# Space Marines Stratagems: 11th Edition Cards by Detachment

> All 281 Space Marines stratagems for 40k 11th edition by detachment, with CP, timing, phase and rules text, ready to print as cards.

Canonical: https://lexmechanic.com/print/stratagems/space-marines

[§ PRINT](/print) · 11th edition

# Space Marines Stratagems: 281 stratagems across 58 detachments, with the army rules and detachment rules they come with. Print them as cards, nine to a sheet.

Stratagems

281

Detachments

58 53 tournament legal

Army rules

1

Data

2026-08-04

[Print as cards](/print/stratagems?faction=space-marines) [Phase Plan](/phaseplan) [Space Marines meta](/metamerge/space-marines-astartes)

[1st Company Task Force](#det-1st-company-task-force) [Alien Hunters](#det-alien-hunters) [Angelic Inheritors](#det-angelic-inheritors) [Anvil Siege Force](#det-anvil-siege-force) [Armoured Speartip](#det-armoured-speartip) [Bastion Task Force](#det-bastion-task-force) [Black Spear Task Force](#det-black-spear-task-force) [Blade of Ultramar](#det-blade-of-ultramar) [Boarding Strike](#det-boarding-strike) [Ceramite Sentinels](#det-ceramite-sentinels) [Champions of Fenris](#det-champions-of-fenris) [Companions of Vehemence](#det-companions-of-vehemence) [Company Of Hunters](#det-company-of-hunters) [Dark Age Arsenal](#det-dark-age-arsenal) [Darkflight Pursuit](#det-darkflight-pursuit) [Emperor's Shield](#det-emperor-s-shield) [Encarmine Speartip](#det-encarmine-speartip) [Firestorm Assault Force](#det-firestorm-assault-force) [Forgefather’s Seekers](#det-forgefather-s-seekers) [Fulguris Task Force](#det-fulguris-task-force) [Gladius Task Force](#det-gladius-task-force) [Godhammer Assault Force](#det-godhammer-assault-force) [Hammer of Avernii](#det-hammer-of-avernii) [Headhunter Task Force](#det-headhunter-task-force) [Inner Circle Task Force](#det-inner-circle-task-force) [Interrogation Conclave](#det-interrogation-conclave) [Ironstorm Spearhead](#det-ironstorm-spearhead) [Legacy of Grace](#det-legacy-of-grace) [Legends of Saga and Song](#det-legends-of-saga-and-song) [Liberator Assault Group](#det-liberator-assault-group) [Librarius Conclave](#det-librarius-conclave) [Lion’s Blade Task Force](#det-lion-s-blade-task-force) [Marshal’s Household](#det-marshal-s-household) [Orbital Assault Force](#det-orbital-assault-force) [Pilum Strike Team](#det-pilum-strike-team) [Rage-cursed Onslaught](#det-rage-cursed-onslaught) [Reclamation Force](#det-reclamation-force) [Saga of the Beastslayer](#det-saga-of-the-beastslayer) [Saga of the Bold](#det-saga-of-the-bold) [Saga of the Great Wolf](#det-saga-of-the-great-wolf) [Saga of the Hunter](#det-saga-of-the-hunter) [Shadowmark Talon](#det-shadowmark-talon) [Shield of the Void](#det-shield-of-the-void) [Spearpoint Task Force](#det-spearpoint-task-force) [Stormlance Task Force](#det-stormlance-task-force) [Subversion Assets](#det-subversion-assets) [Terminator Assault](#det-terminator-assault) [The Angelic Host](#det-the-angelic-host) [The Living Miracle](#det-the-living-miracle) [The Lost Brethren](#det-the-lost-brethren) [Unforgiven Task Force](#det-unforgiven-task-force) [Vanguard Spearhead](#det-vanguard-spearhead) [Vengeful Hosts](#det-vengeful-hosts) [Veterans of the Fang](#det-veterans-of-the-fang) [Vindication Task Force](#det-vindication-task-force) [Wrath of the Doomed](#det-wrath-of-the-doomed) [Wrath of the Rock](#det-wrath-of-the-rock) [Wrathful Procession](#det-wrathful-procession)

1 rules

## Army rules

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

### Oath of Moment

If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target:
▪ You can re-roll the Hit roll.
▪ If you are using a Codex: Space Marines Detachment and your army does not include one or more units with the BLACK TEMPLARS, BLOOD ANGELS, DARK ANGELS, DEATHWATCH or SPACE WOLVES keywords, or one or more units from those factions’ Munitorum Field Manual sections, add 1 to the Wound roll as well.

281 stratagems

## Detachments

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

## 1st Company Task Force

6 stratagems

### Extremis-level Threat

The 1st Company’s veterans have fought at the forefront of their Chapter’s wars for many mortal lifespans. Experience has taught them to identify the foe’s lethal threats and to lead their battle-brothers to purge them from existence.

Once per battle, in your Command phase, you can use this ability. If you do, until the start of your next Command phase, each time a model from your army with the Oath of Moment ability makes an attack that targets your Oath of Moment target, you can re-roll the Wound roll as well.

1 CP Battle Tactic Either 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, just after an enemy unit has selected its targets.

Target

One ADEPTUS ASTARTES unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

Effect

Until the attacking unit has finished making its attacks, each time an attack targets your unit, worsen the Armour Penetration characteristic of that attack by 1.

1 CP Battle Tactic Either turn

### HEROES OF THE CHAPTER

Shooting · Fight

When the fighting is at its fiercest, the veteran warriors of the Chapter truly show their quality.

When

Your Shooting phase or the Fight phase.

Target

One ADEPTUS ASTARTES TERMINATOR, BLADEGUARD VETERAN SQUAD, STERNGUARD VETERAN SQUAD or VANGUARD VETERAN SQUAD unit from your army that has not been selected to shoot or fight this phase.

Effect

Until the end of the phase, each time a model in your unit makes an attack, add 1 to the Hit roll. If your unit is Below Half-strength, add 1 to the Wound roll as well.

1 CP Strategic Ploy Your turn

### TERRIFYING PROFICIENCY

Fight

The 1st Company's veterans unleash their skills with an efficiency that is harrowing to witness.

When

Your Fight phase.

Target

One ADEPTUS ASTARTES TERMINATOR, BLADEGUARD VETERAN SQUAD, STERNGUARD VETERAN SQUAD or VANGUARD VETERAN SQUAD unit from your army that made a **Charge move** this turn and destroyed one or more enemy units this phase.

Effect

In your opponent’s next Command phase, each enemy unit within 6" of your unit must take a Battle-shock test. If the unit taking that test is Below Half-strength, subtract 1 from that test. Enemy units affected by this Stratagem do not need to take any other Battle-shock tests in the same phase.

1 CP Strategic Ploy Your turn

### DUTY AND HONOUR

Shooting

Adeptus Astartes veterans claim critical objectives in daring strikes, annihilating resistance in their Chapter’s name before sweeping onto their next target.

When

Your Movement phase.

Target

One ADEPTUS ASTARTES TERMINATOR, BLADEGUARD VETERAN SQUAD, STERNGUARD VETERAN SQUAD or VANGUARD VETERAN SQUAD unit from your army within range of an objective marker you control.

Effect

That objective marker remains under your control, even if you have no models within range of it, until your opponent controls it at the start or end of any turn.

1 CP Strategic Ploy Opponent's turn

### ORBITAL TELEPORTARIUM

Fight

Teleportarium chambers within orbiting strike cruisers are able to perform site-to-strike teleportations for Terminator-armoured battle-brothers in extremis.

When

End of your opponent’s Fight phase.

Target

One ADEPTUS ASTARTES TERMINATOR unit from your army.

Effect

Remove your unit from the battlefield and place it into **Strategic Reserves**. It will arrive back on the battlefield in the Reinforcements step of your next Movement phase using the **Deep Strike** ability.

Restrictions

You cannot select a unit that is within Engagement Range of one or more enemy units.

1 CP Battle Tactic Opponent's turn

### LEGENDARY FORTITUDE

Charge

Many are the legendary tales of the 1st Company holding their ground against the odds, weathering assaults that would have swept away lesser warriors.

When

Your opponent’s Charge phase, just after an enemy unit ends a **Charge move**.

Target

One ADEPTUS ASTARTES TERMINATOR, BLADEGUARD VETERAN SQUAD, STERNGUARD VETERAN SQUAD or VANGUARD VETERAN SQUAD unit from your army within Engagement Range of that enemy unit.

Effect

Until the end of the turn, each time an attack is allocated to a model in your unit, subtract 1 from the Damage characteristic of that attack.

## Alien Hunters

Boarding Actions 1 stratagems

1 CP Strategic Ploy Your turn

### ADAPTIVE TACTICS

Command

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

When

Your Command phase.

Target

One DEATHWATCH unit from your army.

Effect

Select the Furor Tactics, Malleus Tactics or Purgatus Tactics. Until the start of your next Command phase, that Deathwatch Mission Tactic is active for your unit instead of any other Deathwatch Mission Tactic that is active for your army, even if you have already selected that Deathwatch Mission Tactic this battle.

## Angelic Inheritors

6 stratagems

### Legacy of the Angel

At the start of the first battle round, select two of the Angelic Legacy abilities listed below. Until the end of the battle, those Angelic Legacy abilities are active and their effects apply to all ADEPTUS ASTARTES CHARACTER units from your army.
**Sanguinary Grace:** This unit is eligible to shoot and declare a charge in a turn in which it Fell Back.
**Carmine Wrath:** Each time a model in this unit makes an attack, re-roll a Hit roll of 1 and re-roll a Wound roll of 1.
**Their Appointed Hour:** You can re-roll **Advance** and **Charge rolls** made for this unit.
**Restrictions**
Your army can include BLOOD ANGELS units, but it cannot include ADEPTUS ASTARTES units drawn from any other Chapter.

1 CP Battle Tactic Either turn

### ARMOUR OF CONTEMPT

Shooting · Fight

The belligerence of the Adeptus Astartes, combined with their transhuman physiology, makes them unyielding foes to face.

When

Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.

Target

One ADEPTUS ASTARTES unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

Effect

Until the attacking unit has finished making its attacks, each time an attack targets your unit, worsen the Armour Penetration characteristic of that attack by 1.

1 CP Battle Tactic Either 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.

Target

One ADEPTUS ASTARTES unit from your army that has not been selected to fight this phase.

Effect

Until the end of the phase, melee weapons equipped by models in your unit have the \[LETHAL HITS\] ability. If your unit is a CHARACTER unit, until the end of the phase, those weapons have the \[LANCE\] ability as well.

1 CP Epic Deed Your 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 ADEPTUS ASTARTES INFANTRY unit from your army.

Effect

Select one non- CHARACTER model in your unit. Until the start of your next Command phase, your model has the CHARACTER keyword.
**Designer’s Note:** While in effect, your model’s unit is therefore a CHARACTER unit, meaning it can interact with the Legacy of the Angel Detachment rule, in addition to other rules that interact with CHARACTER units.

1 CP Strategic Ploy Your 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.

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 \[SUSTAINED HITS 1\] ability.

1 CP Battle Tactic Opponent's turn

### IN THE SHADOW OF GREAT WINGS

Shooting

The enemy is 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, just after an enemy unit has selected its targets.

Target

One ADEPTUS ASTARTES CHARACTER 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, your unit can only be selected as the target of a ranged attack if the attacking model is within 18".

1 CP Strategic Ploy Opponent'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 ADEPTUS ASTARTES JUMP PACK unit from your army. You cannot target a unit that is within Engagement Range of one or more enemy units, unless it is THE SANGUINOR.

Effect

Remove your unit from the battlefield and place it into **Strategic Reserves**.

## Anvil Siege Force

6 stratagems

### Shield of the Imperium

Across blood-drenched battlefields, within towering citadels and isolated orbital stations, the Angels of Death throw back tides of traitors, mutants, xenos and heretics, and purge enemy holdings of foes thanks to their disciplined strategies and fighting skills. All who oppose them are met with volleys of deadly accurate firepower long before they reach the battle-brothers’ razor-sharp blades.

Ranged weapons equipped by ADEPTUS ASTARTES models from your army have the \[HEAVY\] ability. If such a weapon already has this ability, each time an attack is made with that weapon, if the attacking model’s unit Remained Stationary this turn, add 1 to the Wound roll.

1 CP Battle Tactic Either 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, just after an enemy unit has selected its targets.

Target

One ADEPTUS ASTARTES unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

Effect

Until the attacking unit has finished making its attacks, each time an attack targets your unit, worsen the Armour Penetration characteristic of that attack by 1.

1 CP Strategic Ploy Either turn

### RIGID DISCIPLINE

Fight

Cleaving to duty, the Adeptus Astartes refuse to be drawn out of position. Instead they secure ground to establish new fire lines to the enemy.

When

End of the Fight phase.

Target

One ADEPTUS ASTARTES unit from your army that is within Engagement Range of one or more enemy units.

Effect

Your unit can immediately make a Fall Back move of up to 6".

Restrictions

When making that move, your unit must end that move either wholly within your deployment zone or within range of an objective marker.

1 CP Strategic Ploy Your turn

### NOT ONE BACKWARDS STEP

Command

Siege warfare is incomparably brutal. Space Marines battle with the fiercest determination to achieve victory, and will fight unto death to hold every defensive line or to secure gains they have wrested from the enemy.

When

Your Command phase.

Target

One ADEPTUS ASTARTES INFANTRY unit from your army within range of an objective marker.

Effect

Until the end of the turn, double the Objective Control characteristic of models in your unit, but it must Remain Stationary this turn.

2 CP Battle Tactic Your turn

### NO THREAT TOO GREAT

Shooting

To combat an entrenched force of Space Marines, foes resort to armoured vehicles or packs of murderous monstrosities. Even the greatest of behemoths has a chink in its armour and the Adeptus Astartes are well versed in exploiting such weaknesses.

When

Your Shooting phase.

Target

One ADEPTUS ASTARTES unit from your army that has not been selected to shoot this phase.

Effect

Until the end of the phase, each time a model in your unit makes a ranged attack that targets a MONSTER or VEHICLE unit, you can re-roll the Wound roll.

1 CP Battle Tactic Your turn

### BATTLE DRILL RECALL

Shooting

Space Marines train for countless hours to master their weapons and in the heat of battle can trigger mnemonic patterning to recall their ritual drills and ensure the foe’s destruction.

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 \[SUSTAINED HITS 1\] ability. If your unit Remained Stationary this turn, then until the end of the phase, each time a model in your unit makes a ranged attack, a successful unmodified Hit roll of 5+ scores a Critical Hit.

2 CP Strategic Ploy Opponent'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, just after an enemy unit has resolved its attacks.

Target

One ADEPTUS ASTARTES unit from your army that had one or more of its models destroyed as a result of the attacking unit’s attacks.

Effect

Your unit can shoot as if it were your Shooting phase, but must target only that enemy unit when doing so, and can only do so if that enemy unit is an eligible target.

## Armoured Speartip

6 stratagems

### Rapid Deployment

Land Raider, Repulsors and other armoured transports plunge headlong into the heart of enemy formations, weathering heavy firepower to deploy their cargo of elite Space Marines into battle.

Each time an ADEPTUS ASTARTES unit from your army disembarks from a TRANSPORT (excluding FLY) that made a **Normal** or **Advance move** this phase (excluding those that arrived from **Strategic Reserves**), that disembarked unit can make a **Normal move** of up to D6", or a Normal move of up to D3+3" instead if that TRANSPORT is a HEAVY TRANSPORT (see below).
**Keywords**
ADEPTUS ASTARTES TRANSPORT units from your army (excluding FLY) that have a Wounds characteristic of 14+ have the HEAVY TRANSPORT keyword.

1 CP Epic Deed Either turn

### MACHINE WRATH

Any phase

In a last act of vengeance, the doomed crew of this burning transport drive into the midst of the enemy.

When

Any phase, just after a HEAVY TRANSPORT unit from your army with the **Deadly Demise** ability is destroyed.

Target

That HEAVY TRANSPORT unit, if you rolled a 6 for its Deadly Demise ability. You can use this Stratagem on that unit even though it was just destroyed.

Effect

Your unit can make a **Normal** or **Fall Back move** before its Deadly Demise ability is resolved, and before any embarked units perform an Emergency Disembarkation. When making this move, your unit can move through enemy models (excluding MONSTERS and VEHICLES) and can move within Engagement Range of such models, but cannot end that move within Engagement Range of them, and any Desperate Escape test is automatically passed.

1 CP Strategic Ploy Either 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, just after an enemy unit has selected its targets.

Target

One ADEPTUS ASTARTES unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

Effect

Until the attacking unit has finished making its attacks, each time an attack targets your unit, worsen the Armour Penetration characteristic of that attack by 1.

1 CP Wargear Either turn

### RAPID EMBARKATION

Fight

With steely discipline, Space Marine battle-brothers mount up swiftly, even as the enemy closes in.

