target your unit have -1 AP until that enemy unit has attacked.
1 CPEither turn

GENE-WROUGHT MIGHT

Fight

Space Marines are blessed with incredible strength.

When
Fight phase, when a friendly ADEPTUS ASTARTES unit is selected to fight.
Target
That ADEPTUS ASTARTES unit.
Effect
Your unit’s melee attacks have:
▪ [Lance].
▪ Or: If the assault doctrine is active for your unit, [Lance] and +1 AP.
1 CPEither turn

DUTY IN DEATH

Fight

Imminent death does not prevent a Space Marine from enacting their final justice upon the Emperor’s foes.

When
Fight phase, when an enemy unit targets a friendly ADEPTUS ASTARTES unit.
Target
That ADEPTUS ASTARTES unit.
Effect
When a model in your unit is destroyed, if your unit has not been selected to fight this phase, roll one D6, with +1 to that roll if the assault doctrine is active for your unit:
▪ On a 4+, do not remove that model from the battlefield. When your unit has fought, or at the end of the phase (whichever comes first), that model is removed from the battlefield.

Black Spear Task Force

6 stratagems

Mission Tactics

Friendly KILL TEAM units with this ability have the following abilities:
Furor Tactics: If the devastator doctrine is active for your unit, your unit’s attacks have [SUSTAINED HITS 1].
Malleus Tactics: If the tactical doctrine is active for your unit, your unit’s attacks have [LETHAL HITS].
Purgatus Tactics: If the assault doctrine is active for your unit, your unit’s attacks that target an enemy unit within 9" of this unit have [PRECISION].
RESTRICTIONS: Your army can include ADEPTUS ASTARTES DEATHWATCH units, but it cannot include any ADEPTUS ASTARTES units drawn from any other Chapter.
With the exception of KILL TEAM CASSIUS (see Legends: Agents of the Imperium), your army cannot include any AGENTS OF THE IMPERIUM DEATHWATCH units.
1 CPEither turn

ARMOUR OF CONTEMPT

Shooting · Fight

The belligerence of the Adeptus Astartes combined with their post-human physiology makes them unyielding foes to face.

When
Your opponent’s Shooting phase or the Fight phase, when an enemy unit targets a friendly ADEPTUS ASTARTES unit.
Target
That ADEPTUS ASTARTES unit.
Effect
Attacks that target your unit have -1 AP until that enemy unit has attacked.
1 CPYour turn

KRAKEN ROUNDS

Shooting

Kraken rounds utilise adamantine cores and improved propellants to penetrate the thickest hide.

When
Your Shooting phase when a KILL TEAM unit is selected to shoot.
Target
That KILL TEAM unit.
Effect
Your unit’s ranged attacks:
▪ Have +6" R.
▪ Have +1 S.
1 CPYour turn

HELLFIRE ROUNDS

Shooting

Hellfire rounds douse their targets in voracious acids that are utterly lethal to organic life.

When
Your Shooting phase when a KILL TEAM unit is selected to shoot.
Target
That KILL TEAM unit.
Effect
Your unit’s ranged attacks (excluding [DEVASTATING WOUNDS] attacks) have [ANTI- non- VEHICLE 4+].
1 CPYour turn

DRAGONFIRE ROUNDS

Shooting

Dragonfire rounds are designed to explode just before contact, saturating foes in cover with searing gas and flames.

When
Your Shooting phase when a KILL TEAM unit is selected to shoot.
Target
That KILL TEAM unit.
Effect
Your unit’s ranged attacks:
▪ Can re-roll wound rolls of 1.
▪ Have [IGNORES COVER].
1 CPYour turn

ADAPTIVE TACTICS

Command

Only a truly versatile approach to warfare allows the tactical genius of the Deathwatch to best the myriad xenos foes they face.

When
Your Command phase.
Target
One friendly ADEPTUS ASTARTES unit.
Effect
Select one combat doctrine. That combat doctrine is active for your unit until the start of your next Command phase.
1 CPOpponent's turn

SITE-TO-SITE TELEPORTATION

Fight

Site-to-site battlefield teleportation is a rare capability indeed, used only by the Deathwatch in extreme situations.

When
End of your opponent’s Fight phase.
Target
One friendly unengaged ADEPTUS ASTARTES INFANTRY unit.
Effect
▪ Place your unit in strategic reserves.
▪ If your unit has KILL TEAM, your unit has Deep Strike until the end of your next Movement phase.

Blade of Ultramar

6 stratagems

Mastered Doctrines

Marneus Calgar deploys the complete and nuanced wisdom of the Codex Astartes as easily and instinctively as drawing breath.

If your army includes a MARNEUS CALGAR unit, you can select the assault doctrine/devastator doctrine/tactical doctrine each one additional time per battle.
1 CPEither turn

ARMOUR OF CONTEMPT

Shooting · Fight

The belligerence of the Adeptus Astartes combined with their post-human physiology makes them unyielding foes to face.

When
Your opponent’s Shooting phase or the Fight phase, when an enemy unit targets a friendly ADEPTUS ASTARTES unit.
Target
That ADEPTUS ASTARTES unit.
Effect
Attacks that target your unit have -1 AP until that enemy unit has attacked.
1 CPYour turn

EXEMPLARY VIGILANCE

Shooting

Long have the Ultramarines guarded both Ultramar and the wider Imperium. No foe can hide from their vengeful gaze or evade the reach of their wrath.

When
Your Shooting phase, when a friendly ADEPTUS ASTARTES unit is selected to shoot.
Target
That ADEPTUS ASTARTES unit.
Effect
Your unit’s ranged attacks have [IGNORES COVER].
1 CPYour turn

ULTRAMARIAN ADAPTIVITY

Command

No Chapter’s warriors know better the breadth - theoretical and practical - of the Codex Astartes’ teachings, and how these can and should be adapted to ensure victory.

When
Your Command phase.
Target
One friendly ADEPTUS ASTARTES unit.
Effect
Select one combat doctrine. That combat doctrine is active for your unit until the start of your next Command phase.
1 CPEither turn

COURAGE AND HONOUR!

Fight

Roaring their famed battle cry, the Ultramarines hurl themselves into the fight, striving all the harder to prevail beneath the unwavering eye of their Chapter Master.

When
Fight phase, when a friendly ADEPTUS ASTARTES unit is selected to fight.
Target
That ADEPTUS ASTARTES unit.
Effect
Your unit’s melee attacks have [Lance].
1 CPOpponent's turn

PRACTICAL TACTICS

Movement

After rapidly making a theoretical assessment of the foes’ probable next moves, the Ultramarines apply practical repositioning to counter them.

When
Your opponent’s Movement phase, when an enemy unit ends a move within 8" of a friendly unengaged ADEPTUS ASTARTES INFANTRY / MOUNTED unit.
Target
That ADEPTUS ASTARTES INFANTRY / MOUNTED unit.
Effect
Your unit can make a normal move of up to D3+3".
1 CPEither turn

TACTICAL FORESIGHT

Shooting · Fight

With the enemy’s countermeasures and responses predicted and allowed for in advance, the Ultramarines can weather their most ferocious attacks.

When
Your opponent’s Shooting phase or the Fight phase, when an enemy unit targets a friendly ADEPTUS ASTARTES unit.
Target
That ADEPTUS ASTARTES unit.
Effect
Attacks that target your unit with a S greater than this unit’s T have -1 to wound rolls.

Boarding Strike

Boarding Actions4 stratagems

Drive Home the Blade

The Adeptus Astartes launch their shipboard strikes with precision and lethal momentum, sweeping aside each new obstruct ion to their progress and pressing ever forward.

Each time an ADEPTUS ASTARTES unit from your army is selected to shoot, if one or more models from that unit are within 1" of an open Hatchway and every model in that unit is on the same side of that Hatchway, select one enemy unit on the opposite side of that Hatchway from your unit. Until the end of the phase, ranged weapons equipped by models in your unit have the [sustained hits 1] ability while targeting that enemy unit.
1 CPBattle TacticEither turn

IN THE EMPEROR’S NAME

Shooting · Fight

Space Marines will suffer any hardship and endure the savagery of the most monstrous foes to see their duty done.

When
Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.
Target
One ADEPTUS ASTARTES BATTLELINE unit from your army that is within range of an objective marker and was selected as the target of one or more of the attacking unit’s attacks.
Effect
Until the end of the phase, models in your unit have the Feel No Pain 5+ ability.
1 CPBattle TacticEither turn

CERAMITE BULWARK

Fight

The Space Marines present a wall of ceramite and plasteel shoulder guards to the breach as they force passage through.

When
Fight phase.
Target
One ADEPTUS ASTARTES BATTLELINE unit from your army that has not been selected to fight this phase.
Effect
Select any number of models in your unit. Until the end of the phase, add 1 to the Attacks and Strength characteristics of melee weapons equipped by the selected models and each time you select targets for attacks made by those models, they must target an enemy unit that is wholly on the opposite side of a Hatchway from them.
1 CPStrategic PloyEither turn

DUTY AND DEFIANCE

Fight

Even when wounded unto death, still the Adeptus Astartes fight on in hopes their final efforts will spell the difference between defeat and victory.

When
Fight phase, just after an enemy unit has selected its targets.
Target
One ADEPTUS ASTARTES unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
Effect
Until the end of the phase, each time a model in your unit is destroyed, if that model has not fought this phase, roll one D6, adding 1 to the result if your unit has the BATTLELINE keyword: on a 4+, do not remove the destroyed model from play; it can fight after the attacking unit has finished making its attacks, and is then removed from play.
1 CPStrategic PloyYour turn

VOX-AMPLIFIED ROAR

Charge

In the echoing confines of a voidship, the deafening battle cries of the Space Marines evoke terror in the foe.

When
Your Charge phase, just after an ADEPTUS ASTARTES unit from your army declares a charge.
Target
That ADEPTUS ASTARTES unit.
Effect
Each target of that charge must take a Battle-shock test.

Ceramite Sentinels

6 stratagems

Adaptive Defence

▪ While a friendly ADEPTUS ASTARTES unit is within a terrain area, that unit’s attacks can re-roll wound rolls of 1.
▪ Friendly ADEPTUS ASTARTES units are entrenched while all of the following apply:
▪ That unit is within a terrain area.
▪ That unit was not set up this turn.
▪ No model in that unit moved more than 3" this turn.
▪ Friendly DARNATH LYSANDER / TOR GARADON units have the following ability: Defensive Mastery: At the start of each phase, this unit is entrenched.
DARNATH LYSANDER ’s/ TOR GARADON ’s unit is always entrenched, regardless of the conditions listed above.
Restrictions: Your army can include IMPERIAL FISTS units, but it cannot include any ADEPTUS ASTARTES units drawn from any other Chapter.
1 CPEither turn

UNYIELDING MIGHT

Command

Knowing that this strategically vital site must be secure for the defence lines to hold, Space Marines stand indomitable in the face of the foe.

When
Command phase.
Target
One friendly ADEPTUS ASTARTES unit that is within range of an objective.
Effect
Your unit has +1 OC until the end of the turn.
1 CPEither turn

STAND TO THE END

Shooting · Fight

Aware of how vital it is that the defence line holds, these warriors fight even to their last breath.