When

End of the Fight phase.

Target

One ADEPTUS ASTARTES INFANTRY unit from your army that is not within Engagement Range of one or more enemy units, and one friendly HEAVY TRANSPORT it is able to embark within.

Effect

If your ADEPTUS ASTARTES INFANTRY unit is wholly within 6" of that HEAVY TRANSPORT, it can embark within it.

1 CP Strategic Ploy Your turn

### CERAMITE SLEDGEHAMMER

Movement

The mightiest Space Marine transports are unstoppable on the advance.

When

Your Movement phase.

Target

One ADEPTUS ASTARTES TRANSPORT unit from your army that has not been selected to move this phase.

Effect

Until the end of the phase, each time your unit makes a **Normal** or **Advance move**, it can move horizontally through terrain features. In addition, if your unit is a HEAVY TRANSPORT, when making this move, your unit can move through enemy models (excluding MONSTERS and VEHICLES) and can move within Engagement Range of such models, but cannot end that move within Engagement Range of them, and any Desperate Escape test is automatically passed.

1 CP Strategic Ploy Your turn

### ADVANCED DEPLOYMENT

Movement

Coaxing the utmost from roaring engines, transport crews strive to deploy their passengers as close as possible to their assigned objectives.

When

Your Movement phase.

Target

One ADEPTUS ASTARTES TRANSPORT unit from your army that has not been selected to move this phase.

Effect

Until the end of the phase, units can disembark from your TRANSPORT after it has Advanced. Units that do so count as having made a **Normal move** this phase, and cannot declare a charge in the same turn (unless your TRANSPORT has the Assault Ramp ability), but can otherwise act normally.

1 CP Battle Tactic Your turn

### PURGATION DOCTRINE

Shooting

Emerging from their transports, Space Marine infantry ruthlessly clear enemy positions.

When

Your Shooting phase.

Target

One ADEPTUS ASTARTES unit from your army that has not been selected to shoot this phase.

Effect

Until the end of the phase, each time a model in your unit makes an attack, add 1 to the Hit roll (if your unit disembarked from a HEAVY TRANSPORT this turn, add 1 to the Wound roll as well).

## Bastion Task Force

6 stratagems

### Interlocking Tactics

ADEPTUS ASTARTES BATTLELINE units from your army:
▪ Are eligible to shoot and declare a charge in a turn in which they Advanced or Fell Back.
▪ Are eligible to start to perform an Action in a turn in which they Advanced or Fell Back.
Each time an ADEPTUS ASTARTES BATTLELINE unit from your army is selected to attack, after resolving those attacks, select one enemy unit hit by one or more of those attacks. Until the end of the turn, that enemy unit is auspex scanned. Each time an ADEPTUS ASTARTES model from your army makes an attack that targets an auspex scanned unit, re-roll a Hit roll of 1.

1 CP Battle Tactic Either turn

### CODEX DISCIPLINE

Shooting · Fight

Holding to the teachings of the Codex Astartes, these warriors unleash disciplined volleys of firepower.

When

Your Shooting phase or the Fight phase.

Target

One ADEPTUS ASTARTES unit from your army that has not been selected to shoot or fight this phase.

Effect

Until the end of the phase, each time a model in your unit makes an attack that targets an enemy unit, re-roll a Hit roll of 1. If that target is auspex scanned, re-roll a Wound roll of 1 as well.

1 CP Strategic Ploy Either turn

### GUIDED DISRUPTION

Shooting · Fight

Employing auspex data to reveal weak points in the foe’s formation, the Space Marines exploit these to sow confusion and suppress their targets.

When

Your Shooting phase or the Fight phase, just after an ADEPTUS ASTARTES BATTLELINE unit from your army has finished making its attacks.

Target

That ADEPTUS ASTARTES BATTLELINE unit.

Effect

When an enemy unit is auspex scanned as a result of those attacks this turn, if that enemy unit does not have the MONSTER or VEHICLE keywords, until the start of your next turn, it is pinned. While a unit is pinned, subtract 2 from that unit’s Move characteristic and subtract 2 from **Charge rolls** made for that unit.

1 CP Battle Tactic Either turn

### LIGHT OF VENGEANCE

Shooting · Fight

With their frailties exposed by the harsh glare of auspex analysis, the foe are easy prey for the Space Marine’s vengeful onslaught.

When

Your Shooting phase or the Fight phase.

Target

One ADEPTUS ASTARTES unit from your army that has not been selected to shoot or fight this phase.

Effect

Select the \[LETHAL HITS\] or \[SUSTAINED HITS 1\] ability. Until the end of the phase, weapons equipped by models in your unit have that ability while targeting an auspex scanned unit or if the bearer has the BATTLELINE keyword.

1 CP Strategic Ploy Either turn

### SHOCK BOMBARDMENT

Shooting · Fight

An auspex-guided hail of shock charges blinds the foe’s targeting systems and skews their aim.

When

Your Shooting phase or the Fight phase, just after an ADEPTUS ASTARTES BATTLELINE unit from your army finished making its attacks.

Target

That ADEPTUS ASTARTES BATTLELINE unit.

Effect

When an enemy unit is auspex scanned as a result of those attacks this turn, until the start of your next turn, it is suppressed. While a unit is suppressed, each time a model in that unit makes an attack, subtract 1 from the Hit roll.

1 CP Battle Tactic Either turn

### ANGELS DEFIANT

Any phase

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, just after an enemy unit has selected its targets.

Target

One ADEPTUS ASTARTES BATTLELINE unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

Effect

Until the end of the phase, each time an attack targets your unit, if the Strength characteristic of that attack is greater than the Toughness characteristic of your unit, subtract 1 from the Wound roll.

1 CP Strategic Ploy Your turn

### HERESY UNDONE

Shooting · Charge

Tactical scans and cogitator analysis have revealed the enemy’s debase schemes, rendering their movements easier to anticipate and counter.

When

Your Shooting phase or your Charge phase.

Target

One ADEPTUS ASTARTES unit (excluding BATTLELINE units) from your army.

Effect

Until the end of the phase, your unit is eligible to shoot and declare a charge in a turn in which it Advanced or Fell Back. If it does, every target of that charge and every target of those attacks must be an auspex scanned unit.

## Black Spear Task Force

6 stratagems

### Mission Tactics

At the start of your Command phase, you can select one of the Mission Tactics listed below. Until the start of your next Command phase, that Mission Tactic is active and its effects apply to all units from your army with this ability. Each Mission Tactic can only be selected once per battle. 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. While this Mission Tactic is active, weapons equipped by ADEPTUS ASTARTES units from your army have the \[SUSTAINED HITS 1\] ability. 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.

While this Mission Tactic is active, weapons equipped by ADEPTUS ASTARTES units from your army have the \[LETHAL HITS\] ability. 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. While this Mission Tactic is active, each time an ADEPTUS ASTARTES unit from your army makes an attack, if a Critical Hit is scored, that attack has the \[PRECISION\] ability.

1 CP Battle Tactic Either turn

### ARMOUR OF CONTEMPT

Shooting · Fight

The belligerency and transhuman physiologies of the Adeptus Astartes make them unyielding foes.

When

Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.

Target

One ADEPTUS ASTARTES unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

Effect

Until the attacking unit has finished making its attacks, each time an attack targets your unit, worsen the Armour Penetration characteristic of that attack by 1.

1 CP Strategic Ploy Your 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

Up to two KILL TEAM units from your army, or one other ADEPTUS ASTARTES unit from your army.

Effect

For each unit targeted, select Furor Tactics, Malleus Tactics or Purgatus Tactics. Until the start of your next Command phase, that Mission Tactic is active for that unit instead of any Mission Tactic that is active for your army.

1 CP Wargear Your turn

### HELLFIRE ROUNDS

Shooting

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

When

Your Shooting phase.

Target

One KILL TEAM unit from your army that has not been selected to shoot this phase.

Effect

Until the end of the phase, ranged weapons (excluding Devastating Wounds weapons) equipped by models in your unit have the \[ANTI-INFANTRY 2+\] and \[ANTI-MONSTER 5+\] abilities.

Restrictions

You cannot select any units that have already been targeted with either the Kraken Rounds or Dragonfire Rounds Stratagems this phase.

1 CP Wargear Your turn

### KRAKEN ROUNDS

Shooting

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

When

Your Shooting phase.

Target

One KILL TEAM unit from your army that has not been selected to shoot this phase.

Effect

Until the end of the phase, improve the Armour Penetration characteristic of ranged weapons equipped by models in your unit by 1 and improve the Range characteristic of those weapons by 6".

Restrictions

You cannot select any units that have already been targeted with either the Dragonfire Rounds or Hellfire Rounds Stratagems this phase.

1 CP Wargear Your 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.

Target

One KILL TEAM 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 \[ASSAULT\] and \[IGNORES COVER\] abilities.

Restrictions

You cannot select any units that have already been targeted with either the Kraken Rounds or Hellfire Rounds Stratagems this phase.

1 CP Strategic Ploy Opponent'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

Up to two KILL TEAM units from your army, or one other ADEPTUS ASTARTES INFANTRY unit from your army, if those units are not within Engagement Range of one or more enemy units.

Effect

Remove those units from the battlefield and place them into **Strategic Reserves**. Until the end of your next Movement phase, models in those units that do not have the **Deep Strike** ability have the Deep Strike ability.

## 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.

At the start of up to three of your Command phases, you can select one of the Combat Doctrines listed below. Until the start of your next Command phase, that Combat Doctrine is active and its effects apply to all ADEPTUS ASTARTES units from your army. You cannot select a Combat Doctrine you have already selected this battle, unless a friendly MARNEUS CALGAR model is on the battlefield.

Devastator Doctrine The Codex Astartes details the strategic value of overwhelming firepower. This unit is eligible to shoot in a turn in which it Advanced. Tactical Doctrine The Codex lays out strategies for seizing the initiative. This unit is eligible to shoot and declare a charge in a turn in which it Fell Back. Assault Doctrine The Codex Astartes leaves no doubt that the killing blow must be delivered with a decisive close-quarters strike. This unit is eligible to declare a charge in a turn in which it Advanced.
**RESTRICTIONS**
Your army can include ULTRAMARINES units, but it cannot include any ADEPTUS ASTARTES units drawn from any other Chapter.

1 CP Battle Tactic Either 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, just after an enemy unit has selected its targets.

Target

One ADEPTUS ASTARTES unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

Effect

Until the attacking unit has finished making its attacks, each time an attack targets your unit, worsen the Armour Penetration characteristic of that attack by 1.

1 CP Epic Deed Either 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, just after an enemy unit has selected its targets.

Target

One ADEPTUS ASTARTES unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

Effect

Until the end of the phase, each time an attack targets your unit, if the Strength characteristic of that attack is greater than or equal to the Toughness characteristic of that unit, subtract 1 from the Wound roll.

1 CP Battle Tactic Either 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.

Target

One ADEPTUS ASTARTES unit from your army.

Effect

Until the end of the phase, melee weapons equipped by models in your unit have the \[LANCE\] ability. If your unit is under the effects of the Assault Doctrine, until the end of the phase, improve the Armour Penetration characteristic of such weapons by 1 as well.

1 CP Strategic Ploy Your 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 ADEPTUS ASTARTES unit from your army.

Effect

Select the Devastator Doctrine, Tactical Doctrine or Assault Doctrine. Until the start of your next Command phase, that Combat Doctrine is active for your unit instead of any other Combat Doctrine that is active for your army, even if you have already selected that Combat Doctrine this battle.

1 CP Battle Tactic Your 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.

Target

One ADEPTUS ASTARTES unit from your army that has not been selected to shoot this phase.

Effect

Until the end of the phase, ranged weapons equipped by models in your unit have the \[IGNORES COVER\] ability. If your unit is under the effects of the Devastator Doctrine, until the end of the phase, improve the Armour Penetration characteristic of such weapons by 1 as well.

1 CP Strategic Ploy Opponent'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, just after an enemy unit ends a **Normal**, **Advance** or **Fall Back move**.

Target

One ADEPTUS ASTARTES INFANTRY or ADEPTUS ASTARTES MOUNTED unit from your army that is not within Engagement Range of one or more enemy units and is within 8" of the enemy unit that just ended that move.

Effect

Your unit can make a **Normal move** of up to D6", or a Normal move of up to 6" instead if it is under the effects of the Tactical Doctrine.

## Boarding Strike

Boarding Actions 4 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 CP Battle Tactic Either 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 CP Battle Tactic Either 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 CP Strategic Ploy Either 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 CP Strategic Ploy Your 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

These Space Marines are experts in fighting from rapidly prepared defensive positions. They are able to maximise the potential of almost any terrain to serve as an ad-hoc strongpoint, rapidly assessing optimal firing lines and punishing the foe’s every attempt to advance and dislodge them.

Each time an ADEPTUS ASTARTES model from your army makes an attack, if that model’s unit is within a terrain feature, re-roll a Hit roll of 1 and re-roll a Wound roll of 1.
ADEPTUS ASTARTES units from your army gain the ENTRENCHED keyword while all of the following are true:
▪ That unit is within a terrain feature.
▪ That unit was not set up on the battlefield this turn.
▪ No model in that unit has moved more than 3" this turn.

1 CP Battle Tactic Either 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 ADEPTUS ASTARTES unit from your army that is within Engagement Range of one or more enemy units.

Effect

Until the start of your next Command phase, add 1 to the Objective Control characteristics of models in your unit.

2 CP Battle Tactic Either 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.

Target

One ADEPTUS ASTARTES INFANTRY or ADEPTUS ASTARTES MOUNTED unit from your army that has not been selected to shoot or fight this phase.

Effect

Until the end of the phase, each time a model in your unit makes an attack that targets a CHARACTER, MONSTER or VEHICLE unit, you can re-roll the Wound roll.

1 CP Battle Tactic Either 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, just after an enemy unit has selected its targets.

Target

One ADEPTUS ASTARTES unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

Effect

Until the attacking unit has finished making its attacks, each time an attack targets your unit, worsen the Armour Penetration characteristic of that attack by 1.

1 CP Epic Deed Either turn

### STAND TO THE END

Fight

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

When

Fight phase, just after an enemy unit has selected its targets.

Target

One ADEPTUS ASTARTES unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

Effect

Until the end of the phase, each time a model in your unit is destroyed, if that model has not fought this phase, roll one D6, adding 1 to the result if it is an ENTRENCHED unit: on a 4+, do not remove it from play. That destroyed model can fight after the attacking unit has finished making its attacks, and is then removed from play.

1 CP Battle Tactic Your turn

### AUGMENTED TARGETING

Shooting

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

When

Your Shooting phase.

Target

One ADEPTUS ASTARTES unit from your army that has not been selected to shoot this phase.

Effect

Select either the \[SUSTAINED HITS 1\] or \[LETHAL HITS\] abilities. Until the end of the phase, ranged weapons equipped by models in your unit have the selected ability. If your unit is ENTRENCHED, until the end of the phase, ranged weapons equipped by models in your unit have the \[SUSTAINED HITS 1\] and \[LETHAL HITS\] abilities instead.

1 CP Strategic Ploy Opponent'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, just after an enemy unit has shot.

Target

One ADEPTUS ASTARTES INFANTRY or ADEPTUS ASTARTES MOUNTED unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

Effect

Your unit can make a **Normal move** of up to D6". If your unit is ENTRENCHED, you can re-roll the D6 to determine how far your unit can move.

## 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 INFANTRY CHARACTER units have the following ability:
**Countercharge:** (Once per battle round, per unit) You can target this unit with the **Heroic Intervention** **stratagem**, regardless of any other uses of that **stratagem** this phase. If you do:
▪ That use does not prevent any uses of that stratagem on other units this phase.
**Restrictions:** Your army can include SPACE WOLVES units, but it cannot include any ADEPTUS ASTARTES units drawn from any other Chapter.

1 CP Either 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 CHARACTER unit suffers a **mortal wound**.

Target

That ADEPTUS ASTARTES INFANTRY CHARACTER unit.

Effect

Your unit has **Feel No Pain 5+** against **mortal wounds**.

1 CP Your turn

### RUNES OF CLAIMING

Movement

A few quick cuts with a diamond-keen hunting knife or energised claw tip leave Fenrisian runes carved into bedrock, plasteel or flesh, marks of abjuration against the foe and secret messages between Space Wolves alike.

When

End of your Movement phase.

Target

One friendly ADEPTUS ASTARTES INFANTRY CHARACTER unit.

Effect

Select one **objective** your unit is controlling. That **objective** is **secured**.

1 CP Opponent's turn

### STALK BETWEEN WORLDS

Shooting

This champion possesses nigh-preternatural stealth and cunning, stalking their prey like some predatory terror circling the dying campfire of its doomed quarry.

When

Your opponent’s Shooting phase, when an enemy unit targets a friendly ADEPTUS ASTARTES INFANTRY CHARACTER unit.