When
Your opponent’s Shooting phase or the Fight phase, when an enemy unit targets a friendly ADEPTUS ASTARTES unit (excluding MONSTER / VEHICLE units).
Target
That ADEPTUS ASTARTES unit.
Effect
▪ Attacks that target your unit with a S greater than your unit’s T have -1 to wound rolls.
▪ Or: If your unit is entrenched, attacks that target your unit have -1 to wound rolls.
1 CPEither turn

AUGMENTED TARGETING

Shooting · Fight

Auto-sense targeting subroutines specially adapted for defensive fire patterns aid these warriors’ aim.

When
Your Shooting phase or the Fight phase, when a friendly ADEPTUS ASTARTES unit is selected to attack.
Target
That ADEPTUS ASTARTES unit.
Effect
Your unit’s attacks have:
▪ [LETHAL HITS].
▪ Or: [SUSTAINED HITS 1].
▪ Or: If your unit is entrenched, [LETHAL HITS] and [SUSTAINED HITS 1].
1 CPEither turn

ESTABLISH SUPREMACY

Fight

Steadfast and determined, the Imperial Fists favour methodical advances, securing and consolidating positions to establish battlefield dominance before turning their attention to the elimination of remaining foes.

When
Fight phase, when a friendly entrenched ADEPTUS ASTARTES INFANTRY unit is selected to make a consolidation move.
Target
That ADEPTUS ASTARTES INFANTRY unit.
Effect
You can select the objective consolidation mode for that consolidation move, regardless of that consolidation move’s Before Moving restrictions.
Designer’s Note: This means your unit can move out of engagement range with enemy units, provided it meets the conditions of the objective consolidation mode.
1 CPEither turn

PRIORITY STRIKE

Shooting · Fight

Eliminating key enemy assets is crucial to stalling then reversing the foe’s momentum.

When
Your Shooting phase or the Fight phase, when a friendly ADEPTUS ASTARTES INFANTRY / MOUNTED unit is selected to attack.
Target
That ADEPTUS ASTARTES INFANTRY / MOUNTED unit.
Effect
Your unit’s attacks that target a MONSTER / VEHICLE unit, have +1 to wound rolls.
1 CPOpponent's turn

EVASIVE REPOSITIONING

Shooting

Codex doctrine when conducting an aggressive defence is to swiftly take up new positions whenever the foe finds your range.

When
Your opponent’s Shooting phase, when an enemy unit has shot.
Target
One friendly unengaged ADEPTUS ASTARTES INFANTRY / MOUNTED unit that lost a wound as a result of those attacks.
Effect
▪ Your unit can make a normal move of up to D6".
▪ Or: If your unit is entrenched, your unit can make a normal move of up to D3+3". Your unit is not able to embark within a TRANSPORT until the end of the turn.

Champions of Fenris

3 stratagems

The Great Wolf Watches

The battle‑brothers of this Great Company know what their lord expects of them and stand ready to pounce the moment the foe are fool enough to stray within range.

Friendly ADEPTUS ASTARTES CHARACTER units have the following ability:
Countercharge: (Once per battle round, per unit) When you target this unit with the Heroic Intervention stratagem, that use is -1CP.
1 CPEither turn

CHAMPION'S GUIDANCE

Fight

A paragon of Fenrisian savagery, this champion guides his warriors with confidence and precision.

When
Fight phase, when a friendly ADEPTUS ASTARTES CHARACTER unit is selected to fight.
Target
That ADEPTUS ASTARTES CHARACTER unit.
Effect
Your unit’s melee attacks can re-roll hit rolls of 1 and wound rolls of 1.
2 CPEither turn

HEROIC RESOLVE

Shooting · Fight

This warrior’s indomitable fortitude is the stuff of legend, galvanizing his pack to remain standing before an avalanche of incoming attacks.

When
Your opponent’s Shooting phase or the Fight phase, when an enemy unit targets a friendly ADEPTUS ASTARTES CHARACTER unit.
Target
That ADEPTUS ASTARTES CHARACTER unit.
Effect
Attacks that target your unit have -1 D until that enemy unit has attacked.
1 CPYour turn

BIRTH OF A SAGA

Command

Heroes are forged in the heat of battle, rising from obscurity to become the warriors of epic sagas.

When
Your Command phase.
Target
One friendly ADEPTUS ASTARTES unit (excluding MONSTER / VEHICLE units).
Effect
Until the start of your next Command phase, your unit has CHARACTER.

Darkflight Pursuit

3 stratagems

Black-winged Vigilance

The anti-grav skimmers and combat aircraft of the Ravenwing bristle not only with potent weapons but also with powerful augurs and trackers, whose sleepless machine spirits are as vigilant as the black-armoured battle-brothers.

Friendly RAVENWING FLY units’ ranged attacks have [IGNORES COVER].
Friendly OUTRIDER SQUAD units have BATTLELINE.
Restrictions: Your army can include DARK ANGELS units, but it cannot include any ADEPTUS ASTARTES units drawn from any other Chapter.
1 CPYour turn

SKYBORNE SURVEILLANCE

Shooting

The auspicators of the Ravenwing are sleepless, and from ideal hunting vantages, there is nowhere the foe can hide for long.

When
Your Shooting phase, when a friendly RAVENWING FLY unit has shot.
Target
That RAVENWING FLY unit.
Effect
Visible enemy units within 6" of your unit have +3" detection range.
1 CPOpponent's turn

WE ARE VENGEANCE

Shooting

The Ravenwing's aerial assets are capable of swift and reactive manoeuvring to new firing positions, ensuring opportunities for rapid vengeance.

When
Your opponent’s Shooting phase, when an enemy unit that targeted a friendly unengaged RAVENWING FLY unit has shot.
Target
That RAVENWING FLY unit.
Effect
Your unit can make a normal move of up to D3+3".
1 CPOpponent's turn

WINGS OF SHADOW

Shooting

Through subtle manoeuvring and empowered cameleoline armour, the swiftest of the Ravenwing evade attempts to bring their hunt to an end.

When
Your opponent’s Shooting phase, when an enemy unit targets a friendly RAVENWING FLY / MOUNTED unit.
Target
That RAVENWING FLY / MOUNTED unit.
Effect
Your unit has Stealth.

Deathwatch Support

4 stratagems

Mission Tactics

Friendly KILL TEAM units with this ability have the following abilities:
Furor Tactics
When the enemy horde grows close, the Deathwatch will be tasked with the decimation of their core. Aiming not for clinical kills but for maximum destruction over a wide area, they tear the heart from the enemy army. If the devastator doctrine is active for your unit, your unit’s attacks have [SUSTAINED HITS 1].
Malleus Tactics
When the giants of war lumber forth, the Deathwatch will adopt Malleus tactics. Even the largest behemoth has a weak point, and the archives of the Deathwatch number them all. If the tactical doctrine is active for your unit, your unit’s attacks have [LETHAL HITS].
Purgatus Tactics
By adopting Purgatus tactics, the Deathwatch focus their deadly ire upon the commanders of the enemy host, assassinating them one after another with pitiless head shots and killing thrusts of the blade. If the assault doctrine is active for your unit, your unit’s attacks that target an enemy unit within 9" of this unit have [PRECISION].
DEATHWATCH ALLIES
You can include DEATHWATCH units in your army, even though they do not have the same Chapter faction keyword as other units in your army. The combined points value of such units cannot exceed 500 points.
When mustering your army, unless otherwise stated, you cannot select a DEATHWATCH model to be your WARLORD. In addition KILL TEAM units can only contain enhancements taken from this detachment.
This an exception to the Space Marine Chapters Army Rules.
1 CPYour turn

KRAKEN ROUNDS

Shooting

Kraken rounds utilise adamantine cores and improved propellants to penetrate the thickest hide.

When
Your Shooting phase when a KILL TEAM unit is selected to shoot.
Target
That KILL TEAM unit.
Effect
Your unit’s ranged attacks have:
▪ Have +6" R.
▪ Have +1 S.
1 CPYour turn

DRAGONFIRE ROUNDS

Shooting

Dragonfire rounds are designed to explode just before contact, saturating foes in cover with searing gas and flames.

When
Your Shooting phase when a KILL TEAM unit is selected to shoot.
Target
That KILL TEAM unit.
Effect
Your unit’s ranged attacks:
▪ Can re-roll wound rolls of 1.
▪ Have [IGNORES COVER].
1 CPYour turn

HELLFIRE ROUNDS

Shooting

Hellfire rounds douse their targets in voracious acids that are utterly lethal to organic life.

When
Your Shooting phase when a KILL TEAM unit is selected to shoot.
Target
That KILL TEAM unit.
Effect
Your unit’s ranged attacks (excluding [DEVASTATING WOUNDS] attacks) have [ANTI- non- VEHICLE 4+].
1 CPOpponent's turn

BLACKSTAR EXTRACTION

Fight

Swooping low with transport bays yawning wide, Corvus Blackstar gunships extract Deathwatch warriors from the battlefield and convey them to locations where their lethal talents are most required.

When
End of your opponent’s Fight phase.
Target
One friendly unengaged KILL TEAM unit.
Effect
Place your unit in strategic reserves.

Devastator Brethren

3 stratagems

Devastator Mastery

Unceasing and unmerciful, Adeptus Astartes fire support formations lay waste to all that falls under their gunsights.

You can select the devastator doctrine one additional time per battle.
1 CPEither turn

ARMOUR OF CONTEMPT

Shooting · Fight

The belligerence of the Adeptus Astartes combined with their post-human physiology makes them unyielding foes to face.

When
Your opponent’s Shooting phase or the Fight phase, when an enemy unit targets a friendly ADEPTUS ASTARTES unit.
Target
That ADEPTUS ASTARTES unit.
Effect
Attacks that target your unit have -1 AP until that enemy unit has attacked.
1 CPYour turn

STORM OF FIRE

Shooting

There is no escaping the wrath of the Space Marines, and they use their weapons to bring swift death to their foes wherever they may hide.

When
Your Shooting phase, when a friendly ADEPTUS ASTARTES unit is selected to shoot.
Target
That ADEPTUS ASTARTES unit.
Effect
Your unit’s ranged attacks have:
▪ [Ignores Cover].
▪ Or: If the devastator doctrine is active for your unit, [Ignores Cover] and +1 AP.
2 CPOpponent's turn

HAIL OF VENGEANCE

Shooting

Space Marines’ incredible battlefield awareness enables them to instinctively identify the origin of any enemy fire and punish their attackers.

When
Your opponent’s Shooting phase, when an enemy unit has shot, if those attacks destroyed a model in a friendly ADEPTUS ASTARTES unit.
Target
That ADEPTUS ASTARTES unit.
Effect
Your unit shoots using normal shooting, but while doing so your unit can only target that enemy unit.

Encarmine Speartip

3 stratagems

Wrath of Angels

Few living warriors embody the ideal of the Emperor's wrathful angels more than the Sanguinary Guard, for they appear without warning to wreak death and destruction before surging on to the next foe with shocking speed.

The tactical doctrine is active for SANGUINARY GUARD units in addition to any other combat doctrine.
Restrictions: Your army can include BLOOD ANGELS units, but it cannot include any ADEPTUS ASTARTES units drawn from any other Chapter.
1 CPYour turn

JUDGEMENT OF THE GOLDEN HOST

Charge

The meteoric impact of the Sanguinary Guard is an unavoidable judgement on those who have incurred the Chapter's wrath.

When
Your Charge phase, when a friendly SANGUINARY GUARD unit form your army ends a charge move.
Target
That SANGUINARY GUARD unit.
Effect
Select one enemy unit engaged with your unit. Roll one D6 for each model in your unit engaged with that enemy unit:
▪ For each 3+, that enemy unit suffers 1 mortal wound.
1 CPOpponent's turn

INEXORABLE VALOUR

Movement

Ever reaching for the heights of exemplary valour instilled in their forebears by Sanguinius, the golden host seize every opportunity to claim positions from which to strike anew.

When
Your opponent’s Movement phase, when an enemy unit that was engaged with a friendly SANGUINARY GUARD unit ends a fall-back move, if that SANGUINARY GUARD unit is unengaged.
Target
That SANGUINARY GUARD unit.
Effect
Your unit can make a normal move of up to D3+3".
1 CPOpponent's turn

BLINDING BLURS OF VENGEANCE

Shooting

When they power forward in rapid leaps, the glare emitted by their jump packs' nacelles reflecting from the mirrored gleam of their armour, the Sanguinary Guard seem to glow with a blinding radiance few can look upon.

When
Your opponent’s Shooting phase, when an enemy unit targets a friendly SANGUINARY GUARD unit.
Target
That SANGUINARY GUARD unit.
Effect
Your unit has:
▪ Stealth.
▪ -3" detection range.

Fist of the God-Emperor

3 stratagems

Purge and Sanctify

As the battle-brothers of a Vindication Task Force purge the Emperor’s domain in fire and blood, they see their holy quest as recovering Humanity’s rightful dominion. They scour the stain of the unclean, topple false idols, breach strongholds of unholy faith and plant the crusade’s standards in their place, branding such sites with the sacred icons of their brotherhood.

Each time a friendly CRUSADER SQUAD unit makes a surge move, instead of selecting a surge target, you can select the closest objective to that unit. When that unit makes that surge move, each model in that unit must end that surge move as close as possible to that objective instead.
Restrictions: Your army can include BLACK TEMPLARS units, but it cannot include any ADEPTUS ASTARTES units drawn from any other Chapter.
1 CPYour turn

DOCTRINAL FLEXIBILITY

Command

For all their zealous fury, the Black Templars are Space Marines still, capable of adapting their strategies in the midst of battle to ensure the foe’s destruction.

When
Your Command phase.
Target
One friendly CRUSADER SQUAD unit.
Effect
Select one combat doctrine. That combat doctrine is active for your unit until the start of your next Command phase.
1 CPEither turn

ANGELS DEFIANT

Shooting · Fight

All too aware of their vital role in holding the foe at bay, these battle-brothers refuse to yield to even the most grievous of wounds.

When
Your opponent’s Shooting phase or the Fight phase, when an enemy unit targets a friendly CRUSADER SQUAD unit.
Target
That CRUSADER SQUAD unit.
Effect
Attacks that target your unit with a S greater than your unit’s T have -1 to wound rolls.
1 CPEither turn

AVOWED DESTRUCTION

Fight

The Black Templars will see their oaths upheld at any cost. Any foe with the temerity to impede them in this goal must be put mercilessly to the sword.

When
The Fight phase, when a friendly CRUSADER SQUAD unit is selected to fight.
Target
That CRUSADER SQUAD unit.
Effect
Your unit’s melee attacks:
▪ Have [LETHAL HITS].
▪ Or: Have [SUSTAINED HITS 1].

Forgefather's Seekers

6 stratagems

Vulkan's Quest

▪ You can select the devastator doctrine one additional time per battle.
▪ Friendly ADEPTUS ASTARTES units’ ranged attacks that target a unit within 12", have +1 S.
If your army includes a VULKAN HE’STAN unit, friendly INFERNUS SQUAD units have the following:
▪ When this unit is selected to make an advance/fall-back move, that advance/fall-back move does not prevent this unit from being eligible to start an action.
▪ When this unit starts an action, that action does not prevent this unit from being eligible to shoot.
Restrictions: Your army can include SALAMANDERS units, but it cannot include any ADEPTUS ASTARTES units drawn from any other Chapter.
1 CPOpponent's turn

BLAZING EARTH

Charge

When faced with an onrushing horde, the Forgefather’s warriors set fire to the earth beneath their feet, impeding their advance and throwing them into confusion.

When
Start of your opponent’s Charge phase.
Target
One friendly unengaged ADEPTUS ASTARTES unit equipped with one or more Torrent / Melta weapons.
Effect
Select one visible enemy unit within 12" of your unit. That enemy unit has -1 to charge rolls.
1 CPYour turn

WRATH AND RUIN

Command

Having drawn their enemies in, Space Marine battle-brothers fall back and open fire at point-blank range before thundering forward to put any survivors to death.

When
Your Command phase.
Target
One friendly ADEPTUS ASTARTES INFANTRY unit.
Effect
The assault doctrine or tactical doctrine is active for your unit, until the start of your next Command phase.
1 CPYour turn

FORGED IN FIRE

Shooting

The Salamanders are masters of the flamer, wielding such weapons with supreme precision and utilising them even in the press of melee combat.

When
Your Shooting phase, when a friendly engaged ADEPTUS ASTARTES unit is selected to shoot.
Target
That ADEPTUS ASTARTES unit.
Effect
Your unit’s Torrent weapons:
▪ Do not have [Blast].
▪ Have [Close-Quarters].
▪ Have +1 A.
1 CPYour turn

IMMOLATION PROTOCOLS

Shooting

Salvo after salvo of burning promethium unleashed in synchronised waves will leave almost any foe as smouldering ash.

When
Your Shooting phase, when a friendly ADEPTUS ASTARTES INFANTRY unit is selected to attack.
Target
That ADEPTUS ASTARTES INFANTRY.
Effect
Your unit’s ranged [TORRENT] attacks have +1 AP.
1 CPEither turn

CRUCIBLE OF BATTLE

Shooting · Fight

Only where the enemy can be faced eye to eye can a Space Marine be truly tested.

When
Your Shooting phase or the Fight phase, when a friendly ADEPTUS ASTARTES INFANTRY unit is selected to attack an enemy unit within 6".
Target
That ADEPTUS ASTARTES INFANTRY unit.
Effect
Your unit’s attacks can:
▪ Re-roll hit rolls of 1.
▪ Re-roll wound rolls of 1.
1 CPOpponent's turn

BURNING VENGEANCE

Shooting

To open fire on warriors of the Salamanders is merely to invite one’s own swift destruction.

When
Your opponent’s Shooting phase, when an enemy unit has shot a friendly ADEPTUS ASTARTES TRANSPORT unit.
Target
One friendly ADEPTUS ASTARTES unit embarked within that ADEPTUS ASTARTES TRANSPORT unit.
Effect
Your ADEPTUS ASTARTES unit can:
▪ Make a disembark move.
▪ Shoot using normal shooting, but when doing so your unit can only target that enemy unit.

Gauntlet Task Force

3 stratagems

Combined Deployment

Space Marine crews train to provide armoured fire support to their debarked passengers while on the attack.

In your Shooting phase, when a friendly ADEPTUS ASTARTES TRANSPORT unit has shot, you can select one enemy unit hit by those attacks. That enemy unit is assailed until the end of the turn:
▪ While a unit is assailed, when an ADEPTUS ASTARTES unit that disembarked this turn targets that unit, those attacks have [Sustained Hits 1].
1 CPEither turn

AGGRESSIVE DISEMBARKATION

Any phase

Bursting out of their transport, the Space Marines are already on the move before their foes can react.

When
Any phase, when a friendly ADEPTUS ASTARTES unit embarked within a TRANSPORT is selected to move.
Target
That ADEPTUS ASTARTES unit.
Effect
While making that move, each model in your unit can be set up within the set-up distance of that TRANSPORT.
This allows you to set up your unit within the set-up distance of your TRANSPORT, instead of wholly within that distance.
1 CPEither turn

DUTY IS NEVER DONE

Fight

There is no time to rest upon laurels while any portion of the Emperor’s realm remains in enemy hands.

When
End of the Fight phase.
Target
One friendly unengaged ADEPTUS ASTARTES INFANTRY unit that was eligible to fight this phase, is wholly within 6" of a friendly TRANSPORT unit, and is eligible to embark within that TRANSPORT unit.
Effect
Your unit embarks within that TRANSPORT unit.
1 CPYour turn

STORM AND SECURE

Movement

The advanced mechanised assault tactics employed by this force allow ground to be seized rapidly while on the move.

When
End of your Movement phase.
Target
One friendly ADEPTUS ASTARTES TRANSPORT unit that has an ADEPTUS ASTARTES BATTLELINE unit embarked within it.
Effect
Select one objective your unit is controlling. That objective is secured.

Gladius Task Force

6 stratagems

Codex Discipline

Deployed as a mutually supportive strike force that epitomises the flexibility and martial wisdom of the Codex Astartes, Space Marines have the answer to any strategic or tactical challenge.

You can select one combat doctrine one additional time per battle.
1 CPEither turn

ARMOUR OF CONTEMPT

Shooting · Fight

The belligerence of the Adeptus Astartes combined with their post-human physiology makes them unyielding foes to face.

When
Your opponent’s Shooting phase or the Fight phase, when an enemy unit targets a friendly ADEPTUS ASTARTES unit.
Target
That ADEPTUS ASTARTES unit.
Effect
Attacks that target your unit have -1 AP until that enemy unit has attacked.
1 CPEither turn

A WORTHY DEATH

Fight

Those Space Marines who specialise in close assault are ready to fight to their last breath and beyond to cut down more foes.

When
Fight phase, when an enemy unit targets a friendly ADEPTUS ASTARTES unit.
Target
That ADEPTUS ASTARTES unit.
Effect
When a model in your unit is destroyed, if your unit has not been selected to fight this phase, roll one D6:
▪ On a 4+, do not remove that model from the battlefield. When your unit has fought, or at the end of the phase (whichever comes first), that model is removed from the battlefield.
1 CPEither turn

MIGHT OF ANGELS

Fight

Relentless assault training allows these warriors to focus their already impressive might into a truly devastating close-quarters onslaught.

When
Fight phase, when a friendly ADEPTUS ASTARTES unit is selected to fight.
Target
That ADEPTUS ASTARTES unit.
Effect
Your unit’s melee attacks have [Lance].
1 CPYour turn

ADAPTIVE STRATEGY

Command

The tenets of the Codex Astartes allow for unorthodox use of combat tactics and the employment of divergent doctrines if doing so will lead to victory.