Target

That ADEPTUS ASTARTES INFANTRY CHARACTER unit.

Effect

Your unit has **Stealth**.

## Companions of Vehemence

6 stratagems

### Righteous Fervour

With their zealous hatred stoked red-hot by furious sermons and inflammatory prayers, Companions of Vehemence are filled with a wrathful vigour. Only the deaths of the God-Emperor’s enemies can assuage their fury, and they will let nothing delay them from unleashing it.

You can re-roll **Advance** and **Charge rolls** made for ADEPTUS ASTARTES units from your army.
**RESTRICTIONS**
Your army can include BLACK TEMPLARS units, but it cannot include any ADEPTUS ASTARTES units drawn from any other Chapter.

1 CP Battle Tactic Either 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.

Target

One ADEPTUS ASTARTES INFANTRY unit from your army that has not been selected to fight this phase.

Effect

Until the end of the phase, each time a model in your unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3".

Restrictions

A unit cannot be targeted with this and the Hearts Hardened to Duty Stratagem in the same phase unless it has the Chaplain or JUDICIAR keywords.

1 CP Strategic Ploy Either turn

### HEARTS HARDENED TO DUTY

Fight

To suffer not blind aggression is to evade the snares of foul deceit and honourably reject self-aggrandisement.

When

Fight phase, just before an ADEPTUS ASTARTES INFANTRY unit from your army Consolidates.

Target

That ADEPTUS ASTARTES INFANTRY unit.

Effect

Until the end of the phase, each time a model in your unit makes a Consolidation move, it does not need to end that move closer to the closest enemy model (or the closest enemy unit if the Suffer Not the Unclean to Live Vow is active for it).

1 CP Battle Tactic Either 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 oftheirthralls.

When

Fight phase.

Target

One ADEPTUS ASTARTES INFANTRY unit from your army that has not been selected to fight this phase.

Effect

Until the end of the phase, melee weapons equipped by models in your unit have the \[PRECISION\] ability.

1 CP Battle Tactic Either 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.

Target

One Chaplain or JUDICIAR unit from your army that has not been selected to fight this phase.

Effect

Until the end of the phase, each time a model in your unit makes a melee attack that targets an enemy unit, re-roll a Hit roll of 1. If that target is a MONSTER or VEHICLE unit, re-roll a Wound roll of 1 as well.

1 CP Strategic Ploy Opponent'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, just after an enemy unit ends a **Normal**, **Advance** or **Fall Back move**.

Target

One CHAPLAIN or JUDICIAR unit from your army that is within 8" of that enemy unit and is not within Engagement Range of one or more enemy units.

Effect

Your unit can make a **surge move** of up to D6".

1 CP Strategic Ploy Opponent'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, just after an enemy unit **declares a charge**.

Target

One ADEPTUS ASTARTES INFANTRY unit from your army that was selected as one of the targets of that charge.

Effect

That enemy unit must take a Battle-shock test, subtracting 1 from the result.

## Company Of Hunters

6 stratagems

### Masters of Manoeuvre

Friendly ADEPTUS ASTARTES have:
▪ This unit’s ranged attacks have \[ASSAULT\].
▪ 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**.
Friendly ADEPTUS ASTARTES MOUNTED have:
▪ This unit’s ranged attacks have \[ASSAULT\].
▪ 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**.
▪ 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**.
**RESTRICTIONS**
Your army can include DARK ANGELS units, but it cannot include any ADEPTUS ASTARTES units drawn from any other Chapter.
**KEYWORDS**
OUTRIDER SQUAD units from your army gain the BATTLELINE keyword.

1 CP Strategic Ploy Either turn

### HUNTERS’ TRAIL

Command

Using augur beacons, servo-skulls and the like, the Ravenwing mark locations they have passed through and cleansed of foes, laying a trial their fellows can follow on the hunt.

When

Command phase.

Target

One RAVENWING MOUNTED unit from your army that is within range of an objective marker you control.

Effect

That objective marker remains under your control, even if you have no models within range of it, until your opponent controls it at the start or end of any turn.

1 CP Battle Tactic Either 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, just after an enemy unit has selected its targets.

Target

One ADEPTUS ASTARTES unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

Effect

Until the attacking unit has finished making its attacks, each time an attack targets your unit, worsen the Armour Penetration characteristic of that attack by 1.

1 CP Strategic Ploy Either turn

### TALON STRIKE

Shooting · Fight

Be it their true quarry or simply one who possesses knowledge that will lead them to their apprehension, when the Ravenwing strike at a priority target they do so with unmerciful surety.

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 CP Battle Tactic Your turn

### DEATH ON THE WIND

Movement

The Ravenwing employ shock tactics and focussed firepower to tear bloody paths through the enemy ranks, shattering resistance and clearing the way to their true quarry.

When

Your Movement phase, when a friendly ADEPTUS ASTARTES unit ends an **advance move**.

Target

That ADEPTUS ASTARTES unit.

Effect

That **advance move** does not prevent your unit from being **eligible to declare a charge**.

1 CP Battle Tactic Opponent's turn

### HIGH-SPEED FOCUS

Shooting

Even when travelling at breakneck pace, the Ravenwing control their vehicles with consummate skill and are able to jink and dodge around incoming enemy fire.

When

Your opponent’s Shooting phase, just after an enemy unit has selected its targets.

Target

One RAVENWING unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

Effect

Until the end of the phase, each time an attack targets your unit, subtract 1 from the Hit roll.

1 CP Battle Tactic Opponent's turn

### RAPID REAPPRAISAL

Fight

The Ravenwing scan and analyse their foes’ strategic dispositions constantly, augury and aerial surveillance helping to watch that no quarry slips their closing net. They are quick to redirect combat assets should such a risk present itself

When

End of your opponent’s Fight phase.

Target

One RAVENWING unit from your army that is not within Engagement Range of one or more enemy units.

Effect

Remove your unit from the battlefield and place it into **Strategic Reserves**.

## Dark Age Arsenal

3 stratagems

### Invocations of Ancient Fury

Amongst the ancient mysteries that the Dark Angels keep is knowledge of potent invocations to the most esoteric and mercurial of weapon spirits. With these, their battle-brothers are able to rouse their plasma weaponry to a destructive power that burns like the fiery hearts of stars.

▪ Friendly ADEPTUS ASTARTES units’ weapon profiles with ‘Plasma’ in their names are plasma weapon profiles.
▪ **Plasma** weapon profiles have +1 **S**.
**Restrictions:** Your army can include DARK ANGELS units, but it cannot include any ADEPTUS ASTARTES units drawn from any other Chapter.

1 CP Your turn

### SEARING BURSTS

Shooting

When correctly calibrated and respectfully invoked, a plasma incinerator can fire blinding bolts that burst with searing energy. Those not killed are scorched and blistered by near misses.

When

Your Shooting phase, when a friendly HELLBLASTER SQUAD unit has shot.

Target

That HELLBLASTER SQUAD unit.

Effect

Select one enemy unit hit by your unit’s **plasma** ranged attacks. That enemy unit is **seared** until the start of your next turn:
▪ While a unit is **seared**, that unit has -2" **M**.

1 CP Your turn

### NO SACRIFICE TOO GREAT

Shooting

In extremis, the invoking of plasma coils’ output may be pushed past even the tolerances proscribed by Mars. The price is one the Chapter is prepared to make.

When

Your Shooting phase, when a friendly ADEPTUS ASTARTES unit is **selected to shoot**.

Target

That ADEPTUS ASTARTES unit.

Effect

Your unit’s \[HAZARDOUS\] plasma ranged attacks have +1 **S**.

1 CP Your turn

### REVELATION OF GUILT

Shooting

The weapon spirits of the Dark Angels are known to despise guilt, and gunners who chant the foe’s unrepentant acts may be rewarded with merciless precision.

When

Your Shooting phase, when a friendly ADEPTUS ASTARTES unit is **selected to shoot**.

Target

That ADEPTUS ASTARTES unit.

Effect

Your unit’s **plasma** ranged attacks have +1 to **hit rolls**.

## 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 \[IGNORES COVER\].
**Restrictions:** Your army can include DARK ANGELS units, but it cannot include any ADEPTUS ASTARTES units drawn from any other Chapter.

1 CP Your 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 CP Opponent'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 unit.

Target

That RAVENWING FLY unit.

Effect

Your unit has **Stealth**.

1 CP Opponent'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".

## Emperor's Shield

6 stratagems

### Wrath of Dorn

Lysander leads the elite of the Imperial Fists to where the fighting is thickest, there to bring ruin to those who would see the walls of the Imperium torn down.

Each time a model from your army with the Oath of Moment ability makes an attack that targets your Oath of Moment target, you can re-roll a Wound roll of 1.
Each time a model in a DARNATH LYSANDER unit from your army makes an attack that targets your Oath of Moment target, you can re-roll the Wound roll.
**RESTRICTIONS**
Your army can include IMPERIAL FISTS units, but it cannot include any ADEPTUS ASTARTES units drawn from any other Chapter.

1 CP Battle Tactic Either 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, just after an enemy unit has selected its targets.

Target

One ADEPTUS ASTARTES unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

Effect

Until the attacking unit has finished making its attacks, each time an attack targets your unit, worsen the Armour Penetration characteristic of that attack by 1.

1 CP Battle Tactic Either turn

### FURY OF THE FIRST

Shooting · Fight

Losses only serve to stoke the fiery wrath of the Imperial Fists and increase their resolve.

When

Your Shooting phase or the Fight phase.

Target

One Adeptus Astartes Terminator, BLADEGUARD VETERAN SQUAD, Sternguard Veteran Squad or VANGUARD VETERAN SQUAD unit from your army that has not been selected to shoot or fight this phase.

Effect

Until the end of the phase, each time a model in your unit makes an attack, add 1 to the Hit roll. If your unit is below its Starting Strength, add 1 to the Wound roll as well.

1 CP Battle Tactic Either turn

### OBDURATE VENGEANCE

Fight

Even when established wisdom favours retreat, the Imperial Fists remain defiant. Stubborn to the last, they would give their lives in the name of honour and the destruction of their foes.

When

Fight phase, just after an enemy unit has selected its targets.

Target

One Adeptus Astartes Terminator, BLADEGUARD VETERAN SQUAD, Sternguard Veteran Squad or VANGUARD VETERAN SQUAD unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

Effect

Until the end of the phase, each time a model in your unit is destroyed, if that model has not fought this phase, roll one D6: on a 3+, do not remove it from play. The destroyed model can fight after the attacking unit has finished making its attacks, and is then removed from play.

1 CP Strategic Ploy Your turn

### WRATHFUL CONQUERORS

Movement

The battle-brothers of the Imperial Fists 1st Company advance with merciless efficiency, eliminating all resistance and staking the Emperor’s claim.

When

Your Movement phase.

Target

One Adeptus Astartes Terminator, BLADEGUARD VETERAN SQUAD, Sternguard Veteran Squad or VANGUARD VETERAN SQUAD unit from your army within range of an objective marker you control.

Effect

That objective marker remains under your control, even if you have no models within range of it, until your opponent controls it at the start or end of any phase.

1 CP Battle Tactic Your turn

### DISCIPLINED EXTERMINATION

Shooting

Masters of bolter drill, the Imperial Fists utilise precise fire patterns to scour their enemies from hiding places and fell them in droves.

When

Your Shooting phase.

Target

One Adeptus Astartes Terminator, BLADEGUARD VETERAN SQUAD, Sternguard Veteran Squad or VANGUARD VETERAN SQUAD unit from your army that has not been selected to shoot this phase.

Effect

Until the end of the phase, ranged weapons equipped by models in your unit have the \[IGNORES COVER\] ability and improve the Armour Penetration characteristic of such weapons by 1.

1 CP Battle Tactic Opponent's turn

### DROPSHIP EXTRACTION

Fight

Making use of a lull in fighting, Terminator squads pull back from the front line, boarding airborne transports and withdrawing to prepare their next assault.

When

End of your opponent’s Fight phase.

Target

One Adeptus Astartes Terminator unit from your army. You cannot target a unit that is within Engagement Range of one or more enemy units.

Effect

Remove your unit from the battlefield and place it into **Strategic Reserves**.

## 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.

When a friendly SANGUINARY GUARD unit is selected to make a **fall-back move**, that move does not prevent that unit from being **eligible to shoot** **/** **eligible to declare a charge**.
**Restrictions:** Your army can include BLOOD ANGELS units, but it cannot include any ADEPTUS ASTARTES units drawn from any other Chapter.

1 CP Your 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 from 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 CP Opponent'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 CP Opponent'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**.

## Firestorm Assault Force

6 stratagems

### Close-range Eradication

The Space Marines are the Emperor’s finest shock troops, striking at the foe before they can react. In their rapid, mechanised assaults, Space Marines smash aside the enemy, destroying them at close quarters without mercy.

Ranged weapons equipped by ADEPTUS ASTARTES models from your army have the \[ASSAULT\] ability, and each time an attack made with such a weapon targets a unit within 12", add 1 to the Strength characteristic of that attack.

1 CP Battle Tactic Either 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, just after an enemy unit has selected its targets.

Target

One ADEPTUS ASTARTES unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

Effect

Until the attacking unit has finished making its attacks, each time an attack targets your unit, worsen the Armour Penetration characteristic of that attack by 1.

1 CP Battle Tactic Either 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.

Target

One ADEPTUS ASTARTES INFANTRY unit from your army that has not been selected to shoot or fight this phase.

Effect

Until the end of the phase, each time a model in your unit makes an attack that targets the closest eligible target within 6", add 1 to the Wound roll.

1 CP Strategic Ploy Either turn

### RAPID EMBARKATION

Fight

No time can be wasted in punishing the Emperor's foes. Many are those that deserve death and once one enemy is vanquished, soon must another follow.

When

End of the Fight phase.

Target

One ADEPTUS ASTARTES TRANSPORT unit from your army that has no models embarked within it, and one ADEPTUS ASTARTES INFANTRY unit from your army wholly within 6" of that TRANSPORT.

Effect

Your INFANTRY unit can embark within that TRANSPORT.

Restrictions

You cannot target an INFANTRY unit that is within Engagement Range of one or more enemy units, that cannot normally embark within that TRANSPORT, or that disembarked from a TRANSPORT this turn.

2 CP Battle Tactic Your 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.

Target

One ADEPTUS ASTARTES unit from your army that has not been selected to shoot this phase.

Effect

Until the end of the phase, Torrent weapons equipped by models in that unit have the \[DEVASTATING WOUNDS\] ability.

1 CP Battle Tactic Your turn

### ONSLAUGHT OF FIRE

Shooting

Armed with targeting data supplied by their transport's augury gheists, warriors erupt from the assault ramps with weapons blazing in ruthless eradication patterns.

When

Your Shooting phase.

Target

One ADEPTUS ASTARTES unit from your army that disembarked from a TRANSPORT this turn and has not been selected to shoot this phase.

Effect

Until the end of the phase, each time a model in your unit makes a ranged attack that targets the closest eligible target within 12", add 1 to the Hit roll. If one or more enemy models are destroyed as the result of any of those attacks, select one of those destroyed models; that destroyed model’s unit must take a Battle-shock test.

1 CP Battle Tactic Opponent's turn

### BURNING VENGEANCE

Shooting

To open fire on warriors of a Firestorm Assault Force is merely to invite one’s own swift destruction.

When

Your opponent’s Shooting phase, just after an enemy unit has resolved its attacks.

Target

One ADEPTUS ASTARTES TRANSPORT unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

Effect

One unit embarked within that TRANSPORT can disembark as if it were your Movement phase, and can then shoot as if it were your Shooting phase, but must target only that enemy unit when doing so, and can only do so if that enemy unit is an eligible target.

## Forgefather’s Seekers

6 stratagems

### Vulkan’s Quest

Ranged weapons equipped by ADEPTUS ASTARTES models from your army have the \[ASSAULT\] ability, and each time an attack made with such a weapon targets a unit within 12", add 1 to the Strength characteristic of that attack.
SEEKER’S COMPANIONS
If your army includes VULKAN HE’STAN, during your turn, each INFERNUS SQUAD unit from your army is eligible to do one of the following:
▪ Start to perform an Action in a turn in which it Advanced.
▪ Shoot in a turn in which it started to perform an Action.
**RESTRICTIONS**
Your army can include SALAMANDERS units, but it cannot include any ADEPTUS ASTARTES units drawn from any other Chapter.

1 CP Battle Tactic Either 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, just after an enemy unit has selected its targets.

Target

One ADEPTUS ASTARTES unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

Effect

Until the attacking unit has finished making its attacks, each time an attack targets your unit, worsen the Armour Penetration characteristic of that attack by 1.

1 CP Battle Tactic Either 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.

Target

One ADEPTUS ASTARTES INFANTRY unit from your army that has not been selected to shoot or fight this phase.