When
Your Command phase.
Target
One friendly ADEPTUS ASTARTES unit.
Effect
Select one combat doctrine. That combat doctrine is active for your unit until the start of your next Command phase.
1 CPYour turn

STORM OF DEVASTATION

Shooting

Masters of the art of long-ranged warfare, these warriors unleash utter devastation upon their enemies.

When
Your Shooting phase, when a friendly ADEPTUS ASTARTES unit is selected to shoot.
Target
That ADEPTUS ASTARTES unit.
Effect
Your unit’s ranged attacks have [IGNORES COVER].
1 CPOpponent's turn

RESPONSIVE TACTICS

Movement

Space Marines know precisely when to give ground to leave enemies floundering, before surging back and driving them from the field in disarray.

When
Your opponent’s Movement phase, when an enemy unit ends a move within 8" of a friendly unengaged ADEPTUS ASTARTES INFANTRY / MOUNTED unit.
Target
That ADEPTUS ASTARTES INFANTRY / MOUNTED unit.
Effect
Your unit can make a normal move of up to D6".

Gravis Linebreaker Force

3 stratagems

Walking Fortress

With their plan in motion and targets designated, Gravis-armoured warriors stride unstoppably into battle as they lay down withering hails of firepower.

In a turn a friendly GRAVIS unit made a normal move, that unit’s ranged attacks:
▪ Do not have [Heavy].
▪ Have +1 to hit rolls.
1 CPEither turn

ANNIHILATING FORCE

Shooting · Fight

Knowing well their duty to shatter the foe’s lines, these warriors strike with devastating strength.

When
Your Shooting phase or the Fight phase, when a friendly GRAVIS unit is selected to attack.
Target
That GRAVIS unit.
Effect
Your unit’s attacks have [Lethal Hits].
1 CPYour turn

PURGATION PUSH

Shooting

Gravis assault tactics stipulate a relentless advance coupled with unfaltering firepower.

When
Your Shooting phase, when a friendly GRAVIS unit has shot.
Target
That GRAVIS unit.
Effect
▪ If your unit is unengaged, your unit can make a normal move of up to 5", and must end that move within range of an objective.
▪ Your unit is not eligible to declare a charge or embark within a TRANSPORT until the end of the turn.
1 CPYour turn

ARMOURED IMPACT

Charge

Throwing their armoured mass into an assault, a Space Marine in Gravis armour can crush and trample their foe.

When
Your Charge phase, when a friendly GRAVIS unit ends a charge move.
Target
That GRAVIS unit.
Effect
When your unit ends a charge move, you can select one enemy unit engaged with your unit. If you do, roll one D6 for each model in your unit engaged with that enemy unit:
▪ For each 3+, that enemy unit suffers 1 mortal wound.

Gravis Siege Force

3 stratagems

Indomitable Defence

The Adeptus Astartes stand as an adamantine wall against any who would assail the Emperor’s realm.

While a friendly GRAVIS unit is within range of an objective, attacks that target that unit with a S greater than that unit’s T have -1 to wound rolls.
1 CPEither turn

ANNIHILATING FORCE

Shooting · Fight

Knowing well their duty to shatter the foe’s lines, these warriors strike with devastating strength.

When
Your Shooting phase or the Fight phase, when a friendly GRAVIS unit is selected to attack.
Target
That GRAVIS unit.
Effect
Your unit’s attacks have [Lethal Hits].
1 CPYour turn

STAND UNYIELDING

Movement

Ground claimed by Gravis-clad Adeptus Astartes cannot be taken back with ease.

When
End of your Movement phase.
Target
One friendly GRAVIS unit.
Effect
Select one objective your unit is controlling. That objective is secured.
1 CPYour turn

SUPPRESSION VOLLEYS

Shooting

Laying down hails of heavy fire, these warriors pin or drive back the foe.

When
Your Shooting phase, when a friendly GRAVIS unit has shot.
Target
That GRAVIS unit.
Effect
Select one enemy unit hit by those attacks. That enemy unit makes a battle-shock roll, with -1 to that battle-shock roll.

Inner Circle Task Force

3 stratagems

Vowed Target

Whether its true significance is kept a secret or not, there is a singular prize here that the Inner Circle have come to either secure or destroy. They will pursue this strategic objective with cold ferocity.

In your Command phase, you can use this ability. If you do, select one objective. That objective is your vowed objective until your next Command phase.
▪ Friendly DEATHWING INFANTRY unit’s attacks that target an enemy unit within range of your vowed objective have +1 to wound rolls.
Restrictions: Your army can include DARK ANGELS units, but it cannot include any ADEPTUS ASTARTES units drawn from any other Chapter.
1 CPEither turn

DUTY UNTO DEATH

Fight

So driven by duty are the veterans of the Unforgiven that even death cannot keep them from it.

When
Fight phase, when an enemy unit targets a friendly DEATHWING unit.
Target
That DEATHWING unit.
Effect
When a model in your unit is destroyed, if your unit has not been selected to fight this phase, roll one D6, with +1 to that roll if your unit is engaged with an enemy unit within range of your vowed objective:
▪ On a 4+, do not remove that model from the battlefield. When your unit has fought, or at the end of the phase (whichever comes first), that model is removed from the battlefield.
1 CPYour turn

RELIC TELEPORTARIUM

Movement

The Deathwing employ ancient and incredibly powerful teleportariums, some older than the Great Crusade, to strike at their foes with unparalleled safety and accuracy.

When
Your Movement phase, when a friendly DEATHWING unit with the Deep Strike ability is selected to make an ingress move.
Target
That DEATHWING unit.
Effect
▪ Your unit can be set up more than 6" horizontally from all enemy units (instead of more than 8").
▪ Your unit is not eligible to declare a charge until the end of this turn.
1 CPYour turn

WRATH OF THE LION

Charge

Channelling the strategic puissance and measured ferocity of their gene-sire, the veterans of the Unforgiven unleash a perfectly timed and utterly lethal storm of tightly controlled violence.

When
Your Charge phase, when a friendly DEATHWING unit ends a charge move.
Target
That DEATHWING unit.
Effect
Select one enemy unit engaged with your unit. If you do, roll one D6 for each model in your unit engaged with that enemy unit:
▪ For each 3+, that enemy unit suffers 1 mortal wound (to a maximum of 6 mortal wounds).

Ironclad Champions

3 stratagems

Enduring Vengeance

Those who pilot Dreadnoughts combine the skill of undying champions with a cold and vengeful hatred of the Emperor’s countless enemies.

Friendly ADEPTUS ASTARTES DREADNOUGHT units can re-roll hit rolls of 1.
1 CPEither turn

ADAMANTINE TERROR

Fight

Booming war cries through his vox-amplifiers, this Dreadnought rampages through the terrified foe.

When
Start of the Fight phase.
Target
One friendly DREADNOUGHT unit.
Effect
Each enemy unit engaged with your unit makes a battle-shock roll, with -1 to that battle-shock roll.
1 CPEither turn

MERCY IS WEAKNESS

Shooting · Fight

Once a foe is marked for destruction, the Angels of Death must not relent until the target is annihilated.

When
Your Shooting phase or the Fight phase, when a friendly DREADNOUGHT unit is selected to attack.
Target
That DREADNOUGHT unit.
Effect
Your unit’s attacks have:
▪ [lethal hits].
▪ Or: [Sustained Hits 1].
1 CPYour turn

UPSTOPPABLE ADVANCE

Movement · Charge

Ruins, barricades, bunkers; few such structures can impede the relentless advance of an Adeptus Astartes Dreadnought.

When
Your Movement / Charge phase, when a friendly DREADNOUGHT unit is selected to move or declares a charge.
Target
That DREADNOUGHT unit.
Effect
Your unit has MOBILE.

Ironstorm Spearhead

3 stratagems

Ironstorm Auto-targeters

Space Marine armoured formations rapidly share cogitated targeting data to augment their already superb marksmanship and reaction times.

Friendly ADEPTUS ASTARTES VEHICLE units’ (excluding WALKER units) ranged attacks can:
▪ Re-roll one hit roll.
▪ Re-roll one wound roll.
1 CPEither turn

LAYERED CERAMITE

Any phase

The labours of artisans in the Chapter armoury now bear fruit.

When
Any phase, when a friendly ADEPTUS ASTARTES VEHICLE unit suffers a mortal wound.
Target
That ADEPTUS ASTARTES VEHICLE unit.
Effect
Your unit has Feel No Pain 5+ against mortal wounds.
1 CPYour turn

MIGHT OF THE MACHINE SPIRIT

Command

There are many tales of machine spirits wreaking havoc on the foe, even after the crews of their vehicles are slain.

When
Your Command phase.
Target
One friendly ADEPTUS ASTARTES VEHICLE unit (excluding DEDICATED TRANSPORT / FLY / WALKER units).
Effect
Until the start of your next Command phase, your unit can ignore modifiers to your unit’s:
▪ M.
▪ BS.
▪ Hit rolls and wound rolls.
1 CPYour turn

HEADHUNTER DOCTRINE

Shooting

Exhaustive tactical training aids Space Marine gunners in exploiting any weakness in their targets’ armour.

When
Your Shooting phase, when a friendly ADEPTUS ASTARTES VEHICLE unit (excluding DEDICATED TRANSPORT / FLY / WALKER units) is selected to shoot.
Target
That ADEPTUS ASTARTES VEHICLE unit.
Effect
Your unit’s ranged attacks have [Lethal Hits: Monster/Vehicle].

Marshal's Household

3 stratagems

Faith-fuelled Resolve

Uncompromising in their faith, a crusade's Sword Brethren are blazing beacons of intolerant resolve capable of holding back hordes of blasphemous foes from sites sacred to the Black Templars.

In the Fight phase, if a friendly SWORD BRETHREN SQUAD unit is within range of an objective, that unit’s melee attacks have +1 A.
Restrictions: Your army can include BLACK TEMPLARS units, but it cannot include any ADEPTUS ASTARTES units drawn from any other Chapter.
1 CPEither turn

SLAYERS OF ABOMINATIONS

Fight

The largest manifestations of the foe's sin are branded unholy abominations, challenges which a crusade's champions gladly meet to drive their sanctified weapons deeply beneath their hides.

When
Fight phase, when a friendly SWORD BRETHREN SQUAD unit is selected to fight.
Target
That SWORD BRETHREN SQUAD unit.
Effect
Your unit’s melee attacks that target a MONSTER / VEHICLE unit have +2 S.
1 CPOpponent's turn

UNSPARING EXECUTION

Movement

Those who attempt to flee their rightful death only stroke their executioners' hatred all the hotter. None can be spared the God-Emperor's wrath.

When
Your opponent’s Movement phase, when a unit is selected to make a fall-back move, if that unit is engaged with a friendly SWORD BRETHREN SQUAD unit.
Target
That SWORD BRETHREN SQUAD unit.
Effect
When an enemy unit engaged with your unit is selected to make a fall-back move, that enemy unit must use the desperate escape mode, with -1 to those hazard rolls if that enemy unit is battle-shocked.
1 CPYour turn

BLADE OF DETESTATION

Charge

With roared litanies and incendiary hatred, the Sword Brethren plunge into their foe like a white-hot blade, their armoured momentum cracking armour, crushing bones, and trampling the foe underfoot.

When
Your Charge phase, when a friendly SWORD BRETHREN SQUAD unit ends a charge move.
Target
That SWORD BRETHREN SQUAD.
Effect
Select one enemy unit engaged with your unit. Roll one D6 for each model in your unit engaged with that enemy unit:
▪ For each 4+, that enemy unit suffers 1 mortal wound (to a maximum of 6 mortal wounds).

Medusa's Wrath

6 stratagems

Armoured Wrath

Each time a friendly ADEPTUS ASTARTES unit is selected to shoot or selected to fight apply one of the following when resolving those attacks:
▪ If that unit is within 6" of a friendly CANNOK VAR / IRON FATHER FEIRROS unit you can:
▪ Re-roll one hit roll.
▪ Re-roll one wound roll.
▪ Re-roll one damage roll.
▪ Otherwise you can:
▪ Re-roll one hit roll.
▪ Or: Re-roll one wound roll.
▪ Or: Re-roll one damage roll.
1 CPEither turn

METHODICAL BRUTALITY

Shooting · Fight

Once a foe is marked for destruction, the Angels of Death must not relent until the target is annihilated.

When
Your Shooting phase or the Fight phase when a friendly ADEPTUS ASTARTES unit is selected to attack.
Target
That ADEPTUS ASTARTES unit.
Effect
▪ If your unit is a VEHICLE unit, have +1 to wound rolls.
1 CPEither turn

SPIRITS OF IRON

Any phase

These warriors emulate the mechanical monstrosities at whose side they fight, shrugging off wounds both physical and spiritual.

When
Any phase, when a friendly ADEPTUS ASTARTES unit suffers a mortal wound.
Target
That ADEPTUS ASTARTES unit.
Effect
Your unit has Feel no pain 5+ against mortal wounds.
1 CPEither turn

VENGEFUL ANIMUS

Any phase

Carefully cogitated binharic prayers can focus a machine spirit’s ire into near-obsessive hatred of its slayers, ensuring that vengeance is meted out even in death.

When
Any phase, when a friendly ADEPTUS ASTARTES VEHICLE unit is destroyed, before rolling for deadly demise.
Target
That friendly ADEPTUS ASTARTES VEHICLE unit.
Effect
Change any deadly demise rolls made for this unit to an unmodified 6.
1 CPYour turn

ANCIENT FURY

Command

The heroes entombed within Dreadnoughts have fought across countless war zones throughout their extended existences, perfecting their martial prowess beyond mortal limits.

When
Your Command phase.
Target
One friendly ADEPTUS ASTARTES DREADNOUGHT unit.
Effect
Until the start of your next Command phase, your unit has:
▪ +1" M.
▪ +1 T.
▪ +1 Ld.
▪ +1 OC.
▪ +1 to hit rolls.
1 CPYour turn

UNBOWED CONVICTION

Command

Space Marines exemplify obdurate tenacity. Even severely injured, they will never abandon their oaths.

When
Your Command phase.
Target
One friendly ADEPTUS ASTARTES unit that is below starting strength.
Effect
Until the start of your next Command phase, your unit can ignore modifiers to your unit’s:
▪ BS and WS.
▪ Hit rolls and Wound rolls.
1 CPOpponent's turn

POWER OF THE MACHINE SPIRIT

Shooting

There are many tales of machine spirits wreaking havoc on the foe, even after the crew of their vehicle are slain and critical systems are failing.

When
Your opponent’s Shooting phase, when an enemy unit that targeted a friendly unengaged ADEPTUS ASTARTES VEHICLE unit has shot.
Target
That ADEPTUS ASTARTES VEHICLE unit.
Effect
Your unit shoots using:
▪ Snap shooting.
▪ Or: If your unit is at half-strength/below half-strength, normal shooting. While doing so your unit can only target that enemy unit.

Phobos Shadow Force

3 stratagems

Shadow Masters

Holding to the shadows and choosing victims with care, Phobos-armoured Astartes winnow the enemy ranks without ever revealing their positions.

When a friendly PHOBOS or SCOUT SQUAD unit has shot:
▪ Those attacks do not prevent that unit from being hidden.
▪ Or: That unit can make a normal move of up to D6". That unit is not eligible to declare a charge until the end of the turn.
1 CPEither turn

STRIKE FROM THE SHADOWS

Shooting · Fight

To evade one’s enemies and sow confusion can be a deadly weapon in itself.

When
Your Shooting phase or the Fight phase, when a friendly hidden PHOBOS unit is selected to attack.
Target
That PHOBOS unit.
Effect
Your unit’s attacks have:
▪ +1 S.
▪ [Lethal Hits].
1 CPYour turn

MORTIS SNARES

Movement

These stealth operatives lace the battlefield with explosive devices that trigger by mico-auspex and las-wire when foes blunder into them.

When
End of your Movement phase.
Target
One friendly unengaged PHOBOS / SCOUT SQUAD unit.
Effect
If your unit is controlling an objective, that objective is snared. While an objective is snared, when an enemy unit ends a move within range of that objective, roll one D6:
▪ On a 2+, that enemy unit suffers D6 mortal wounds.
▪ That objective is no longer snared.
1 CPOpponent's turn

TACTICAL WITHDRAWAL

Fight

At an opportune moment, Space Marine infiltration units slip away from battle, only to relocate ready to strike the foe again.

When
End of your opponent’s Fight phase.
Target
One friendly unengaged PHOBOS / SCOUT SQUAD unit.
Effect
Place your unit in strategic reserves.

Phobos Shock Force

3 stratagems

Vanguard Ambushers

Few experiences are so terrifying for Mankind’s enemies as finding themselves the victims of Phobos-armoured ambushers.

At the end of your Movement phase, if a friendly PHOBOS unit is hidden, that unit’s attacks can re-roll wound rolls of 1 until the end of the turn.
1 CPEither turn

STRIKE FROM THE SHADOWS

Shooting · Fight

To evade one’s enemies and sow confusion can be a deadly weapon in itself.

When
Your Shooting phase or the Fight phase, when a friendly hidden PHOBOS unit is selected to attack.
Target
That PHOBOS unit.
Effect
Your unit’s attacks have:
▪ +1 S.
▪ [Lethal Hits].
1 CPOpponent's turn

TRANSHUMAN REACTIONS

Movement

Seemingly with the speed of instinct, these warriors reposition in response to the enemy’s movements.

When
Your opponent’s Movement phase, when an enemy unit ends a move within 8" of a friendly unengaged PHOBOS unit.
Target
That PHOBOS unit.
Effect
Your unit can make a normal move of:
▪ Up to D6".
▪ Or: If the tactical doctrine is active for your unit, up to 6".
1 CPOpponent's turn

UMBRAL EVASION

Shooting

A combination of technological arcana and expert training help these warriors to evade the eyes of the foe.

When
Your opponent’s Shooting phase, when an enemy unit targets a friendly PHOBOS unit.
Target
That PHOBOS unit.
Effect
Ranged attacks that target your unit have -1 to hit rolls.

Pilum Strike Team

Boarding Actions4 stratagems

Relentless Salvoes

These vanguard specialists stay on the move, laying down hails of fire to harass and disrupt their foes even as they hit-and-fade through chambers and corridors.

ADEPTUS ASTARTES units from your army are eligible to shoot in a turn in which they Advanced or Fell Back.
1 CPBattle TacticEither turn

KNIFE WORK

Fight

These warriors strike at their enemies'weak spots, aiming to silence the foe without raising the alarm.

When
Fight phase.
Target
One ADEPTUS ASTARTES unit from your army that has not been selected to fight this phase.
Effect
Until the end of the phase, improve the Strength and Armour Penetration characteristics of melee weapons equipped by models in your unit by 1.
1 CPStrategic PloyYour turn

ENHANCED EFFICIENCY

Movement

Moving with alacrity, clearing each new space with exceptional speed and skill, the warriors of the strike team advance on their main objective.

When
Your Movement phase.
Target
One ADEPTUS ASTARTES unit from your army that has not been selected to move this phase.
Effect
Until the end of the phase, each time your unit is selected to make a Normal or Advance move, it can attempt to operate one Hatchway it is within 1” of either at the start or end of that move. If it does, it cannot attempt to operate a Hatchway again this turn.
1 CPStrategic PloyYour turn

FIGHTING RETREAT

Movement

These warriors employ cover fire and frag charges to batter the foe as they fall back to new positions.

When
Your Movement phase, just after an ADEPTUS ASTARTES unit from your army is selected to Fall Back.
Target
That ADEPTUS ASTARTES unit.
Effect
Select one enemy unit within Engagement Range of your unit and roll one D6: on a 2-4, that enemy unit suffers 1 mortal wound; on a 5+, that enemy unit suffers 2 mortal wounds.
1 CPBattle TacticYour turn

MASTER MARKSMEN

Shooting

Every shot these warriors fire is placed for maximum impact and swift, decisive kills.

When
Your Shooting phase.
Target
One ADEPTUS ASTARTES unit from your army that has not been selected to shoot this phase.
Effect
Until the end of the phase, ranged weapons equipped by models in your unit have the [DEVASTATING WOUNDS] ability.

Saga of the Beastslayer

3 stratagems

Legendary Slayers

Some Space Wolves seek only to bring down the most monstrous and deadly foes. With hunting packs of Fenrisian wolves, Thunderwolf Cavalry and rampaging bands of Wulfen, they seek to hunt down and slay mighty champions, towering monstrosities and rumbling war machines, demoralising the foe and earning glorious victories.

Attacks made by friendly BLOOD CLAWS / THUNDERWOLF CAVALRY / WULFEN units have [Lethal Hits: Character/Monster/Vehicle].
1 CPEither turn

UNBRIDLED FEROICITY

Fight

The Space Wolves fight with a savage fury that enables them to overcome even the most resilient targets.

When
Fight phase, when a friendly BLOOD CLAWS / THUNDERWOLF CAVALRY / WULFEN unit is selected to fight.
Target
That BLOOD CLAWS / THUNDERWOLF CAVALRY / WULFEN unit.
Effect
Your unit’s melee attacks have [LANCE].
1 CPOpponent's turn

CO-ORDINATED STRIKE

Fight

Space Wolves officers rein in their warriors’ impulsive fury, repositioning them to strike exposed flanks.

When
End of your opponent’s Fight phase.
Target
One unengaged BLOOD CLAWS / THUNDERWOLF CAVALRY / WULFEN unit that is within 9" of one or more battlefield edges.
Effect
Place your unit in strategic reserves.
1 CPOpponent's turn

IMPETUOSITY

Shooting

Severe losses only drive Blood Claws and Wulfen forward into the midst of the foe.

When
Your opponent’s Shooting phase, when an enemy unit that targeted a friendly unengaged BLOOD CLAWS / THUNDERWOLF CAVALRY / WULFEN unit has shot.
Target
That BLOOD CLAWS / THUNDERWOLF CAVALRY / WULFEN unit.
Effect
Your unit can make a surge move of up to D6".