Effect

Until the end of the phase, each time a model in your unit makes an attack that targets the closest eligible target within 6", add 1 to the Wound roll.

1 CP Strategic Ploy Your turn

### WRATHFUL INFERNO

Movement

The enemy has closed with your warriors. Now you have them precisely where you want them. Unleash upon them the fires of damnation.

When

Your Movement phase, just after an ADEPTUS ASTARTES INFANTRY unit from your army Falls Back.

Target

That unit.

Effect

Until the end of the turn, your unit is eligible to shoot in a turn in which it Fell Back.

2 CP Battle Tactic Your 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.

Target

One ADEPTUS ASTARTES unit from your army that has not been selected to shoot this phase.

Effect

Until the end of the phase, Torrent weapons equipped by models in your unit have the \[DEVASTATING WOUNDS\] ability.

1 CP Battle Tactic Opponent'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, just after an enemy unit has shot.

Target

One ADEPTUS ASTARTES TRANSPORT unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

Effect

One unit embarked within that TRANSPORT can disembark as if it were your Movement phase, and can then shoot as if it were your Shooting phase, but must target only that enemy unit when doing so, and can only do so if that enemy unit is an eligible target.

1 CP Strategic Ploy Opponent'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 ADEPTUS ASTARTES unit from your army equipped with one or more Torrent weapons.

Effect

Select one enemy unit (excluding MONSTERS and VEHICLES and units with the FLY keyword) within 12" of and **visible** to your unit. Until the end of the phase, each time that enemy unit **declares a charge**, subtract 2 from the **Charge roll** (this is not cumulative with any other negative modifiers to that Charge roll).

## Fulguris Task Force

3 stratagems

### Skystrike

With howling engines and a buffeting of anti-gravitic forces, a Chapter’s massed combat skimmers plunge into the midst of battle with guns blazing.

▪ Friendly LAND SPEEDER / STORM SPEEDER HAILSTRIKE / STORM SPEEDER HAMMERSTRIKE / STORM SPEEDER THUNDERSTRIKE units have SPEEDER.
▪ In your first Movement phase, friendly SPEEDER units can make an **ingress move**.

1 CP Your turn

### DATA-LINK AUGURY

Shooting

Speeder crews are trained to exploit their craft’s reconnaissance augurs in a data-link with its weapons to target suddenly revealed foes.

When

Your Shooting phase, when a friendly SPEEDER unit is **selected to shoot**.

Target

That SPEEDER unit.

Effect

Select one enemy unit within 24" of your unit. That enemy unit has +6" **detection range** until your unit has shot.

1 CP Opponent's turn

### REACTIVE EVASION

Movement

Triggering sudden flows of power to engines and manoeuvring planes, aggressive advances by the foe can be left foundering in a skimmer’s wake.

When

Your opponent’s Movement phase, when an enemy unit ends a move within 8" of a friendly **unengaged** SPEEDER unit.

Target

That SPEEDER unit.

Effect

Your unit can make a **normal move** of up to D3+3".

1 CP Opponent's turn

### ANTI-GRAV SURGE

Fight

The anti-grav plates of this combat skimmer thrum with extra power, powering the craft into the atmosphere from where it can redeploy.

When

End of your opponent’s Fight phase.

Target

One friendly **unengaged** SPEEDER unit.

Effect

Place your unit in **strategic reserves**.

## Gladius Task Force

6 stratagems

### Combat Doctrines

At the start of your Command phase, you can select one of the Combat Doctrines listed below. Until the start of your next Command phase, that Combat Doctrine is active and its effects apply to all ADEPTUS ASTARTES units from your army. You can only select each Combat Doctrine once per battle. Devastator Doctrine The Codex Astartes details the strategic value of overwhelming firepower applied to key targets while advancing into position to eliminate threats. This unit is eligible to shoot in a turn in which it Advanced. Tactical Doctrine As the warring armies close upon one another and vicious fire-fights erupt, the Codex lays out strategies for swiftly seizing the initiative and combining versatility with firepower. This unit is eligible to shoot and declare a charge in a turn in which it Fell Back.

Assault Doctrine The Codex Astartes leaves no doubt that the killing blow in most engagements must be delivered with a decisive close-quarters strike. It presents plentiful tactical means to achieve this end. This unit is eligible to declare a charge in a turn in which it Advanced.

1 CP Battle Tactic Either 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, just after an enemy unit has selected its targets.

Target

One ADEPTUS ASTARTES unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

Effect

Until the attacking unit has finished making its attacks, each time an attack targets your unit, worsen the Armour Penetration characteristic of that attack by 1.

2 CP Epic Deed Either turn

### ONLY IN DEATH DOES DUTY END

Fight

Imminent death does not prevent a Space Marine from enacting his final justice upon the enemies of the Imperium.

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, do not remove it from play. The destroyed model can fight after the attacking model’s unit has finished making its attacks, and is then removed from play.

1 CP Battle Tactic Either turn

### HONOUR THE CHAPTER

Fight

Every Chapter has forged its own tales of heroism, and none of its battle-brothers would see that noble record besmirched.

When

Fight phase.

Target

One ADEPTUS ASTARTES unit from your army.

Effect

Until the end of the phase, melee weapons equipped by models in your unit have the \[LANCE\] ability. If your unit is under the effects of the Assault Doctrine, until the end of the phase, improve the Armour Penetration characteristic of such weapons by 1 as well.

1 CP Strategic Ploy Your turn

### ADAPTIVE STRATEGY

Command

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

When

Your Command phase.

Target

One ADEPTUS ASTARTES unit from your army.

Effect

Select the Devastator Doctrine, Tactical Doctrine or Assault Doctrine. Until the start of your next Command phase, that Combat Doctrine is active for that unit instead of any other Combat Doctrine that is active for your army, even if you have already selected that doctrine this battle.

1 CP Battle Tactic Your 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.

Target

One ADEPTUS ASTARTES unit from your army that has not been selected to shoot this phase.

Effect

Until the end of the phase, ranged weapons equipped by models in your unit have the \[IGNORES COVER\] ability. If your unit is under the effects of the Devastator Doctrine, until the end of the phase, improve the Armour Penetration characteristic of such weapons by 1 as well.

1 CP Strategic Ploy Opponent's turn

### SQUAD TACTICS

Movement

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

When

Your opponent’s Movement phase, just after an enemy unit ends a **Normal**, **Advance** or **Fall Back move**.

Target

One ADEPTUS ASTARTES INFANTRY or ADEPTUS ASTARTES MOUNTED unit from your army that is within 8" of the enemy unit that just ended that move.

Effect

Your unit can make a **Normal move** of up to D6", or a Normal move of up to 6" instead if it is under the effects of the Tactical Doctrine.

Restrictions

You cannot select a unit that is within Engagement Range of one or more enemy units.

## Godhammer Assault Force

6 stratagems

### Shock and Awe

▪ Each time an ADEPTUS ASTARTES unit from your army **declares a charge**, if it disembarked from a TRANSPORT this turn, after selecting the targets of that charge, select one of those targets; that enemy unit must take a Battle-shock test.
▪ Each time a model in an ADEPTUS ASTARTES unit from your army makes a melee attack, if it disembarked from a TRANSPORT this turn, add 1 to the Hit roll.
**RESTRICTIONS**
Your army can include BLACK TEMPLARS units, but it cannot include any ADEPTUS ASTARTES units drawn from any other Chapter.

1 CP Strategic Ploy Either turn

### A CEASELESS CAUSE

Fight

There is no room for hesitation or exultation for the Black Templars. With one knot of blasphemy expunged, the crusaders surge in search of the next.

When

End of the Fight phase.

Target

One ADEPTUS ASTARTES INFANTRY unit from your army that was eligible to fight this phase.

Effect

If your unit is not within Engagement Range of one or more enemy units, it can make a **Normal move** of up to 6". It cannot embark within a TRANSPORT at the end of this move if it disembarked from a TRANSPORT this turn.

1 CP Strategic Ploy Your turn

### UNCOMPROMISING EGRESS

Movement

Little can threaten to overwhelm the venerable Land Raider. Its multiple, hydraulically augmented assault ramps slam into closing aggressors, enabling its deadly cargo to deploy quickly.

When

Your Movement phase.

Target

One LAND RAIDER model from your army that has not been selected to move this phase.

Effect

One ADEPTUS ASTARTES unit embarked within your LAND RAIDER can disembark. When doing so, models in that unit can be set up anywhere on the battlefield wholly within 6" of your LAND RAIDER and can be set up within Engagement Range of one or more enemy units.

1 CP Strategic Ploy Your turn

### GAUNTLET OF THE GOD-EMPEROR

Movement

Like the mailed fist of the Master of Mankind, the crusade's armoured battle tanks, transports and combat walkers smash their way through choked war zones to reach those deserving execution.

When

Your Movement phase.

Target

One ADEPTUS ASTARTES VEHICLE model from your army that has not been selected to move this phase.

Effect

Until the end of the phase, each time your model makes a **Normal** or **Advance move**, it can move horizontally through terrain features.

1 CP Strategic Ploy Your turn

### FOCUSED HATRED

Charge

Surging from assault ramps, the Black Templars let none bar them from the most unholy threats, using their armoured might to bludgeon a path into battle.

When

Your Charge phase, just after you make a **Charge roll** for an ADEPTUS ASTARTES unit from your army that disembarked from a TRANSPORT this turn.

Target

That ADEPTUS ASTARTES unit.

Effect

Until the end of the phase, each time your unit makes a **Charge move**, models in your unit can move through models (when doing so, its models can move within Engagement Range of enemy models, but they can only end that move within Engagement Range of enemy models if those enemy models belong to a unit that your unit declared a charge against this turn).

1 CP Battle Tactic Your turn

### CONDEMNATORY INFO-SCREED

Fight

Prepared within their troop compartment by a broadcast litany of their foe's ungodly sins, the crusaders emerge with their hearts full of hatred.

When

Your Fight phase.

Target

One ADEPTUS ASTARTES unit from your army that has not been selected to fight this phase.

Effect

Until the end of the phase, each time a model in your unit makes an attack, if it disembarked from a TRANSPORT this turn, re-roll a Wound roll of 1. If that TRANSPORT has the LAND RAIDER keyword, you can re-roll the Wound roll instead.

2 CP Battle Tactic Opponent's turn

### BLESSED HULL

Shooting

Their hulls blessed by the chants of Techmarines and their prayer-servitors, a crusade’s war engines can be entreated to withstand the most malign attacks.

When

Your opponent’s Shooting phase, just after an enemy unit has selected its targets.

Target

One ADEPTUS ASTARTES VEHICLE unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

Effect

Until the end of the phase, each time an attack is allocated to a model in your unit, subtract 1 from the Damage characteristic of that attack.

## Hammer of Avernii

6 stratagems

### Calculated Annihilation

Heavily enhanced with augmetics and the weight of many years of combat experience to aid them, the veteran warriors of Clan Company Avernii ruthlessly select and destroy their targets.

Each time a model from your army with the Oath of Moment ability makes an attack that targets your Oath of Moment target, you can re-roll a Wound roll of 1.

### Recalculating

Caanok Var ensures every bolt shell is directed where it serves the greatest purpose.

Once per battle round, after your Oath of Moment target is destroyed, if a CAANOK VAR model from your army is on the battlefield, select one enemy unit **visible** to that model. That enemy unit becomes your Oath of Moment target until you select a new one.

### Restrictions

Caanok Var ensures every bolt shell is directed where it serves the greatest purpose.

Your army can include IRON HANDS units, but it cannot include any ADEPTUS ASTARTES units drawn from any other Chapter.

1 CP Battle Tactic Either 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, just after an enemy unit has selected its targets.

Target

One ADEPTUS ASTARTES unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

Effect

Until the attacking unit has finished making its attacks, each time an attack targets your unit, worsen the Armour Penetration characteristic of that attack by 1.

1 CP Battle Tactic Either turn

### RUTHLESS BUTCHERY

Fight

The Iron Hands elite kill with machine-like relentlessness, and the tempo of slaughter only increases if they have losses of their own to avenge.

When

Your Shooting phase or the Fight phase.

Target

One Adeptus Astartes Dreadnought, TERMINATOR, BLADEGUARD VETERAN SQUAD, Sternguard Veteran Squad or VANGUARD VETERAN SQUAD unit from your army that has not been selected to shoot or fight this phase.

Effect

Until the end of the phase, each time a model in your unit makes an attack, add 1 to the Hit roll. If your unit is below Starting Strength, add 1 to the Wound roll as well.

1 CP Strategic Ploy Your turn

### DOMINATOR BEACON

Movement

These custom-built servo-skulls detach from augmetic tethers as the Iron Hands pass, settling into sentry patterns around vital strategic sites.

When

Your Movement phase.

Target

One Adeptus Astartes Dreadnought, TERMINATOR, BLADEGUARD VETERAN SQUAD, Sternguard Veteran Squad or VANGUARD VETERAN SQUAD unit from your army within range of an objective marker you control.

Effect

That objective marker remains under your control, even if you have no models within range of it, until your opponent controls it at the end of a phase.

1 CP Strategic Ploy Your turn

### COGITATED FEROCITY

Fight

Running endless up-to-the-second cogitations of their foes’ weak spots and vulnerabilities, Avernii veterans place every blow with punishing precision.

When

Your Fight phase.

Target

One Adeptus Astartes Dreadnought, TERMINATOR, BLADEGUARD VETERAN SQUAD, Sternguard Veteran Squad or VANGUARD VETERAN SQUAD unit from your army that has not been selected to fight this phase.

Effect

Select either the \[SUSTAINED HITS 1\] or \[LETHAL HITS\] abilities. Until the end of the phase, melee weapons equipped by models in your unit have the selected ability.

1 CP Battle Tactic Opponent's turn

### AUGMETIC FORTITUDE

Charge

Gene-wrought flesh reinforced by hardened augmetics and adamantine armour, the warriors of Clan Company Avernii exhibit nigh-supernatural resilience.

When

Your opponent’s Charge phase, just after an enemy unit ends a **Charge move**.

Target

One Adeptus Astartes Terminator, BLADEGUARD VETERAN SQUAD, Sternguard Veteran Squad or VANGUARD VETERAN SQUAD unit from your army within Engagement Range of that enemy unit.

Effect

Until the end of the turn, each time an attack is allocated to a model in your unit, subtract 1 from the Damage characteristic of that attack.

1 CP Strategic Ploy Opponent's turn

### DROPSHIP EXTRACTION

Fight

Terminators withdraw from the fight during a lull, board airborne transports and prepare their next assault.

When

End of your opponent’s Fight phase.

Target

One Adeptus Astartes Terminator unit from your army. You cannot target a unit that is within Engagement Range of one or more enemy units.

Effect

Remove your unit from the battlefield and place it into **Strategic Reserves**.

## Headhunter Task Force

6 stratagems

### Target Sighted

Each time a TANK ACE unit from your army (see below) Advances, do not make an Advance roll for it. Instead, until the end of the phase, add 6" to the Move characteristic of models in that unit.
Each time a TANK ACE unit from your army shoots in your Shooting phase, if that unit did not Advance this turn, you can re-roll the Damage roll.
**KEYWORDS**
ADEPTUS ASTARTES VEHICLE units from your army (excluding FORTIFICATIONS, DROP PODS, WALKERS and units that can FLY) have the TANK ACE keyword.
In the Muster Armies step, you can select up to three TANK ACE units from your army to gain the CHARACTER keyword.
**Designer’s Note:** This means that the selected units can be given Enhancements, and one of them can be selected as your WARLORD.

1 CP Strategic Ploy Either 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, just after an enemy unit has selected its targets.

Target

One ADEPTUS ASTARTES unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

Effect

Until the attacking unit has finished making its attacks, each time an attack targets your unit, worsen the Armour Penetration characteristic of that attack by 1.

1 CP Battle Tactic Your turn

### TARGET WEAK POINT

Shooting

Targeting vulnerable joints or seams between armoured plates, Space Marine gunners increase the effectiveness of their weapons.

When

Your Shooting phase.

Target

One TANK ACE unit from your army that has not been selected to shoot this phase.

Effect

Until the end of the phase, each time a model in your unit makes a ranged attack that targets a MONSTER or VEHICLE unit, improve the Armour Penetration characteristic of that attack by 1.

Restrictions

A unit cannot be targeted with this and the Kill Shot Stratagem in the same phase.

1 CP Battle Tactic Your turn

### KILL SHOT

Shooting

Space Marines are ruthless in culling weakened foes.

When

Your Shooting phase.

Target

One TANK ACE unit from your army that has not been selected to shoot this phase.

Effect

Until the end of the phase, each time a model in your unit makes an attack that targets a MONSTER or VEHICLE unit, re-roll a Wound roll of 1. If the target unit is below its Starting Strength, you can re-roll the Wound roll instead.

Restrictions

A unit cannot be targeted with this and the Target Weak Point Stratagem in the same phase.