Saga of the Great Wolf

6 stratagems

Master of Wolves

Friendly ADEPTUS ASTARTES units (excluding MONSTER / VEHICLES units) with this ability have the following abilities:
Encircling Jaws: If the assault doctrine is active for your unit, your unit has +1 to advance rolls and charge rolls.
Hunter’s Eye: If the devastator doctrine is active for your unit, your unit’s ranged attacks can re-roll hit rolls of 1.
Ferocious Strike: If the tactical doctrine is active for your unit, your unit’s attacks that target an enemy unit with 9" have [Sustained Hits 1].
Friendly LOGAN GRIMNAR units have the following ability:
Howling Onslaught: (Once per battle, per army) In your command phase, you can use this ability. If you do, friendly ADEPTUS ASTARTES MONSTER / VEHICLE units benefit from the Master of Wolves rule until the start of your next command phase.
Restrictions: Your army can include SPACE WOLVES units, but it cannot include any ADEPTUS ASTARTES units drawn from any other Chapter.
1 CPEither turn

EYE OF THE PACK

Shooting · Fight

Once a pack of Fenrisian warriors has perceived some slight weakness in the defences of a foe, they all strike at once, like encircling predators dragging down their prey.

When
Your Shooting phase, or the Fight phase, when a friendly ADEPTUS ASTARTES INFANTRY unit is selected to attack.
Target
That ADEPTUS ASTARTES INFANTRY unit.
Effect
Your unit’s attacks can re-roll wound rolls of 1 and 2.
1 CPEither turn

WOLF TOTEMS

Any phase

Be it the power of belief or something a little more eldritch, the Space Wolves’ trust in their various protective amulets and totems is often borne out.

When
Any phase, when a friendly ADEPTUS ASTARTES INFANTRY / MOUNTED unit suffers a mortal wound.
Target
That ADEPTUS ASTARTES INFANTRY / MOUNTED unit.
Effect
Your unit has Feel No Pain 5+ against mortal wounds.
1 CPEither turn

FANGS OF THE PACK

Fight

Fighting as one, these champions of Fenris fall upon an enemy champion and drag them down with single-minded savagery.

When
Fight phase, when a friendly ADEPTUS ASTARTES INFANTRY / MOUNTED unit is selected to fight.
Target
That ADEPTUS ASTARTES INFANTRY / MOUNTED unit.
Effect
Your unit’s melee attacks have [Precision].
1 CPYour turn

FENRISIAN FEROCITY

Movement · Charge

Even the most challenging terrain or formidable fortifications cannot stop the Great Wolf’s chief hunters once they are in motion.

When
Your Movement / Charge phase, when a friendly ADEPTUS ASTARTES MOUNTED / WALKER unit is selected to move or declares a charge.
Target
That ADEPTUS ASTARTES MOUNTED / WALKER unit.
Effect
Your unit has MOBILE.
1 CPYour turn

GRIMNAR'S COMMAND

Command

Pivotal as they are to the Great Wolf’s plans, this pack have their own orders to fulfil in this moment that come directly from Grimnar himself.

When
Your Command phase.
Target
One friendly ADEPTUS ASTARTES unit (excluding MONSTER / VEHICLE units).
Effect
Select one combat doctrine. That combat doctrine is active for your unit until the start of your next Command phase.
1 CPOpponent's turn

BATTLE INSTINCTS

Shooting

These champions of Fenris respond to enemy fire with instinctive swiftness, rarely giving their foes a second chance to shoot at them.

When
Your opponent’s Shooting phase, when an enemy unit that targeted a friendly unengaged ADEPTUS ASTARTES INFANTRY / MOUNTED unit has shot.
Target
That ADEPTUS ASTARTES INFANTRY / MOUNTED unit.
Effect
Your unit can make a normal move of up to D3+3".

Shadowmark Talon

6 stratagems

Shadow Tactics

The Raven Guard are renowned for their uncanny ability to move unseen, cloaking themselves in darkness as they close in upon their prey. Aethon Shaan is a true master at harnessing these abilities, withdrawing and redeploying his battle-brothers to draw the enemy out of formation.

Friendly ADEPTUS ASTARTES units have Stealth.
Friendly PHOBOS / SCOUT SQUAD units have -3" detection range.
Friendly AETHON SHAAN units have the following ability:
Unparalleled Tactician: (Once per battle round, per army) When you use the Into Darkness stratagem, that use is -1CP.
1 CPOpponent's turn

INTO DARKNESS

Fight

At the opportune moment, Raven Guard infiltration units slip away from battle, only to relocate ready to strike the foe again.

When
End of your opponent’s Fight phase.
Target
One unengaged ADEPTUS ASTARTES INFANTRY unit.
Effect
Place your unit in strategic reserves.
1 CPOpponent's turn

RAPTORIAL VIGILANCE

Movement

The Raven Guard are swift to exploit the movements of their foes, whether to pursue their prey and complete the kill or to make use of an opportunity to fade once more from sight.

When
Your opponent’s Movement phase, when an enemy unit ends a move within 8" of a friendly unengaged ADEPTUS ASTARTES INFANTRY unit.
Target
That ADEPTUS ASTARTES INFANTRY unit.
Effect
Your unit can make a normal move of:
▪ Up to D6".
▪ Or: If your unit is a PHOBOS / SCOUT SQUAD unit, up to 6".
1 CPYour turn

MURDEROUS FUSILLADE

Shooting

From darkness and obscuring cover, Raven Guard battle-brothers open fire as one, striking their unaware targets with precision fire.

When
Your Shooting phase, when a friendly ADEPTUS ASTARTES INFANTRY unit that made an ingress move this turn is selected to shoot.
Target
That ADEPTUS ASTARTES INFANTRY unit.
Effect
Your unit’s ranged attacks have:
▪ +1 BS.
▪ +1 AP.
1 CPYour turn

SUPPRESSED WEAPONS

Shooting

The Raven Guard commonly utilise integral suppressors, flash-hiders and other technology to dampen weapon reports and conceal muzzle flare, enabling battle-brothers to fire on unsuspecting foes without giving away their positions.

When
Your Shooting phase, when a friendly ADEPTUS ASTARTES INFANTRY unit has shot.
Target
That ADEPTUS ASTARTES INFANTRY unit.
Effect
Those attacks do not prevent your unit from being hidden.
1 CPYour turn

FEINT AND THRUST

Command

Retreating from the fight, these warriors lure their enemies on before swiftly turning the tables and hurling themselves into their now overextended foe.

When
Your Command phase.
Target
One friendly ADEPTUS ASTARTES INFANTRY unit.
Effect
The tactical doctrine is active for your unit in addition to any other combat doctrine, until the start of your next Command phase.
1 CPEither turn

LAY LOW THE TYRANTS

Fight

In a storm of blade thrusts and bludgeoning strikes, enemy champions and commanders are laid low, leaving their troops in leaderless disarray.

When
Fight phase, when a friendly ADEPTUS ASTARTES INFANTRY unit is selected to fight.
Target
That ADEPTUS ASTARTES INFANTRY.
Effect
Your unit’s melee attacks have [Precision].

Shield of the Void

Boarding Actions4 stratagems

Focused Response

The battle-brothers of the Shield Chapters commit their boarding strikes with a measured and meticulous application of force. They storm one section after the next while maintaining heightened awareness of lurking threats, and readying themselves to launch devastating counterattacks.

▪ Each time an ADEPTUS ASTARTES model from your army makes an attack while firing Overwatch, an unmodified Hit roll of 5+ is required to score a hit, instead of an unmodified 6.
▪ Each time an enemy unit makes an attack that targets an ADEPTUS ASTARTES unit from your army that is Set To Defend, subtract 1 from the Hit roll.
1 CPStrategic PloyYour turn

CODEX WARFARE

Movement

The Codex Astartes is held as a hallowed work of martial genius by the Shield Chapters. Its tenets prescribe tactical adaptability and fighting on the move, advancing from one adversary to the next in a series of deadly redeployments.

When
Your Movement phase.
Target
One ADEPTUS ASTARTES unit from your army.
Effect
Until the end of the turn, your unit is eligible to shoot and declare a charge in a turn in which it Advanced or Fell Back.
1 CPStrategic PloyYour turn

OVERCHARGED BREACH

Shooting

With a well-placed volley of high-powered ammunition or a dedicated melta charge, specially equipped Space Marines can effect a permanent access route.

When
Start of your Shooting phase.
Target
One ADEPTUS ASTARTES unit from your army that is not within Engagement Range of one or more enemy units.
Effect
Select one closed Hatchway within 9" of and visible to your unit. Open that Hatchway and, until the end of the battle, that Hatchway cannot be closed.
Restrictions
You cannot use this Stratagem more than once.
1 CPBattle TacticYour turn

ADAPTIVE PURGE

Shooting

Whatever hidden horrors lurk in the vessels the Shield Chapters must conquer, the warriors are able to adapt their firing tactics to ensure their destruction.

When
Your Shooting phase.
Target
One ADEPTUS ASTARTES unit from your army that has not been selected to shoot this phase.
Effect
Select one of the following abilities: [LETHAL HITS], [IGNORES COVER] or [SUSTAINED HITS 1]. Until the end of the phase, ranged weapons equipped by models in your unit have that ability.
1 CPStrategic PloyOpponent's turn

RAPID TAKEOVER

Movement

With one foe reeling in disarray, the battle-brothers instantly refocus on their next target, their rapid yet methodical progress capitalising on the enemy's every move.

When
Your opponent’s Movement phase, just after an enemy unit Falls Back.
Target
One ADEPTUS ASTARTES unit from your army that was within Engagement Range of that enemy unit at the start of the phase.
Effect
Your unit can make a Normal move of up to D3+1".

Spearpoint Task Force

6 stratagems

Storm-swift Onslaught

▪ You can select the assault doctrine or tactical doctrine one additional time per battle.
▪ Friendly ADEPTUS ASTARTES MOUNTED / SPEEDER units have +1 to advance rolls.
Friendly SUBODEN KHAN units have the following ability:
Wrath of the First Khan: At the end of the Fight phase, if this unit was eligible to fight this phase, you can use this ability. If you do:
▪ If this unit is unengaged, this unit can make a normal move.
▪ Or: If this unit is engaged, this unit can make a fall-back move.
Restrictions: Your army can include WHITE SCARS units, but it cannot include any ADEPTUS ASTARTES units drawn from any other Chapter.
1 CPOpponent's turn

EVASIVE MANOEUVERS

Shooting

Battle-brothers of the White Scars Chapter are born and raised in the saddle. Expert pilots and riders all, they weave through incoming fire with instinctive skill.

When
Your opponent’s Shooting phase, when an enemy unit targets a friendly ADEPTUS ASTARTES MOUNTED / SPEEDER unit.
Target
That ADEPTUS ASTARTES MOUNTED / SPEEDER unit.
Effect
Ranged attacks that target your unit have -1 to wound rolls.
1 CPYour turn

MOBILE LETHALITY

Movement

The White Scars fight their wars at a furious tempo, and their warriors are adept at fire-and-manoeuvre strategies.

When
Your Movement phase, when a friendly ADEPTUS ASTARTES unit is selected to make an advance/fall-back move.
Target
That ADEPTUS ASTARTES unit.
Effect
▪ That fall-back move does not prevent your unit from being eligible to shoot.
▪ Your unit’s ranged attacks have [ASSAULT].
1 CPYour turn

FLAWLESS RIDERS

Movement · Charge

Skilled Space Marine riders can guide their steeds through even the densest and most treacherous terrain to strike their foes from the position they least expect.

When
Your Movement / Charge phase, when a friendly ADEPTUS ASTARTES MOUNTED unit is selected to move or declares a charge.
Target
That ADEPTUS ASTARTES MOUNTED unit.
Effect
Your unit has MOBILE.
1 CPEither turn

SPEAR THRUST AND SABRE SWING

Fight

Some foes can be ended with a single charge. Others require sustained savagery to fell. The White Scars are adept at both methods of fighting.

When
Fight phase, when a friendly ADEPTUS ASTARTES unit is selected to fight.
Target
That ADEPTUS ASTARTES unit.
Effect
Your unit’s melee attacks:
▪ Have [LETHAL HITS].
▪ Or: Have [LANCE].
▪ Or: If your unit has MOUNTED, have [LETHAL HITS] and [LANCE].
1 CPOpponent's turn

WITHDRAW AND REGROUP

Fight

The riders and pilots sweep away as swiftly as they arrive, regrouping in preparation for their next assault.

When
End of your opponent’s Fight phase.
Target
One friendly unengaged ADEPTUS ASTARTES MOUNTED / SPEEDER unit.
Effect
Place your unit in strategic reserves.
1 CPOpponent's turn

HUNTER'S INSTINCTS

Movement

The White Scars read the ebb and flow of battle with the hungry cunning of raptorial predators, reacting to the enemy’s movements with exceptional rapidity.

When
Your opponent’s Movement phase, when an enemy unit ends a move within 8" of a friendly unengaged ADEPTUS ASTARTES INFANTRY / MOUNTED / SPEEDER unit.
Target
That ADEPTUS ASTARTES INFANTRY / MOUNTED / SPEEDER unit.
Effect
Your unit can make a normal move of up to D3+3".

Stormlance Task Force

3 stratagems

Lightning-fast Strike

Racing into battle at breakneck speeds, Space Marine fast-attack squadrons often punch into the enemy lines before the foe even realises their peril.

Friendly ADEPTUS ASTARTES MOUNTED / SPEEDER units have +2" M.
1 CPEither turn

WIND-SWIFT EVASION

Fight

Employing their steeds’ pace to utmost effect, these warriors stay ever on the move.

When
End of the Fight phase.
Target
One friendly ADEPTUS ASTARTES MOUNTED unit that was eligible to fight this phase.
Effect
▪ If your unit is unengaged, your unit can make a normal move.
▪ Or: If your unit is engaged, your unit can make a fall-back move.
1 CPYour turn

SUDDEN ONSLAUGHT

Movement

Speed and shock are key to the Space Marine way of war: never more so than on rapid-strike missions.

When
Your Movement phase, when a friendly ADEPTUS ASTARTES MOUNTED / SPEEDER unit is selected to make an advance move.
Target
That ADEPTUS ASTARTES MOUNTED / SPEEDER unit.
Effect
Your unit can change its advance rolls to a 6.
1 CPOpponent's turn

HURTLING TARGETS

Shooting

With nerves of steel and transhuman reactions, the Space Marines jink and weave cooly through incoming fire.

When
Your opponent’s Shooting phase, when an enemy unit targets a friendly ADEPTUS ASTARTES MOUNTED / SPEEDER unit.
Target
That ADEPTUS ASTARTES MOUNTED / SPEEDER unit.
Effect
Ranged attacks that target your unit have -1 to hit rolls.

Tactical Brethren

3 stratagems

Tactical Mastery

Rarely are the Adeptus Astartes deadlier than when they bring to bear the most fundamental teachings of the Codex Astartes.

You can select the tactical doctrine one additional time per battle.
1 CPEither turn

ARMOUR OF CONTEMPT

Shooting · Fight

The belligerence of the Adeptus Astartes combined with their post-human physiology makes them unyielding foes to face.

When
Your opponent’s Shooting phase or the Fight phase, when an enemy unit targets a friendly ADEPTUS ASTARTES unit.
Target
That ADEPTUS ASTARTES unit.
Effect
Attacks that target your unit have -1 AP until that enemy unit has attacked.
1 CPYour turn

DOMINATION FIRE

Shooting

The Codex Astartes dictates when firepower is best used to dismay, disrupt and debilitate the enemy.

When
Your Shooting phase, when a friendly ADEPTUS ASTARTES unit has shot.
Target
That ADEPTUS ASTARTES unit.
Effect
Select one enemy unit hit by those attacks. That enemy unit is suppressed until the start of your next turn:
▪ While a unit is suppressed, that unit’s attacks have -1 to hit rolls.
1 CPOpponent's turn

MASTERFUL TACTICS

Movement

Such is the Space Marines’ grasp of adaptive tactics that even the most canny enemies soon find themselves out of position.

When
Your opponent’s Movement phase, when an enemy unit ends a move within 8" of a friendly unengaged ADEPTUS ASTARTES INFANTRY / MOUNTED unit.
Target
That ADEPTUS ASTARTES INFANTRY / MOUNTED unit.
Effect
Your unit can make a normal move of:
▪ Up to D6".
▪ Or: If the tactical doctrine is active for your unit, up to 6".

Tacticus Attack Force

3 stratagems

Wrath of the Chapter

When the Space Marines are roused to true martial fury, they bring their vengeance to their adversaries with the inescapable speed of a lightning strike.

Friendly TACTICUS units can re-roll advance rolls.
1 CPEither turn

RELENTLESS ASSAULT

Shooting · Fight

Pressing mercilessly forward, these warriors place shots and blows perfectly, no matter their targets.

When
Your Shooting phase or the Fight phase, when a friendly TACTICUS unit is selected to attack.
Target
That TACTICUS unit.
Effect
Your unit’s attacks have:
▪ [Sustained Hits 1: non- Monster/Vehicle].
▪ Or: [Lethal Hits: Monster/Vehicle].
1 CPEither turn

TRANSHUMAN SWIFTNESS

Fight

Poised and aware of their foes’ every move, these warriors strike at the most tactically advantageous moment.

When
Fight phase, when an enemy unit has fought.
Target
One friendly TACTICUS unit that is within range of an objective and is eligible to fight.
Effect
Your unit has Fights First and must be the next unit you select to fight.
1 CPEither turn

TACTICAL FOCUS

Fight

Even amidst the fiercest fighting, this squad retains sight of their assigned mission.

When
Fight phase, when a friendly TACTICUS unit is selected to make a consolidation move.
Target
That TACTICUS unit.
Effect
When making that consolidation move, your unit can move up to D3+3".

Tacticus Firestorm Force

3 stratagems

Codex Fire-patterns

Faced with multiple threats that must be efficiently eliminated, the Space Marines employ time-honoured ballistic doctrines to great effect.

Friendly TACTICUS units’ [Rapid Fire] attacks benefit from [Rapid Fire] when targeting units up to that attack’s maximum range.
1 CPEither turn

FOR THE EMPEROR!

Command

Unflinching in their loyalty to Chapter and Primarch, battle-brothers seize and hold their objectives with unrelenting determination and zealous fury.

When
Command phase.
Target
One friendly TACTICUS unit that is within range of an objective.
Effect
Your unit has +1 OC until the end of the turn.
1 CPEither turn

RELENTLESS ASSAULT

Shooting · Fight

Pressing mercilessly forward, these warriors place shots and blows perfectly, no matter their targets.

When
Your Shooting phase or the Fight phase, when a friendly TACTICUS unit is selected to attack.
Target
That TACTICUS unit.
Effect
Your unit’s attacks have:
▪ [Sustained Hits 1: non- Monster/Vehicle].
▪ Or: [Lethal Hits: Monster/Vehicle].
1 CPYour turn

POINT-BLANK BRUTALITY

Shooting

Transhuman skill and reaction times render these Space Marines’ firearms as deadly up close as any blade.

When
Your Shooting phase, when a friendly engaged TACTICUS unit is selected to shoot.
Target
That TACTICUS unit.
Effect
Your unit’s ranged attacks (excluding [Blast] attacks) have:
▪ [Close-Quarters].
▪ [Ignores Cover].

Terminator Assault

Boarding Actions4 stratagems

Sacred Oath

Space Marine Chapters do not lightly commit their precious suits of Terminator armour to battle, nor the storied veterans who wear them. When they go to war, they always do so with a vital duty and a crucial target.

Once per battle, at the start of your Command phase, when you select a target for Oath of Moment, you can use this Detachment rule. If you do, until the start of your next Command phase, each time an ADEPTUS ASTARTES model from your army makes an attack that targets your Oath of Moment target, you can re-roll the Wound roll.
1 CPStrategic PloyEither turn

TOWER OF STRENGTH

Any phase

Each individual Terminator is a walking fortress. When they stand together they are truly indomitable.

When
Start or end of any phase.
Target
One ADEPTUS ASTARTES TERMINATOR unit from your army.
Effect
Until the end of your next Command phase, add 1 to the Objective Control characteristic of models in your unit.
Restrictions
Each time you use this Stratagem, you cannot use it again until after your next Command phase.
1 CPStrategic PloyYour turn

FOCUSING SHRINE

Movement

An ancient device built into the structure of the teleportarium, this relic allows for incredibly accurate teleport assaults.

When
Your Movement phase, at the start of the Reinforcements step.
Target
One ADEPTUS ASTARTES TERMINATOR unit from your army that is in Reserves.
Effect
Until the end of the phase, when setting up your unit on the battlefield using its Deep Strike ability, you can set it up unit anywhere on the battlefield that is more than 6" horizontally away from all enemy models (measure this distance as you would normally for the Deep Strike ability, ignoring Walls and closed Hatchways).
Restrictions
Until the end of the turn, your unit is not eligible to declare a charge.
1 CPStrategic PloyYour turn

CARVE A PATH

Movement · Charge

Power fists, chainfists, and sheer servo-actuated armoured mass ensure that Terminators’ paths are never barred for long.

When
Your Movement phase or your Charge phase.
Target
One TERMINATOR ASSAULT SQUAD unit from your army that has not been selected to move this phase and has not declared a charge this phase.
Effect
Until the end of the phase, when making a Normal, Advance or Charge move, your unit can move through a single closed Hatchway as if it was open. When doing so, that Hatchway is opened and cannot be closed for the rest of the battle. This can allow that unit to declare a charge against enemy units that are not visible to it, but to do so those enemy units must be within 1" of that Hatchway and wholly on the opposite side of it from your unit.
Restrictions
You cannot use this Stratagem more than once per turn.
1 CPBattle TacticOpponent's turn

CLEANSING SWEEP

Movement · Charge

Refined during the clearance of infested space hulks, these methodical tactics ensure no angle of approach goes undefended.