1 CP Strategic Ploy Your turn

### RAPID GUNNERY

Shooting

Advanced targeting systems and the skill of transhuman gunners ensure that Space Marine tanks keep up a punishing rate of fire, even when extracting themselves from a press of enemies.

When

Your Shooting phase.

Target

One ADEPTUS ASTARTES unit from your army that has not been selected to shoot this phase.

Effect

Until the end of the phase, your unit is eligible to shoot in a turn in which it Fell Back.

1 CP Strategic Ploy Opponent's turn

### REACTIVE REPOSITIONING

Movement

Reacting swiftly to enemy movements, this tank’s crew reposition their vehicle, angling armour or taking up an advantageous firing position.

When

Your opponent’s Movement phase, just after an enemy unit ends a **Normal**, **Advance** or **Fall Back move**.

Target

One TANK ACE unit from your army (excluding units containing one or more models with a Wounds characteristic of 16+) that is within 8" of that enemy unit.

Effect

Your unit can make a **Normal move** of up to D6".

1 CP Epic Deed Opponent's turn

### MACHINE VENGEANCE

Shooting

Bellicose in the extreme, this vehicle’s machine spirit demands immediate vengeance for the hurts it has incurred.

When

Your opponent’s Shooting phase, just after an enemy unit has shot.

Target

One TANK ACE unit from your army (excluding units containing one or more models with a Wounds characteristic of 16+) that was selected as the target of one or more of the attacking unit’s attacks.

Effect

Your unit can shoot as if it were your Shooting phase, but must target only that enemy unit when doing so, and can only do so if that enemy unit is **visible** and an eligible target.

## Inner Circle Task Force

6 stratagems

### Vowed Target

At the start of your Movement phase, select one of the following:
▪ **Defensive Footing:** Select one **objective** you control. Until the start of your next Movement phase, that objective is your Vowed objective.
▪ **Aggressive Push:** Select one or more objective you do not control. Until the start of your next Movement phase, each of those objectives is one of your Vowed objectives. If a rule refers to a unit or model being within range of your Vowed objective, that rule takes effect if that unit or model is within range of one or more of your Vowed objectives. Each time a DEATHWING INFANTRY unit from your army makes an attack that targets a unit within range of one or more of your Vowed objectives, add 1 to the Wound roll.
**RESTRICTIONS**
Your army can include DARK ANGELS units, but it cannot include any ADEPTUS ASTARTES units drawn from any other Chapter.

1 CP Battle Tactic Either 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, just after an enemy unit has selected its targets.

Target

One ADEPTUS ASTARTES unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

Effect

Until the attacking unit has finished making its attacks, each time an attack targets your unit, worsen the Armour Penetration characteristic of that attack by 1.

1 CP Epic Deed Either turn

### MARTIAL MASTERY

Fight

The warriors of the Deathwing fight with the honed skill and lethality of knightly champions.

When

Fight phase.

Target

One DEATHWING INFANTRY unit from your army that has not been selected to fight this phase.

Effect

Until the end of the phase, each time a model in your unit makes an attack, re-roll a Wound roll of 1. If your unit is within range of your Vowed objective marker, you can re-roll the Wound roll instead.

1 CP Strategic Ploy Either 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, just after an enemy unit has selected its targets.

Target

One DEATHWING 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 if your unit is within range of your Vowed objective marker. 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 CP Strategic Ploy Your 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.

Target

One DEATHWING unit from your army that is arriving using the **Deep Strike** ability this phase.

Effect

Your unit can be set up anywhere on the battlefield that is more than 6" horizontally away from all enemy models.

Restrictions

Until the end of the turn, your unit is not eligible to declare a charge.

1 CP Epic Deed Your 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.

Target

One DEATHWING INFANTRY unit from your army that just ended a **Charge move**.

Effect

Select one enemy unit within Engagement Range of your unit and roll one D6 for each model in your unit, adding 1 to the result if that enemy unit is within range of your Vowed objective marker: for each 4+, that enemy unit suffers 1 **mortal wound** (to a maximum of 3 mortal wounds).

1 CP Battle Tactic Opponent's turn

### UNMATCHED FORTITUDE

Shooting

In the name of their oaths to Chapter, Primarch and Emperor, the Deathwing march into the fiercest firestorms and refuse to falter.

When

Your opponent’s Shooting phase, just after an enemy unit has selected its targets.

Target

One DEATHWING INFANTRY unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

Effect

Until the end of the phase, each time an attack targets your unit, if the Strength characteristic of that attack is greater than your unit’s Toughness characteristic, subtract 1 from the Wound roll.

## Interrogation Conclave

3 stratagems

### Dread Catechism

When the Chapter’s pitiless and dedicated Interrogator Chaplains mark a foe, they are the target for a torturous and precise excruciation. Matters of truth are kept to the hidden cells of the Rock; these instead are matters of painful battlefield castigation to sow dread and fear in the enemies of the Dark Angels.

▪ In the Fight phase, when a friendly CHAPLAIN unit **destroys** an enemy unit, enemy units within 6" of that CHAPLAIN unit make a **battle-shock roll**.
▪ Friendly CHAPLAIN units have the following ability:
**Sower of Dread (Aura):** While an enemy unit is within 6" of this unit, that enemy unit has -1 Ld.
**Restrictions:** Your army can include DARK ANGELS units, but it cannot include any ADEPTUS ASTARTES units drawn from any other Chapter.

1 CP Either turn

### EXACTING PUNISHMENT

Shooting · Fight

With a denunciatory roar, Chaplains lead their battle-brothers in focused assaults to root out the foe’s reviled leaders.

When

Your Shooting phase or the Fight phase, when a friendly CHAPLAIN unit is **selected to attack**.

Target

That CHAPLAIN unit.

Effect

Your unit’s attacks have \[PRECISION\].

1 CP Your turn

### TERRIFYING ZEAL

Charge

The intensity with which the skull-masked Interrogator-Chaplains plunge into the fray can shake the hardiest warriors. All who face them feel the tiniest of guilts eating away at their soul.

When

Your Charge phase, when a friendly CHAPLAIN unit ends a **charge move**.

Target

That CHAPLAIN unit.

Effect

Select one enemy unit (excluding MONSTER / VEHICLE units) **engaged** with your unit. That enemy unit makes a leadership roll:
▪ If that **leadership roll** fails, that enemy unit’s attacks have -1 to **hit rolls** until the end of the turn.

1 CP Opponent's turn

### WAGES OF COWARDICE

Movement

The spiritual leaders of the Dark Angels are ever watchful for lapses of conviction, and when displayed by the foe, they are the first to fervently capitalise on them.

When

Your opponent’s Movement phase, when an enemy unit that was **engaged** with a friendly CHAPLAIN unit ends a **fall-back move**, if that CHAPLAIN unit is **unengaged**.

Target

That CHAPLAIN unit.

Effect

Your unit can make a **normal move** of up to D3+3".

## Ironstorm Spearhead

6 stratagems

### Armoured Wrath

An Ironstorm Spearhead’s commanders guide their assault with pre-cogitated fire solutions, cycling data-gheist inloads and whispered binharic auguries. These ensure their warriors, and the belligerent machine spirits inhabiting their war engines, deliver their fire with inescapable accuracy.

Once per phase for each ADEPTUS ASTARTES unit in your army, you can re-roll one Hit roll, one Wound roll or one Damage roll made for a model in that unit.

1 CP Battle Tactic Either turn

### UNBOWED CONVICTION

Command

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

When

Command phase.

Target

One ADEPTUS ASTARTES unit from your army that is below its Starting Strength.

Effect

Until the end of the turn, your unit can ignore any or all modifiers to its characteristics and/or to any roll or test made for it (excluding modifiers to saving throws).

1 CP Battle Tactic Either 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, just after an enemy unit has selected its targets.

Target

One ADEPTUS ASTARTES unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

Effect

Until the attacking unit has finished making its attacks, each time an attack targets your unit, worsen the Armour Penetration characteristic of that attack by 1.

2 CP Battle Tactic Either 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.

Target

One ADEPTUS ASTARTES unit from your army that has not been selected to shoot or fight this phase.

Effect

Until the end of the phase, each time a model in your unit makes an attack that targets a unit that is below its Starting Strength, that attack has the \[SUSTAINED HITS 1\] ability, and when making such an attack, if the attacking model is a VEHICLE, a successful unmodified Hit roll of 5+ scores a Critical Hit.

1 CP Epic Deed Either 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, just after an ADEPTUS ASTARTES VEHICLE model from your army with the **Deadly Demise** ability is destroyed.

Target

That ADEPTUS ASTARTES VEHICLE model. You can use this Stratagem on that model even though it was just destroyed.

Effect

Do not roll one D6 to determine whether **mortal wounds** are inflicted by your model’s Deadly Demise ability. Instead, mortal wounds are automatically inflicted.

1 CP Epic Deed Your 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 ADEPTUS ASTARTES WALKER model from your army.

Effect

Until the start of your next Command phase, improve your model’s Move, Toughness, Leadership and Objective Control characteristics by 1 and each time your model makes an attack, add 1 to the Hit roll.

1 CP Epic Deed Opponent'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, just after an enemy unit has resolved its attacks.

Target

One ADEPTUS ASTARTES VEHICLE unit from your army that was reduced to Below Half-strength as a result of the attacking unit’s attacks.

Effect

Your unit can shoot as if it were your Shooting phase, but must target only that enemy unit when doing so, and can only do so if that enemy unit is an eligible target.

## Legacy of Grace

3 stratagems

### Legacy of the Angel

Never do the Blood Angels stand taller or strive harder than when faced with seemingly impossible odds and led by their champions of noble bearing. At such times, the Sons of Sanguinius delve deep into their souls for preternatural reserves of determination, fury and focus.

Friendly BLOOD ANGELS INFANTRY CHARACTER units (excluding COMMANDER DANTE units) have +1 to **advance rolls** and **charge rolls**.
This **detachment** has the GRACE tag and cannot be taken with another GRACE **detachment**.
**Restrictions:** Your army can include BLOOD ANGELS units, but it cannot include any ADEPTUS ASTARTES units drawn from any other Chapter.

1 CP Either turn

### MARTIAL PARAGON

Shooting · Fight

Led by the exquisite example of their lord, Blood Angels warriors adapt their deadly fighting tactics to efficiently carve their foe apart.

When

Your Shooting phase or the Fight phase, when a friendly ADEPTUS ASTARTES CHARACTER unit is **selected to attack**.

Target

That ADEPTUS ASTARTES CHARACTER unit.

Effect

Your unit’s attacks have:
▪ \[LETHAL HITS\].
▪ **OR:** \[SUSTAINED HITS 1\].

1 CP Opponent's turn

### SOUL-DARKENED FURY

Movement

Nobility’s mirror is a darkness that the greatest Blood Angels risk only momentarily to savagely exploit the foe’s attempt to escape.

When

Your opponent’s Movement phase, when an enemy unit is selected to make a **fall-back move**, if that unit is **engaged** with a friendly ADEPTUS ASTARTES CHARACTER unit.

Target

That ADEPTUS ASTARTES CHARACTER 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 CP Opponent's turn

### AURA OF THE ANGEL’S GRACE

Shooting

The indomitable inspiration of their Commander fills the Sons of Sanguinius with the resolve to endure, no matter the foe’s hateful power.

When

Your opponent’s Shooting phase, when an enemy unit targets a friendly ADEPTUS ASTARTES CHARACTER unit.

Target

That CHARACTER unit.

Effect

Your unit has 5+ **InSv**.

## Legends of Saga and Song

3 stratagems

### Loping Charge

Despite the massive bulk of their armour, these elite warriors close with their enemies in a ground-eating lope that catches the enemy unprepared.

Friendly ADEPTUS ASTARTES TERMINATOR units have +1 to **charge rolls**.
**Restrictions:** Your army can include SPACE WOLVES units, but it cannot include any ADEPTUS ASTARTES units drawn from any other Chapter.

1 CP Either turn

### FANGS OF THE PACK

Fight

Fighting as one, the Wolf Guard fall upon an enemy champion and drag them down with single-minded savagery.

When

Fight phase, when a friendly ADEPTUS ASTARTES TERMINATOR unit is **selected to fight**.

Target

That ADEPTUS ASTARTES TERMINATOR unit.

Effect

Your unit’s melee attacks have \[PRECISION\].

1 CP Opponent's turn

### CHILLING HOWL

Command

Raising their feral voices as one, the elite champions of Fenris give voice to a predatory howl fit to freeze the marrow of the bravest warriors.

When

Your opponent’s Command phase.

Target

One friendly WOLF GUARD TERMINATORS unit.

Effect

Select one enemy unit within 6" of your unit. That enemy unit makes a **battle-shock roll**, with -1 to that **battle-shock roll** if that enemy unit is at or below **half-strength**.

1 CP Opponent's turn

### WINGS OF THE BLIZZARD

Fight

A swift extraction by gunship sees the Wolf Guard take to the skies, ready to strike back onto the battlefield wherever the fighting is most fierce.

When

End of your opponent’s Fight phase.

Target

One friendly **unengaged** ADEPTUS ASTARTES TERMINATOR unit.

Effect

Place your unit in **strategic reserves**.

## Liberator Assault Group

6 stratagems

### Red Thirst

Though they strive to restrain it, the murderous ferocity of the Blood Angels simmers beneath the surface of their thoughts. In battle, this rage drives them towards the foe and lends great strength to their blows.

Each time an ADEPTUS ASTARTES unit from your army is selected to fight, if that unit made a **Charge move** this turn, until the end of the phase, add 1 to the Attacks characteristic and add 2 to the Strength characteristic of melee weapons equipped by models in that unit.
**RESTRICTIONS**
Your army can include BLOOD ANGELS units, but it cannot include any ADEPTUS ASTARTES units drawn from any other Chapter.

1 CP Strategic Ploy Either turn

### ANGELIC GRACE

Any phase

Sanguinius' sons are blessed with the spiritual fortitude of their Primarch.

When

Any phase, just after an ADEPTUS ASTARTES unit from your army has a mortal wound allocated to it.

Target

That ADEPTUS ASTARTES unit.

Effect

Until the end of the phase, models in your unit have the **Feel No Pain 5+** ability against **mortal wounds**.

1 CP Battle Tactic Either 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, just after an enemy unit has selected its targets.

Target

One ADEPTUS ASTARTES unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

Effect

Until the attacking unit has finished making its attacks, each time an attack targets your unit, worsen the Armour Penetration characteristic of that attack by 1.

1 CP Battle Tactic Opponent's turn

### SAVAGE ECHOES

Charge

The Sons of Sanguinius may embrace the Red Thirst but for a moment, if the need arises.

When

Your opponent’s Charge phase.

Target

One ADEPTUS ASTARTES unit from your army that was just charged by an enemy unit.

Effect

Select either the Strength or Attacks characteristic of melee weapons equipped by models in your unit. Until the end of the turn, add 1 to the selected characteristic. You can instead choose for your unit to give in to the Red Thirst; if it does, it becomes **Battle-shocked** (but the effects of this Stratagem still apply to it) and until the end of the turn, add 1 to the Strength and Attacks characteristics of melee weapons equipped by models in your unit.

1 CP Battle Tactic Either turn

### RED RAMPAGE

Fight

In times of great desperation, fury and ferocity can be a warrior's strongest allies.

When

Fight phase.

Target

One ADEPTUS ASTARTES unit from your army that has not been selected to fight this phase.

Effect

Select either the \[LANCE\] or \[LETHAL HITS\] abilities. Until the end of the phase, melee weapons equipped by models in your unit have the selected ability. You can instead choose for your unit to give in to the Red Thirst; if it does, then it becomes **Battle-shocked** (but the effects of this Stratagem still apply to it) and until the end of the phase, melee weapons equipped by models in your unit have the \[LANCE\] and \[LETHAL HITS\] abilities.

1 CP Strategic Ploy Your turn

### AGGRESSIVE ONSLAUGHT

Movement

The Blood Angels enact a sweeping advance.

When

Your Movement phase, just after an Adeptus Astartes unit from your army has Advanced.

Target

That ADEPTUS ASTARTES unit.

Effect

Until the end of the turn, your unit is eligible to either shoot or declare a charge, even though it Advanced. You can instead choose for your unit to give in to the Red Thirst; if it does, it becomes **Battle-shocked** (but the effects of this Stratagem still apply to it) and until the end of the turn, your unit is eligible to both shoot and declare a charge, even though it Advanced.

1 CP Strategic Ploy Your turn

### RELENTLESS ASSAULT

Movement

When Blood Angels execute a tactical withdrawal it is but a prelude to a renewed assault.

When

Your Movement phase, just after an ADEPTUS ASTARTES unit from your army Falls Back.

Target

That ADEPTUS ASTARTES unit.

Effect

Until the end of the turn, your unit is eligible to either shoot or declare a charge even though it Fell Back. You can instead choose for your unit to give in to the Red Thirst; if it does, it becomes **Battle-shocked** (but the effects of this Stratagem still apply to it) and until the end of the turn, your unit is eligible to both shoot and declare a charge, even though it Fell Back.

## Librarius Conclave

0 stratagems

### Psychic Disciplines

Librarians spend their lives mastering psychic disciplines, learning how to manipulate the energies of the Immaterium to confound their foes and embolden their battle-brothers.

At the start of the battle round, select one of the following **Psychic Disciplines abilities**. Friendly ADEPTUS ASTARTES PSYKER units have that ability until the end of the battle round.
▪ **Biomancy Discipline:** This unit has +2" **M**.
▪ **Divination Discipline:** This unit’s attacks can:
▪ Re-roll **hit rolls** of 1.
▪ Re-roll **wound rolls** of 1.
▪ **Pyromancy Discipline:** This unit’s ranged attacks that target an enemy unit within 12" of this unit have +1 **AP**.
▪ **Telekinesis Discipline:** Ranged attacks that target this unit have -1 **S**.
▪ **Telepathy Discipline:** This unit’s attacks can ignore modifiers to **BS**, **WS** and **hit rolls**.

## Lion’s Blade Task Force

6 stratagems

### In The Lion’s Claws

Those unfortunate enough to be caught between the devastating speed of the Ravenwing and the adamantine might of the Deathwing are pinned in place and torn to shreds by their combined fury.

▪ Each time an enemy unit (excluding MONSTERS and VEHICLES) within Engagement Range of one or more RAVENWING units from your army Falls Back, all models in that enemy unit must take a Desperate Escape test. When doing so, if that enemy unit is **Battle-shocked**, subtract 1 from each of those tests.
▪ Each time a DEATHWING unit from your army declares a charge, if one or more targets of that charge are within Engagement Range of one or more RAVENWING units from your army, add 2 to the **Charge roll**.
**RESTRICTIONS**
Your army can include DARK ANGELS units, but it cannot include any ADEPTUS ASTARTES units drawn from any other Chapter.

1 CP Strategic Ploy Either turn

### OVERPOWERING EXACTION

Command · Fight

Engines roar, and teleportation flares erupt across the battlefield. Such is the din and ferocity of the Dark Angels’ assault that even the most veteran foes are given cause to cower before it.

When

Command phase or the start of the Fight phase.

Target

One ADEPTUS ASTARTES unit from your army.

Effect

Select one enemy unit within Engagement Range of your unit. That enemy unit must take a Battle-shock test. When doing so, if your unit has the DEATHWING or RAVENWING keyword, subtract 1 from the result.

Restrictions

You can only use this Stratagem once per battle round.

1 CP Battle Tactic Either turn

### ARMOUR OF CONTEMPT

Shooting · Fight

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

When

Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.

Target

One ADEPTUS ASTARTES unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

Effect

Until the attacking unit has finished making its attacks, each time an attack targets your unit, worsen the Armour Penetration characteristic of that attack by 1.

1 CP Battle Tactic Either turn

### STRENGTH IN UNITY

Fight

Combining their specialised methods of warfare, the Ravenwing and Deathwing confound their enemies with high‑speed manoeuvrability and stalwart fortitude.

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

If that enemy unit is within Engagement Range of one or more RAVENWING units from your army, until the end of the phase, each time a model in that enemy unit makes an attack, subtract 1 from the Hit roll. If that enemy unit is within Engagement Range of one or more DEATHWING units from your army, until the end of the phase, each time a model in that enemy unit makes an attack, if the Strength characteristic of that attack is greater than the Toughness characteristic of the target, subtract 1 from the Wound roll.

Restrictions

A unit cannot be targeted by this and the Armour of Contempt Stratagem in the same phase.

1 CP Strategic Ploy Your 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 phase or your Charge phase.

Target

One RAVENWING unit from your army.

Effect

Until the end of the phase, each time a model in your unit makes a **Normal**, **Advance** or **Charge move**, it can move horizontally through terrain features.

1 CP Battle Tactic Your turn

### ILLUMINATING FIRE

Shooting

Ravenwing vehicles tear across the battlefield, identifying priority threats and targeting them with volleys of killing fire. The storm of blazing fury serves as a beacon for the wrathful battle‑brothers of the Inner Circle, who strive to bring final judgement to the foe.

When

Your Shooting phase, just after a RAVENWING unit from your army has selected its targets.

Target

That RAVENWING unit.

Effect

Select one enemy unit within 12" of your unit that was selected as the target of one or more of the attacking unit’s attacks. Until the end of the phase, each time a friendly DEATHWING unit makes an attack that targets that enemy unit, add 1 to the Wound roll.

2 CP Strategic Ploy Opponent's turn

### INESCAPABLE WRATH

Charge

The Dark Angels’ Inner Circle warriors pursue the Chapter’s sworn foes and any who shield them with relentless endurance and a determination borne of indoctrinated hatred.

When

End of your opponent’s Charge phase.

Target

One DEATHWING INFANTRY or DEATHWING WALKER unit from your army that is within 6" of one or more enemy units and would be eligible to declare a charge against one or more of those enemy units if it were your Charge phase.

Effect

Your unit now declares a charge that only targets one or more of those enemy units, and you resolve that charge.

Restrictions

Note that even if this charge is successful, your unit does not receive any Charge bonus this turn.

## 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.

Friendly SWORD BRETHREN SQUAD units have +1 **OC**.
**Restrictions:** Your army can include BLACK TEMPLARS units, but it cannot include any ADEPTUS ASTARTES units drawn from any other Chapter.

1 CP Either 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 CP Your 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 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 4+, that enemy unit suffers 1 **mortal wound** (to a maximum of 6 **mortal wounds**).

1 CP Opponent's turn

### UNSPARING EXECUTION

Movement

Those who attempt to flee their rightful death only stoke 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**.

## Orbital Assault Force

6 stratagems

### Rapid-drop Deployment

Through the use of teleportation, Drop Pods and gunship insertion, entire strike forces of Space Marines and even their armoured support can deploy from orbit in a matter of moments, a capability that in and of itself has won entire wars.

At the start of the Declare Battle Formations step, select a number of ADEPTUS ASTARTES units (excluding TITANIC units) from your army based on the battle size, as shown below. Models in those units have the **Deep Strike** ability.
**BATTLE SIZE** **NUMBER OF UNITS** Incursion 2 Strike Force 3 Onslaught 4
Each time an ADEPTUS ASTARTES model from your army makes an attack, if it was set up on the battlefield this turn, re-roll a Wound roll of 1. If it disembarked from a DROP POD this turn, re-roll a Hit roll of 1 as well.

1 CP Strategic Ploy Either turn

### SUPPRESSION STRAFING

Command

As the Space Marines storm forward, their gunships and fighter craft streak overhead, hammering enemy positions with hails of fire to keep the foe pinned.

When

Command phase.

Target

One ADEPTUS ASTARTES unit from your army.

Effect

Select one enemy unit **visible** to and within 18" of your unit. That enemy unit takes a Battle-shock test. When doing so, subtract 1 from that test and, if that test is failed, until the start of your next turn, that enemy unit is suppressed. While a unit is suppressed, each time a model in that unit makes an attack, subtract 1 from the Hit roll.

Restrictions

You cannot use this Stratagem more than once per battle round.

1 CP Battle Tactic Either turn

### TACTICAL DECAPITATION

Shooting · Fight

By rapidly eliminating localised enemy leaders, the Space Marines keep the foe off balance and hamper organised resistance to their onslaught.

When

Your Shooting phase or the Fight phase.

Target

One ADEPTUS ASTARTES unit from your army that has not been selected to shoot or fight this phase.

Effect

Until the end of the phase, weapons equipped by models in your unit have the \[PRECISION\] ability and each time a model in your unit makes an attack that targets a CHARACTER unit, add 1 to the Hit roll.

1 CP Strategic Ploy Either turn

### SHOCK ONSLAUGHT

Fight

The sheer devastating momentum of a Space Marine drop assault shatters one enemy battle line after another.

When

Fight phase.

Target

One ADEPTUS ASTARTES unit from your army that has not been selected to fight this phase.

Effect

Until the end of the phase, each time a model in your unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3".

1 CP Battle Tactic Either turn

### AUTO‑SENSE COORDINATION

Shooting · Fight

By binding the datafeeds from their auto-senses, these battle-brothers generate triangulated targeting solutions for close-quarters fire spreads.

When

Your Shooting phase or the Fight phase.

Target

One ADEPTUS ASTARTES unit from your army that has not been selected to shoot or fight this phase.

Effect

Select the \[LETHAL HITS\] or \[SUSTAINED HITS 1\] ability. Until the end of the phase, weapons equipped by models in your unit have this ability in a turn in which they disembarked from a DROP POD or while targeting an enemy unit within 12".

1 CP Strategic Ploy Opponent's turn

### BLIND SCREEN

Shooting

Autolaunchers spit a precogitated spread of blind grenades to baffle organic and mechanical targeting.

When

Your opponent’s Shooting phase, just after an enemy unit has selected its targets.

Target

One ADEPTUS ASTARTES unit (excluding TITANIC units) from your army that was selected as the target of one or more of the attacking unit’s attacks and one friendly ADEPTUS ASTARTES SMOKE VEHICLE or DROP POD unit within 9" of it.

Effect

Until the end of the phase, models in your units have the **Stealth** ability and each time a ranged attack targets one of your units, models in that unit have the **Benefit of Cover** against that attack.

1 CP Strategic Ploy Opponent's turn

### ONWARD FOR THE EMPEROR

Fight

There is always another battle to be fought, and the Space Marines waste no time in fighting it.

When

End of your opponent’s Fight phase.

Target

One ADEPTUS ASTARTES INFANTRY unit from your army that was not set up on the battlefield this turn and one friendly TRANSPORT it is able to embark within.

Effect

If your ADEPTUS ASTARTES unit is wholly within 6" of that TRANSPORT, it can embark within it.

## Pilum Strike Team

Boarding Actions 4 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 CP Battle Tactic Either 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 CP Strategic Ploy Your 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 CP Strategic Ploy Your 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 CP Battle Tactic Your 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.

## Rage-cursed Onslaught

6 stratagems

### Maddened Ferocity

Each time an ADEPTUS ASTARTES model from your army makes a melee attack, re-roll a Wound roll of 1.
Each time an ADEPTUS ASTARTES unit from your army is selected to fight, if that unit made a **Charge move** this turn, until the end of the phase, add 1 to the Attacks characteristic of melee weapons equipped by models in that unit. If your unit is **Battle-shocked**, add 2 to the Attacks characteristic of melee weapons equipped by models in that unit instead.
**Restrictions**
Your army can include BLOOD ANGELS units, but it cannot include ADEPTUS ASTARTES units drawn from any other Chapter.

1 CP Either turn

### A GRIM WARNING

Any phase

So savagely butchered are the corpses left strewn by the Blood Angels that the mere sight of them gives the enemy pause.

When

Any phase.

Target

One BLOOD ANGELS unit from your army that was just destroyed while it was within range of one or more objective markers you controlled at the end of the previous phase. You can use this Stratagem on that unit even though it was just destroyed.

Effect

Select one of those objective markers. That objective marker remains under your control until your opponent’s Level of Control over that objective marker is greater than yours at the end of a phase.

1 CP Either turn

### ARMOUR OF CONTEMPT

Shooting · Fight

The belligerence of the Adeptus Astartes, combined with their transhuman physiology, makes them unyielding foes to face.

When

Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.

Target

One ADEPTUS ASTARTES unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

Effect

Until the attacking unit has finished making its attacks, each time an attack targets your unit, worsen the Armour Penetration characteristic of that attack by 1.

1 CP Either turn

### INSENSATE RAMPAGE

Shooting · Fight

The agony of even the most catastrophic wounds means nothing to the warriors of the Death Company, pain finding no purchase on their maddened minds.

When

Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.

Target

One DEATH COMPANY 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, models in your unit have the **Feel No Pain 5+** ability.

1 CP Either turn

### LIMB FROM LIMB

Fight

While the Blood Angels display skill and discipline at close quarters, it is tinged with a blood-drenched brutality that only increases with their building rage.

When

Fight phase.

Target

One ADEPTUS ASTARTES unit from your army that made a **Charge move** this turn.

Effect

Select either the Strength or Armour Penetration characteristic of melee weapons equipped by models in your unit. Until the end of the phase, add 1 to the selected characteristic. You can instead choose for your unit to give in to the Red Thirst; if it does, it becomes **Battle-shocked** (but the effects of this Stratagem still apply to it), and until the end of the phase, add 1 to the Strength and Armour Penetration characteristics of melee weapons equipped by models in your unit.

2 CP Either turn

### DEATHLESS DUTY

Fight

Even as death at last smothers the inferno of fury consuming the minds of these lost brethren, they keep killing, until not even the faintest spark remains.

When

Fight phase, just after an enemy unit has selected its targets.

Target

One DEATH COMPANY 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, do not remove it from play. The destroyed model can fight after the attacking unit has finished making its attacks, and is then removed from play.

1 CP Your turn

### RED WRATH

Movement

Already swift and aggressive even by Space Marine standards, the Blood Angels can enhance their might yet further by surrendering temporarily to the Red Thirst, albeit at the cost of higher strategic thought.

When

Your Movement phase, just after an ADEPTUS ASTARTES unit from your army Advances.

Target

That ADEPTUS ASTARTES unit.

Effect

Until the end of the turn, your unit is eligible to either shoot or declare a charge in a turn in which it Advanced. You can instead choose for your unit to give in to the Red Thirst; if it does, it becomes **Battle-shocked** (but the effects of this Stratagem still apply to it), and until the end of the turn, your unit is eligible to shoot and declare a charge in a turn in which it Advanced.

## Reclamation Force

6 stratagems

### Oath of Reclamation

▪ Each time an ADEPTUS ASTARTES model from your army makes a melee attack that targets a unit within range of an objective marker, improve the Armour Penetration characteristic of that attack by 1.
▪ Each time an attack targets an ADEPTUS ASTARTES unit from your army, if your unit is within range of an objective marker that you controlled at the start of the phase and if the Strength characteristic of that attack is greater than the Toughness characteristic of your unit or your unit has the TITUS keyword, subtract 1 from the Wound roll.
**RESTRICTIONS**
Your army can include ULTRAMARINES units, but it cannot include any ADEPTUS ASTARTES units drawn from any other Chapter.

1 CP Strategic Ploy Either turn

### CRUSADING CONQUERORS

Command

The sheer will of these battle-brothers to reclaim the sacred Five Hundred Worlds is overwhelming.

When

End of the Command phase.

Target

One ADEPTUS ASTARTES unit from your army.

Effect

Until the start of the next Command phase, add 1 to the Objective Control characteristic of models in your unit.

1 CP Battle Tactic Either turn

### FURIOUS DEDICATION

Charge · Fight

Cold fury of purpose drives the charge of the Space Marines, their absolute dedication to their cause lending them ferocious speed and strength.

When

Your Charge phase or the Fight phase.

Target

One ADEPTUS ASTARTES unit from your army that has not declared a charge or been selected to fight this phase.

Effect

Until the end of the turn, add 2 to **Charge rolls** made for your unit and add 1 to the Attacks characteristic of melee weapons equipped by models in your unit.

Restrictions

You cannot use this Stratagem more than once per turn.

1 CP Battle Tactic Either turn

### FIGHT TO THE END

Fight

Those who have sworn an oath to see Ultramar reclaimed will not yield a single yard of its territories once they have seized and secured them.

When

Fight phase, just after an enemy unit has selected its targets.

Target

One ADEPTUS ASTARTES unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

Effect

Until the end of the phase, each time a model in your unit is destroyed, if that model has not fought this phase, roll one D6: on a 4+, do not remove the destroyed model from play; it can fight after the attacking unit has finished making its attacks, and is then removed from play.

1 CP Strategic Ploy Your turn

### SCIONS OF GUILLIMAN

Movement

The gene-sons of Roboute Guilliman are masters of his tenets, regardless of which Chapter they hail from.

When

Your Movement phase, just after an ADEPTUS ASTARTES unit from your army ends a **Fall Back move**.

Target

That ADEPTUS ASTARTES unit.

Effect

Until the end of the turn, your unit is eligible to shoot and declare a charge in a turn in which it Fell Back.

1 CP Strategic Ploy Your turn

### ULTRAMARIAN DESTINY

Movement

All those Space Marines fighting to defend or to expand the Ultramarines stellar realm trust that their conquest – though it must be hard fought for – is nothing short of ordained by the Primarch’s will.

When

Your Movement phase.

Target

One ADEPTUS ASTARTES unit from your army.

Effect

Select one objective marker you control that your unit is within range of. That objective marker remains under your control until your opponent’s Level of Control over that objective marker is greater than yours at the end of a phase.