When
Your opponent's Movement or Charge phase.
Target
One TERMINATOR SQUAD unit from your army that has not fired Overwatch this phase.
Effect
Until the end of the phase, each time a model in your unit makes an attack while firing Overwatch, an unmodified Hit roll of 5+ is required to score a hit, instead of an unmodified 6.

Terminator Storm Force

3 stratagems

Death Blow

Veterans of a hundred decapitating strikes, these First Company warriors know that if they land their first blow with sufficiently furious momentum, they will need no second.

Friendly ADEPTUS ASTARTES TERMINATOR units have +1 to charge rolls.
2 CPEither turn

TACTICAL DREADNOUGHT FORTITUDE

Shooting · Fight

The combination of Tactical Dreadnought armour and transhuman physiology is redoubtable indeed.

When
Your opponent’s Shooting phase or the Fight phase, when an enemy unit targets a friendly ADEPTUS ASTARTES TERMINATOR unit.
Target
That ADEPTUS ASTARTES TERMINATOR unit.
Effect
Attacks that target your unit have -1 D until that enemy unit has attacked.
1 CPYour turn

MERCILESS VETERANS

Shooting

Cumulative centuries of military experience help these veterans’ firepower hit home with murderous precision.

When
Your Shooting phase, when a friendly ADEPTUS ASTARTES TERMINATOR unit is selected to shoot.
Target
That ADEPTUS ASTARTES TERMINATOR unit.
Effect
Your unit’s ranged attacks have:
▪ [Lethal Hits].
▪ [Sustained Hits 1].
1 CPOpponent's turn

GUNSHIP EXTRACTION

Fight

Armoured gunships are often assigned to swoop in and relocate Terminator Squads in the midst of battle.

When
End of your opponent’s Fight phase.
Target
One friendly unengaged ADEPTUS ASTARTES TERMINATOR unit.
Effect
Place your unit in strategic reserves.

Vow-sworn Crusaders

6 stratagems

Templar Vows

At the start of the first battle round, you can select one Vow listed below. That Vow is active for friendly ADEPTUS ASTARTES units until the end of the battle.
Abhor the Witch, Destroy the Witch
This unit’s melee attacks that target a PSYKER unit:
▪ Have [PRECISION].
▪ Have [LANCE].
Accept Any Challenge, No Matter the Odds
Friendly melee attacks that target a unit with a T greater than this unit’s S have +1 to wound rolls.
Uphold the Honour of the Emperor
Friendly INFANTRY units have:
▪ At the end of your Movement phase, if this unit is controlling an objective, that objective is secured.
▪ When this unit is selected to make an advance move, that advance move does not prevent this unit from being eligible to start an action.
Restrictions: Your army can include BLACK TEMPLARS units, but it cannot include any ADEPTUS ASTARTES units drawn from any other Chapter.
1 CPOpponent's turn

DREAD CRUSADERS

Charge

To face the Emperor’s transhuman crusaders as they chant their litanies of detestation can chill the soul.

When
Your opponent’s Charge phase, when an enemy unit selects charge targets.
Target
One ADEPTUS ASTARTES INFANTRY unit that was selected as a charge target by that enemy unit this phase.
Effect
That enemy unit must make a battle-shock roll, with -1 to that battle-shock roll.
1 CPEither turn

FOR THE EMPEROR'S HONOUR!

Fight

Filled with the spirit of Sigismund, his heirs seek out the foe’s dark and unclean champions so that they may be crushed in the sight of their thralls.

When
The Fight phase, when a friendly ADEPTUS ASTARTES INFANTRY unit is selected to fight.
Target
That ADEPTUS ASTARTES INFANTRY unit.
Effect
Your unit’s melee attacks have [PRECISION].
1 CPOpponent's turn

HERESY BEGETS RETRIBUTION

Movement

Where enemies dare threaten the warriors of the God-Emperor or seek to escape their deserved death, there must be swift retribution.

When
Your opponent’s Movement phase, when an enemy unit ends a move within 8" of a friendly ADEPTUS ASTARTES INFANTRY unit.
Target
That ADEPTUS ASTARTES INFANTRY unit.
Effect
Your unit can make a surge move of up to D6".
1 CPEither turn

SPOOR OF THE UNHOLY

Shooting · Fight

Perhaps guided by visions from the Emperor, Black Templars can pick out heresy wherever it lurks.

When
Your Shooting phase or the Fight phase, when a friendly ADEPTUS ASTARTES unit is selected to attack.
Target
That ADEPTUS ASTARTES unit.
Effect
Your unit can ignore modifiers to your unit’s:
▪ BS and WS.
▪ Hit rolls.
1 CPEither turn

PIOUS ENMITY

Fight

The warrior priests of a crusade drive Sigismund’s heirs into the heart of battle, daring the greatest abominations to face their spiritual strength.

When
Fight phase, when a friendly CHAPLAIN / JUDICIAR unit is selected to fight.
Target
That CHAPLIN / JUDICIAR unit.
Effect
▪ Your unit’s melee attacks can re-roll hit rolls of 1.
▪ Or: Your unit’s melee attacks that target a MONSTER / VEHICLE unit can re-roll hit rolls of 1 and wound rolls of 1.
1 CPEither turn

DEVOUT PUSH

Fight

With a zealous cry, the Black Templars press forward, using their ceramite-armoured bulk to smash into the foe and overwhelm the enemy’s lines.

When
Fight phase, when a friendly ADEPTUS ASTARTES INFANTRY unit is selected to make a pile-in/consolidation move.
Target
That ADEPTUS ASTARTES INFANTRY unit.
Effect
When making that pile-in/consolidation move, your unit can move up to D3+3".

Wrath of the Doomed

3 stratagems

Sanguinius' Fury

Swept up in visions of the Primarch’s blood-drenched final hours, the Lost throw themselves upon the foe, channelling the Great Angel’s fury and striving their utmost to emulate his mastery of close-quarters combat.

Friendly DEATH COMPANY units have the following:
▪ At the start of each phase, the assault doctrine is active for this unit.
▪ The devastator/tactical doctrine cannot be active for this unit. This means that, regardless of any other rules, DEATH COMPANY units can never have an active doctrine other than the assault doctrine.
Restrictions: Your army can include BLOOD ANGELS units, but it cannot include any ADEPTUS ASTARTES units drawn from any other Chapter.
1 CPEither turn

DEATH BEGETS VENGEANCE

Any phase

With their perceptions twisted, the battle-brothers of the Death Company transmute loss into the worst of ancient betrayals and seek only to sever such treachery from existence.

When
Any phase, when a friendly DEATH COMPANY unit is destroyed by an enemy unit.
Target
That enemy unit.
Effect
That enemy unit is hated until the end of the battle:
▪ While a unit is hated, friendly DEATH COMPANY units’ attacks that target that unit have +1 to wound rolls.
1 CPYour turn

NO BARRIER TO RETRIBUTION

Movement · Charge

Knowing in what remains of his mind that his is a sorrow-filled mission of galactic consequence, this ancient interred warrior permits nothing to stand in his way.

When
Your Movement or your Charge phase, when a friendly DEATH COMPANY DREADNOUGHT unit is selected to make a normal/advance/charge move.
Target
That DEATH COMPANY DREADNOUGHT unit.
Effect
Your unit has MOBILE.
1 CPOpponent's turn

RAGE-FUELLED RESPONSE

Shooting

They may no longer recognise the foe before them, but the Lost Brethren are sane enough to identify an attack and capable of responding with a violent surge and a howl of wrath.

When
Your opponent’s Shooting phase, when an enemy unit that targeted a friendly unengaged DEATH COMPANY unit has shot.
Target
That DEATH COMPANY unit.
Effect
Your unit can make a surge move of up to D6".

Wrath of the Rock

6 stratagems

Dutiful Tenacity

Even amongst the Adeptus Astartes, the battle‑brothers of the Dark Angels are renowned for their tenacity and resilience on the battlefield. When ordered to war, they are utterly relentless in pursuing their objectives, wading into fields of withering fire and shrugging off blows that would slay mortal warriors outright.

Attacks that target friendly ADEPTUS ASTARTES INFANTRY / MOUNTED units with a S greater than that unit’s T have -1 to wound rolls.
Restrictions: Your army can include DARK ANGELS units, but it cannot include any ADEPTUS ASTARTES units drawn from any other Chapter.
1 CPEither turn

IN SACRIFICE, VICTORY

Any phase

Those inducted into the Dark Angels’ Inner Circle will gladly give their lives in pursuit of victory, and to see the Fallen brought to justice.

When
Any phase, when a friendly DEATHWING / RAVENWING unit within range of an objective is destroyed.
Target
That DEATHWING / RAVENWING unit. You can target that unit with this stratagem even though it is destroyed.
Effect
Select one objective:
▪ That no enemy units (excluding AIRCRAFT units) are within range of.
▪ That your unit was controlling at the end of the previous phase. That objective is secured.
1 CPEither turn

LION'S WILL

Command

Unflinching in their loyalty to Chapter and Primarch, Dark Angels battle-brothers seize and hold their objectives with unrelenting determination and zealous fury.

When
Command phase.
Target
One friendly ADEPTUS ASTARTES unit that is within range of an objective.
Effect
Your unit has +1 OC until the end of the turn.
1 CPEither turn

INESCAPABLE JUSTICE

Fight

The Dark Angels are relentless in the pursuit of their foes, striking with ruthless ferocity and precision to take the heads of those who have crossed the Chapter.

When
The Fight phase, when a friendly Adeptus Astartes unit is selected to fight.
Target
That Adeptus Astartes unit.
Effect
Your unit's melee attacks have [Precision].
1 CPYour turn

TACTICAL MASTERY

Command

When the constituent elements of the Dark Angels fight as one, the enemy is often overwhelmed and torn apart by the Chapter’s tactical flexibility and mastery of rapid warfare.

When
Your Command phase.
Target
One friendly DEATHWING / RAVENWING unit.
Effect
Select one combat doctrine. That combat doctrine is active for your unit until the start of your next Command phase.
1 CPYour turn

KNIGHTS OF IRON

Movement · Charge

Atop their snarling mechanical steeds, the warriors of the Ravenwing surge through seemingly impassable terrain, smashing through rubble and ruin to unleash the wrath of the Unforgiven upon unsuspecting targets.

When
Your Movement / Charge phase, when a friendly RAVENWING unit is selected to move or declares a charge.
Target
That RAVENWING unit.
Effect
Your unit has MOBILE.
1 CPYour turn

RELICS OF THE DARK AGE

Shooting

Amongst the many secrets hoarded by the Dark Angels are those technological in nature. The armouries of the Rock contain potent weapons unseen in the armouries of other Chapters.

When
Your Shooting phase, when a friendly ADEPTUS ASTARTES INFANTRY / MOUNTED unit is selected to shoot.
Target
That ADEPTUS ASTARTES INFANTRY / MOUNTED unit.
Effect
Your unit’s ranged attacks have +2 S.

The ten core stratagems every army shares print with any faction on the card printer.