1 CP Strategic Ploy Opponent's turn

### MARCHING EVER ON

Fight

The road to the complete rebuilding of the Five Hundred Worlds will be a long and gruelling one, and those who fight their way along it cannot pause in their advance for even a moment.

When

Your opponent’s Movement phase, just after an enemy unit Falls Back.

Target

One ADEPTUS ASTARTES unit from your army that was within Engagement Range of that enemy unit at the start of the phase.

Effect

Your unit can make a **Normal move** of up to D6"+1.

## Saga of the Beastslayer

6 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.

Each time an ADEPTUS ASTARTES model from your army makes an attack, if that attack targets a CHARACTER, MONSTER or VEHICLE unit or if your Saga is completed (see below), that attack has the \[lethal hits\] ability.

**Saga of the Beastslayer**
At the start of the first battle round, your Beastslayer tally is 0, and you determine your Beastslayer target by halving the number of units from your opponent’s army (including those embarked within TRANSPORTS) that have one or more of the following keywords (rounding up): CHARACTER, MONSTER, VEHICLE.
Each time an ADEPTUS ASTARTES unit from your army shoots or fights, after all of those attacks have been resolved, add 1 to your Beastslayer tally for each enemy unit with one or more of the following keywords destroyed by those attacks: CHARACTER, MONSTER, VEHICLE.
Once your Beastslayer tally is equal to or greater than your Beastslayer target, your Saga is completed.

1 CP Battle Tactic Either turn

### UNBRIDLED FEROCITY

Fight

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

When

Fight phase.

Target

One SPACE WOLVES unit from your army that has not been selected to fight this phase.

Effect

Until the end of the phase, each time a model in your unit makes an attack, add 1 to the Wound roll.

1 CP Strategic Ploy Your turn

### SHOCK CAVALRY

Movement · Charge

Thunderwolf Cavalry bound through friend and foe, leaping over obstacles in pursuit of their foes.

When

Your Movement phase or your Charge phase.

Target

One THUNDERWOLF CAVALRY unit from your army that has not been selected to move or declared a charge this phase.

Effect

Until the end of the phase, each time a model in your unit makes a **Normal**, **Advance**, Fall Back or **Charge move**, it can move through models (excluding TITANIC models) and sections of terrain features that are 4" or less in height. When doing so, it can move within Engagement Range of enemy models, but unless it is making a Charge move, it cannot end that move within Engagement Range of them.

1 CP Strategic Ploy Your turn

### PINNING FIRE

Shooting

Unleashing a storm of firepower, the Space Wolves pin their targets down and halt their advance.

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, after your unit has shot, select one enemy CHARACTER, MONSTER, or VEHICLE unit hit by one or more of those attacks. Until the start of your next Shooting phase, that unit is pinned. While a unit is pinned, subtract 2" from its Move characteristic and subtract 2 from **Charge rolls** made for it.

1 CP Strategic Ploy Opponent's turn

### THUNDEROUS PURSUIT

Movement

The relentless endurance of thunderwolf steeds enables the Space Wolves to run down fleeing foes.

When

Your opponent’s Movement phase, just after an enemy unit ends a **Normal**, **Advance** or **Fall Back move**.

Target

One ADEPTUS ASTARTES unit from your army that is within 8" of that enemy unit and not within Engagement Range of one or more enemy units.

Effect

Your unit can make a **Normal move** of up to D6". If your unit has the SPACE WOLVES INFANTRY or THUNDERWOLF CAVALRY keywords, it can make a Normal move of up to 6" instead.

1 CP Strategic Ploy Opponent'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** WULFEN INFANTRY **/** BLOOD CLAWS unit this phase has shot.

Target

That WULFEN INFANTRY **/** BLOOD CLAWS unit.

Effect

Your unit can make a **surge move** of up to D6".

1 CP Strategic Ploy Opponent's turn

### COORDINATED 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 SPACE WOLVES unit from your army that is wholly within 9" of one or more battlefield edges and not within Engagement Range of one or more enemy units.

Effect

Remove your unit from the battlefield and place it into **Strategic Reserves**.

## Saga of the Bold

6 stratagems

### Heroes All

Every Space Wolves warrior seeks to forge a saga worthy of retelling.

Each time an ADEPTUS ASTARTES unit from your army is selected to shoot or fight, apply one of the following when resolving those attacks:
▪ If your Saga is completed (see below), you can re-roll one Hit roll, one Wound roll and one Damage roll.
▪ Otherwise, if that unit is a SPACE WOLVES CHARACTER unit, you can re-roll one Hit roll, one Wound roll or one Damage roll.
**Saga of the Bold**
Each time a SPACE WOLVES CHARACTER unit from your army does one of the following, that unit achieves that Boast. Once three or more different Boasts have been achieved by units from your army, your Saga is completed.
▪ **Your Hide as a Trophy:** That unit destroys your Oath of Moment target.

▪ **Slay Them All:** That unit destroys your Oath of Moment target, and that is the second Oath of Moment target destroyed by that unit in this battle.
▪ **Overrun Their Position:** At the end of either player’s turn, that unit is wholly within your opponent’s deployment zone.
▪ **Hold the Line:** From the second battle round onwards, at the end of your Command phase, that unit is within range of an objective marker you control that is not within your deployment zone.

1 CP Epic Deed Either turn

### INSPIRING PRESENCE

Fight

The inspiring presence of a champion lends their pack's strikes lethal impetus.

When

Fight phase.

Target

One ADEPTUS ASTARTES CHARACTER unit from your army that has not been selected to fight this phase.

Effect

Until the end of the phase, melee weapons equipped by models in your unit have the \[LETHAL HITS\] ability.

1 CP Epic Deed Either turn

### CHAMPION’S GUIDANCE

Shooting · Fight

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

When

Your Shooting phase or the Fight phase.

Target

One SPACE WOLVES CHARACTER unit from your army that has not been selected to shoot or fight this phase.

Effect

Until the end of the phase, each time a model in your unit makes an attack, you can re-roll the Hit roll.

1 CP Epic Deed Your 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 Wolf Guard Headtaker or Wolf Guard Terminator Pack Leader model from your army.

Effect

Until the start of your next Command phase, your model has the CHARACTER keyword.
**Designer’s Note:** While in effect, your model’s unit is therefore a CHARACTER unit, meaning it can interact with the Heroes All rule, in addition to other rules that interact with CHARACTER units.

1 CP Epic Deed Your turn

### ALPHA STRIKE

Charge

A true alpha wolf leads by example, and is always first into the fray.

When

Your Charge phase.

Target

One ADEPTUS ASTARTES CHARACTER unit from your army.

Effect

Until the end of the phase, your unit is eligible to declare a charge in a turn in which it Advanced.

2 CP Epic Deed Opponent's turn

### HEROIC RESOLVE

Shooting

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, just after an enemy unit has selected its targets.

Target

One SPACE WOLVES CHARACTER unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

Effect

Until the end of the phase, each time an attack is allocated to a model in your unit, subtract 1 from the Damage characteristic of that attack.

2 CP Epic Deed Opponent's turn

### COUNTERCHARGE

Charge

Bellowing encouragement, this warrior rallies his pack and leads a furious counterstrike, intercepting the enemy advance before it can fall upon his allies.

When

End of your opponent’s Charge phase.

Target

One ADEPTUS ASTARTES CHARACTER unit from your army that is within 6" of one or more enemy units and would be eligible to declare a charge against one or more of those enemy units if it were your Charge phase.

Effect

Your unit now declares a charge that targets only one or more of those enemy units, and you resolve that charge as if it were your Charge phase. Note that even if this charge is successful, your unit does not receive any Charge bonus this turn.

## Saga of the Great Wolf

6 stratagems

### Master of Wolves

With Logan Grimnar commanding them, the hunting packs of the Space Wolves fight at peak efficiency.

At the start of your Command phase, you can select one of the Hunting Packs listed below. Until the start of your next Command phase, that Hunting Pack is active and its effects apply to all ADEPTUS ASTARTES units from your army. You can only select each Hunting Pack once per battle.
▪ **Encircling Jaws:** This unit can re-roll **Advance rolls** and **Charge rolls**.
▪ **Hunter’s Eye:** Each time a model in this unit makes a ranged attack, add 1 to the Hit roll.
▪ **Ferocious Strike:** Each time this unit is selected to fight, select either the \[LETHAL HITS\] or \[SUSTAINED HITS 1\] ability. Until the end of the phase, weapons equipped by models in this unit have the selected ability.

### Howling Onslaught

When the Great Wolf gives the command, his packs descend upon the foe in a coordinated and utterly devastating strike.

Once per battle, when selecting a Hunting Pack for the Master of Wolves Detachment rule, if a LOGAN GRIMNAR model from your army is on the battlefield, you can select a Hunting Pack you have already selected this battle.
Restrictions Your army can include SPACE WOLVES units, but it cannot include any ADEPTUS ASTARTES units drawn from any other Chapter.

1 CP Either turn

### THE FOE FORESEEN

Shooting · Fight

With his great strategic wisdom, Grimnar predicted the peril these warriors would encounter and warned them to be ready for it.

When

Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.

Target

One ADEPTUS ASTARTES unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

Effect

Until the attacking unit has finished making its attacks, each time an attack targets your unit, worsen the Armour Penetration characteristic of that attack by 1.

1 CP Your 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 ADEPTUS ASTARTES unit from your army.

Effect

Select one Hunting Pack from the Master of Wolves Detachment rule. Until the start of your next Command phase, that Hunting Pack is active for your unit instead of any other Hunting Pack that is active, even if you have already selected that Hunting Pack this battle.

1 CP Your 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 phase or your Charge phase.

Target

One ADEPTUS ASTARTES MOUNTED or ADEPTUS ASTARTES WALKER unit from your army that has not been selected to move or charge this phase.

Effect

Until the end of the phase, each time a model in your unit makes a **Normal**, **Advance**, Fall Back or **Charge move**, it can move horizontally through models (excluding TITANIC models) and terrain features. When doing so, it can move within Engagement Range of enemy models, but cannot end a Normal, Advance or Fall Back move within Engagement Range of them.

1 CP Your turn

### UNRELENTING HUNTERS

Movement

Knowing their part in the grand plan and determined to execute it with the magnificence of true champions, these warriors fight with a fluid and inescapable ferocity.

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 turn, your unit is eligible to declare a charge in a turn in which it Fell Back. If your unit is a SPACE WOLVES unit, until the end of the turn, it is eligible to declare a charge in a turn in which it Advanced or Fell Back.

1 CP Your turn

### EYE OF THE PACK

Shooting

Once one Fenrisian warrior has perceived some slight weakness in the defences of their foes, they all strike at it like encircling predators dragging down prey.

When

Your Shooting phase.

Target

One ADEPTUS ASTARTES unit from your army that has not been selected to shoot this phase.

Effect

Until the end of the phase, each time a model in your unit makes an attack, you can add 1 to the Wound roll.

1 CP Opponent'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, just after an enemy unit has shot.

Target

One SPACE WOLVES unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

Effect

Your unit can make a **Normal move** of up to D6".

## Saga of the Hunter

6 stratagems

### Pack’s Quarry

Each time a model in a SPACE WOLVES unit from your army makes a melee attack that targets an enemy unit, if that enemy unit is within Engagement Range of one or more other ADEPTUS ASTARTES units from your army, or if the attacking unit contains more models than that enemy unit:
▪ Add 1 to the Hit roll.
▪ If your Saga is completed (see below), add 1 to the Wound roll as well.
**Saga of the Hunter**
At the start of the first battle round, your Quarry tally is 0. Each time an ADEPTUS ASTARTES unit from your army fights, after all of those attacks have been resolved, add 1 to your Quarry tally for each enemy unit destroyed by those attacks.
Once your Quarry tally is equal to or greater than the number shown in the table below (depending on the battle size), your Saga is completed.
**BATTLE SIZE** **QUARRY TALLY** Incursion **2** Strike Force **3** Onslaught **4**

1 CP Strategic Ploy Either turn

### HUNTERS’ TRAIL

Fight

The Space Wolves close in on their foes, some packs hurling themselves upon the enemy whilst others move to cut off retreat routes.

When

Fight phase.

Target

One SPACE WOLVES unit (excluding MONSTERS and VEHICLES) from your army that has not been selected to fight this phase.

Effect

Until the end of the phase, each time a model in your unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3". When doing so, it does not need to end that move closer to the closest enemy model, provided it ends that move as close as possible to the closest enemy unit.

1 CP Strategic Ploy Either turn

### TERRITORIAL ADVANTAGE

Fight

The wolf packs are ever on the move, seizing ground and repelling their foes with savage violence.

When

Fight phase, just after an enemy unit is destroyed by an ADEPTUS ASTARTES unit from your army.

Target

That ADEPTUS ASTARTES unit.

Effect

Select one objective marker you control that your unit is within range of. That objective marker remains under your control until your opponent’s Level of Control over that objective marker is greater than yours at the end of a phase.

1 CP Battle Tactic Either turn

### OVERWHELMING ONSLAUGHT

Fight

Several packs converge upon a single target, pinning them in place with the weight of their bodies.

When

Fight phase, just after an enemy unit has selected its targets.

Target

Two ADEPTUS ASTARTES units from your army within Engagement Range of that enemy unit, or one SPACE WOLVES BEASTS unit from your army within Engagement Range of that enemy unit.

Effect

Until the end of the phase, each time a model in that enemy unit makes an attack, subtract 1 from the Hit roll.

1 CP Strategic Ploy Your turn

### CHOSEN PREY

Movement

Having singled out their prey, the pack repeatedly strikes in waves, bleeding the target with each hit.

When

Your Movement phase, just after a SPACE WOLVES unit from your army Falls Back.

Target

That SPACE WOLVES unit.

Effect

Until the end of the turn, your unit is eligible to shoot and declare a charge in a turn in which it Fell Back.

1 CP Strategic Ploy Your turn

### BOUNDING ADVANCE

Movement · Charge

Fenrisian warriors and wolves surge forward, driving through the enemy line to outflank the foe.

When

Your Movement phase or your Charge phase.

Target

One SPACE WOLVES INFANTRY or SPACE WOLVES BEASTS unit from your army that has not been selected to move or declared a charge this phase.

Effect

Until the end of the phase, each time a model in your unit makes a **Normal**, **Advance**, Fall Back or **Charge move**, it can move through models (excluding TITANIC models). When doing so, it can move within Engagement Range of enemy models, but unless it is making a Charge move, it cannot end that move within Engagement Range of them.

1 CP Battle Tactic Your turn

### MARKED FOR DESTRUCTION

Shooting

At the barked orders of their Pack Leaders, the Space Wolves focus their fury upon a single target, combining their firepower to bring the foe down.

When

Your Shooting phase.

Target

Two ADEPTUS ASTARTES units from your army (excluding BEASTS) that have not been selected to shoot this phase.

Effect

Select one enemy unit **visible** to both of your units. Until the end of the phase, models in your units can only target that enemy unit (and only if it is an eligible target) and each time a model in one of your units makes an attack, re-roll a Wound roll of 1.

## Shadowmark Talon

6 stratagems

### Masters of Shadow

The Raven Guard are renowned for their uncanny ability to move unseen, cloaking themselves in darkness as they close in upon their prey.

Each time a ranged attack targets an ADEPTUS ASTARTES unit from your army, unless the attacking model is within 12", the target has the **Benefit of Cover** against that attack.

### Unparalleled Tactician

A master of manoeuvre warfare, Aethon Shaan orchestrates battles with absolute precision, deploying, withdrawing and redeploying his battle-brothers to pull the enemy out of formation.

Once per battle round, if an AETHON SHAAN model from your army is on the battlefield, you can use the Into Darkness Stratagem for 0CP.
Restrictions A master of manoeuvre warfare, Aethon Shaan orchestrates battles with absolute precision, deploying, withdrawing and redeploying his battle-brothers to pull the enemy out of formation. Your army can include RAVEN GUARD units, but it cannot include any ADEPTUS ASTARTES units drawn from any other Chapter.

1 CP Battle Tactic Either 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, just after an enemy unit has selected its targets.

Target

One ADEPTUS ASTARTES unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

Effect

Until the attacking unit has finished making its attacks, each time an attack targets your unit, worsen the Armour Penetration characteristic of that attack by 1.

1 CP Battle Tactic Either 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.

Target

One ADEPTUS ASTARTES INFANTRY unit from your army that has not been selected to fight this phase.

Effect

Until the end of the phase, melee weapons equipped by models in your unit have the \[PRECISION\] ability.

1 CP Strategic Ploy Your turn

### FEINT AND THRUST

Movement

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 Movement phase.

Target

One ADEPTUS ASTARTES unit from your army.

Effect

Until the end of the turn, your unit is eligible to shoot and declare a charge in a turn in which it Fell Back. If it is a PHOBOS or SCOUT SQUAD unit, it is also eligible to shoot and declare a charge in a turn in which it Advanced.

1 CP Battle Tactic Your turn

### STUNNING 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.

Target

One ADEPTUS ASTARTES INFANTRY unit from your army that has not been selected to shoot this phase.

Effect

Until the end of the phase, each time a model in your unit makes a ranged attack that targets an enemy unit that is more than 12" away, improve the Ballistic Skill and Armour Penetration characteristics of that attack by 1. If one or more enemy models are destroyed as a result of those attacks, select one of those destroyed models; that destroyed model’s unit must take a Battle-shock test.

1 CP Battle Tactic Opponent'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 oncemore from sight.

When

Your opponent’s Movement phase, just after an enemy unit ends a **Normal**, **Advance** or **Fall Back move**.

Target

One ADEPTUS ASTARTES INFANTRY or ADEPTUS ASTARTES MOUNTED unit from your army that is within 8" of the enemy unit that just ended that move. You cannot target a unit that is within Engagement Range of one or more enemy units.

Effect

Your unit can make a **Normal move** of up to D6", or up to 6" instead if it is a PHOBOS or SCOUT SQUAD unit.

1 CP Strategic Ploy Opponent'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

Up to two PHOBOS and/or SCOUT SQUAD units from your army, or one other ADEPTUS ASTARTES INFANTRY unit from your army. You cannot target a unit that is within Engagement Range of one or more enemy units.

Effect

Remove those units from the battlefield and place them into **Strategic Reserves**.

## Shield of the Void

Boarding Actions 4 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 CP Strategic Ploy Your 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 CP Strategic Ploy Your 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 CP Battle Tactic Your 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 CP Strategic Ploy Opponent'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

The White Scars are masters of high-speed tactics and hit-and-run warfare. They do battle on the move and from the saddle, outwitting their enemies with breakneck manoeuvres and melting away one moment only to crash home with bone-crushing force the next.

ADEPTUS ASTARTES units from your army are eligible to declare a charge in a turn in which they Advanced or Fell Back.

### Wrath of the First Khan

As swift and violent as a raging tempest, Suboden Khan drives into and through the heart of the enemy like a thrust lance.

At the end of the Fight phase, if a SUBODEN KHAN unit from your army destroyed one or more enemy units this phase and is not within Engagement Range of one or more enemy units, that unit can make a **Normal move** of up to 6".
Restrictions Your army can include WHITE SCARS units, but it cannot include any ADEPTUS ASTARTES units drawn from any other Chapter.

1 CP Battle Tactic Either 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, just after an enemy unit has selected its targets.

Target

One ADEPTUS ASTARTES unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

Effect

Until the attacking unit has finished making its attacks, each time an attack targets your unit, worsen the Armour Penetration characteristic of that attack by 1.

1 CP Battle Tactic Either 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.

Target

One ADEPTUS ASTARTES unit from your army that has not been selected to fight this phase.

Effect

Select either the \[LANCE\] or \[LETHAL HITS\] ability. Until the end of the phase, melee weapons equipped by models in your unit have the selected ability. If it is a MOUNTED unit, until the end of the phase, melee weapons equipped by models in your unit have the \[LANCE\] and \[LETHAL HITS\] abilities instead.

1 CP Battle Tactic Your 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.

Target

One ADEPTUS ASTARTES unit from your army.

Effect

Until the end of the turn, your unit is eligible to shoot in a turn in which it Advanced or Fell Back.

1 CP Strategic Ploy Opponent'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, just after an enemy unit ends a **Normal**, **Advance** or **Fall Back move**.

Target

One ADEPTUS ASTARTES INFANTRY unit or ADEPTUS ASTARTES MOUNTED unit from your army that is within 8" of that enemy unit. You cannot target a unit that is within Engagement Range of one or more enemy units.

Effect

Your unit can make a **Normal move** of up to 6".

1 CP Battle Tactic Opponent's turn

### EVASIVE MANOEUVRES

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, just after an enemy unit has selected its targets.

Target

One ADEPTUS ASTARTES MOUNTED or ADEPTUS ASTARTES FLY VEHICLE unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

Effect

Until the end of the phase, each time an attack targets your unit, subtract 1 from the Wound roll.

1 CP Strategic Ploy Opponent'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 ADEPTUS ASTARTES MOUNTED or ADEPTUS ASTARTES FLY VEHICLE unit from your army that is not within Engagement Range of one or more enemy units.

Effect

Remove your unit from the battlefield and place it into **Strategic Reserves**.

## Stormlance Task Force

6 stratagems

### Lightning Assault

The warriors of a Stormlance Task Force employ high-speed tactics and hit-and-run warfare. They do battle on the move, wrong-footing their enemies with breakneck manoeuvres and melting away one moment only to crash home like a thunderbolt the next.

ADEPTUS ASTARTES units from your army are eligible to declare a charge in a turn in which they Advanced or Fell Back.

1 CP Battle Tactic Either 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, just after an enemy unit has selected its targets.

Target

One ADEPTUS ASTARTES unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

Effect

Until the attacking unit has finished making its attacks, each time an attack targets your unit, worsen the Armour Penetration characteristic of that attack by 1.

1 CP Battle Tactic Your turn

### BLITZING FUSILLADE

Shooting

Warriors of Stormlance Task Forces can suddenly pour heavy and accurate fire into the enemy even as they race to finish off any survivors.

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 \[ASSAULT\] ability. If such a weapon already has this ability, until the end of the phase, that weapon has the \[SUSTAINED HITS 1\] ability as well.

2 CP Wargear Your turn

### FULL THROTTLE

Movement

On the eve of riding down the most elusive prey, the task force's expert Techmarines will entreat the engine spirits o f their vehicles, honing the iron steeds' performance to elicit even more speed from them.

When

Your Movement phase.

Target

One ADEPTUS ASTARTES MOUNTED or ADEPTUS ASTARTES VEHICLE unit (excluding WALKERS) from your army.

Effect

Until the end of the phase, if your unit Advances, do not make an Advance roll for it. Instead, until the end of the phase, add 6" to the Move characteristic of models in your unit, or 9" instead if your unit is MOUNTED.

1 CP Battle Tactic Your turn

### SHOCK ASSAULT

Charge

The Adeptus Astartes are elite troops who strike with all the speed and fury of a searing thunderbolt.

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 CP Battle Tactic Opponent's turn

### RIDE HARD, RIDE FAST

Shooting

Like zephyrs dancing across wide horizons, Space Marine riders and pilots can weave lithely around incoming fire with incredible skill.

When

Your opponent’s Shooting phase, just after an enemy unit has selected its targets.

Target

One ADEPTUS ASTARTES MOUNTED or ADEPTUS ASTARTES FLY VEHICLE unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

Effect

Until the end of the phase, each time an attack targets your unit, subtract 1 from the Wound roll.

1 CP Strategic Ploy Opponent's turn

### WIND-SWIFT EVASION

Movement

Space Marines are loathe to be brought into combat on any others’ terms, especially the warriors of Stormlance Task Forces, whose battlefield tactics revolve around speed and precise, ferocious assaults.

When

Your opponent’s Movement phase, just after an enemy unit ends a **Normal**, **Advance** or **Fall Back move**.

Target

One ADEPTUS ASTARTES INFANTRY or ADEPTUS ASTARTES MOUNTED unit from your army that is within 8" of that enemy unit.

Effect

Your unit can make a **Normal move** of up to 6".

Restrictions

You cannot select a unit that is within Engagement Range of one or more enemy units.

## Subversion Assets

3 stratagems

### Nowhere to Hide

With transhuman instincts, auto-senses, and more specialised equipment, a Chapter’s masters of clandestine warfare are able to unmask the foe, leaving them ripe for swift eradication.

Friendly PHOBOS / SCOUT SQUAD units have the following ability:
**Transhuman Perception:** In your Shooting phase, this unit can select one **visible** enemy unit within 12". That enemy unit is **detected**:
▪ While a unit is **detected**, that unit has +3" **detection range**.

1 CP Your turn

### ADAPTIVE OPERATIONS

Shooting

Those warriors who operate far from Chapter reinforcement maintain their lethal fire even while conducting vital strategic operations.

When

Your Shooting phase, when a friendly PHOBOS **/** SCOUT SQUAD unit **starts an action**.

Target

That PHOBOS **/** SCOUT SQUAD unit.

Effect

That action does not prevent your unit from being **eligible to shoot**.

1 CP Your turn

### STRIKE FROM THE SHADOWS

Shooting

Holding to the shadows and choosing victims with care, stealthy warriors winnow the enemy ranks without ever revealing their positions.

When

Your Shooting phase, when a friendly PHOBOS **/** SCOUT SQUAD unit has shot.

Target

That PHOBOS **/** SCOUT SQUAD unit.

Effect

Those ranged attacks do not prevent your unit from being **hidden**.

1 CP Opponent's turn

### CLOAKED POSITION

Shooting

When still, silent and further masked by cameleoline materials or drifting smoke, a Chapter’s forward operatives are almost impossible to spot until it is too late.

When

Start of your opponent’s Movement phase.

Target

One friendly **unengaged** PHOBOS **/** SCOUT SQUAD unit.

Effect

Your unit has -3" **detection range** until the end of the turn.

## Terminator Assault

Boarding Actions 4 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 CP Strategic Ploy Either 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 CP Strategic Ploy Your 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 CP Strategic Ploy Your 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 CP Battle Tactic Opponent'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.

## The Angelic Host

6 stratagems

### Upon Wings of Fire

At the end of your opponent s turn, you can select a number of ADEPTUS ASTARTES JUMP PACK units from your army (excluding units that are within Engagement Range of one or more enemy units). The maximum number of units you can select depends on the battle size, as follows:
**BATTLE SIZE** UNITS **Incursion** Up to 1 units **Strike Force** Up to 2 units **Onslaught** Up to 3 units
Once you have made your selections, remove those units from the battlefield and place them into **Strategic Reserves**. In the Reinforcements step of your next Movement phase, set each of those units up using their **Deep Strike** ability.
**RESTRICTIONS**
Your army can include BLOOD ANGELS units, but it cannot include any ADEPTUS ASTARTES units drawn from any other Chapter.

1 CP Epic Deed Either turn

### UNBRIDLED ARDOUR

Any phase

The Sanguinary Guard exemplify the noble heritage of Sanguinius, leaping to avenge their battle-brothers without hesitation.

When

Any phase.

Target

One ADEPTUS ASTARTES unit from your army that was just destroyed. You can use this Stratagem on that unit even though it was just destroyed.

Effect

Until the end of the battle, each time a friendly SANGUINARY GUARD unit makes an attack that targets the enemy unit that just destroyed your unit, you can re-roll the Hit roll and you can re-roll the Wound roll.

1 CP Battle Tactic Either turn

### ARMOUR OF CONTEMPT

Shooting · Fight

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

When

Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.

Target

One ADEPTUS ASTARTES unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

Effect

Until the attacking unit has finished making its attacks, each time an attack targets your unit, worsen the Armour Penetration characteristic of that attack by 1.

1 CP Battle Tactic Either turn

### ANGEL’S SACRIFICE

Fight

The Blood Angels would gladly put themselves in harm's way to protect others, just as Sanguinius sacrificed his own life.

When

Start of the Fight phase.

Target

One ADEPTUS ASTARTES JUMP PACK unit from your army.

Effect

Until the end of the phase, each time an enemy model within Engagement Range of your unit selects its targets, it must select your unit as the target of all of its attacks.

1 CP Battle Tactic Either turn

### MARTIAL EXEMPLARS

Fight

The Blood Angels are mighty warriors indeed, and wield their gilded and shimmering blades with consummate skill.

When

Fight phase.

Target

One ADEPTUS ASTARTES JUMP PACK unit from your army that has not been selected to fight this phase.

Effect

Until the end of the phase, melee weapons equipped by models in your unit have the \[LETHAL HITS\] and \[PRECISION\] abilities.

1 CP Epic Deed Your turn

### DESCENT OF ANGELS

Movement

The Blood Angels are masters of aerial assault, leaping from airborne transports with jump packs roaring to plunge into the heat of battle.

When

Your Movement phase.

Target

One ADEPTUS ASTARTES JUMP PACK unit from your army that is arriving using the **Deep Strike** ability this phase.

Effect

Your unit can be set up anywhere on the battlefield that is more than 6" horizontally away from all enemy units.

Restrictions

A unit targeted by this Stratagem is not eligible to declare a charge in the same turn.

1 CP Epic Deed Your turn

### DEATH FROM THE SKIES

Charge

The roar of the Blood Angels jump packs is as a funeral dirge to their foes.

When

Your Movement phase, just after an ADEPTUS ASTARTES JUMP PACK unit from your army Advances or Falls Back.

Target

That ADEPTUS ASTARTES JUMP PACK unit.

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.

## The Living Miracle

0 stratagems

### Anointed Champion

The warrior anointed as Emperor’s Champion by a crusade’s Chaplains is marked as such by the divine omens which assail him. With these visions as a guide, and having devoted what remains of his existence to the rigorous perfection of the blade, the Emperor’s Champion becomes a force of righteous and unerring destruction.

▪ When a friendly EMPEROR’S CHAMPION unit is **selected to fight**, that model’s melee attacks can:
▪ Re-roll one hit roll.
▪ Re-roll one wound roll.
▪ **Enhancements** selected from this **detachment** do not count towards the total number of **enhancements** in your army.
**Restrictions:** Your army can include BLACK TEMPLARS units, but it cannot include any ADEPTUS ASTARTES units drawn from any other Chapter.

## The Lost Brethren

6 stratagems

### A Noble Death in Combat

For the lost brothers of the Death Company one final battle remains. The sacrifice of each fallen warrior inspires his surviving brothers to ever greater acts of savage violence.

Each time a DEATH COMPANY model from your army makes a melee attack, re-roll a Wound roll of 1 if that model’s unit is below its Starting Strength; if that model’s unit is Below Half-strength, you can re-roll the Wound roll instead.
**KEYWORDS**
If you select this Detachment, DEATH COMPANY MARINES and DEATH COMPANY MARINES WITH BOLT RIFLES units from your army have the BATTLELINE keyword.
**RESTRICTIONS**
Your army can include BLOOD ANGELS units, but it cannot include any ADEPTUS ASTARTES units drawn from any other Chapter.

1 CP Epic Deed Either turn

### GLORIOUS SACRIFICE

Any phase

Even in death, the Lost bring victory to their Chapter.

When

Any phase.

Target

One DEATH COMPANY unit from your army that was just destroyed while it was within range of an objective marker you controlled. You can use this Stratagem on that unit even though it was just destroyed.

Effect

That objective marker remains under your control, even if you have no models within range of it, until your opponent controls it at the start or end of any turn.

1 CP Battle Tactic Either turn

### ARMOUR OF CONTEMPT

Shooting · Fight

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

When

Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.

Target

One ADEPTUS ASTARTES unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

Effect

Until the attacking unit has finished making its attacks, each time an attack targets your unit, worsen the Armour Penetration characteristic of that attack by 1.

1 CP Epic Deed Either turn

### FINAL RETRIBUTION

Fight

These battle-brothers have already accepted their deaths. They now seek to strike one last, telling blow against the enemy.

When

Fight phase, just after an enemy unit has selected its targets.

Target

One DEATH COMPANY 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 is within 12" of one or more friendly Chaplain models; on a 4+, do not remove it from play. The destroyed model can fight after the attacking unit has finished making its attacks, and is then removed from play.

1 CP Battle Tactic Either turn

### FURIOUS ONSLAUGHT

Fight

The Lost push towards new foes, the bloodlust in their veins enhancing their preternatural speed.

When

Fight phase.

Target

One DEATH COMPANY unit from your army, just before that unit Piles-in.

Effect

Until the end of the phase, each time a model in your unit makes a Pile-in move, it can move up to D3+3" instead of up to 3". If your unit is within 12" of one or more friendly Chaplain models, or if it is below Starting Strength, it can move up to 6" instead. In either case, it can only do so provided your unit ends that Pile-in move in Unit Coherency and within Engagement Range of one or more enemy units.

1 CP Battle Tactic Either turn

### LOST TO RAGE

Fight

The Lost are consumed utterly by rage.

When

Fight phase.

Target

One DEATH COMPANY unit from your army that is below Starting Strength and has not been selected to fight this phase.

Effect

Until the end of the phase, improve the Attacks, Stength and Armour Penetration characteristics of melee weapons equipped by models in your unit by 1 and, unless your unit is within 12" of one or more friendly Chaplain models, until the end of the phase, those weapons have the \[HAZARDOUS\] ability.

1 CP Strategic Ploy Your turn

### WRATHFUL RAMPAGE

Movement

So lost to rage are the Death Company that they surge unstoppably into battle, eagerly outpacing their brothers.

When

Your Movement phase, just after a DEATH COMPANY unit from your army Advances.

Target

That DEATH COMPANY unit.

Effect

Until the end of the turn, your unit is eligible to declare a charge in a turn in which it Advanced. If your unit is within 12" of one or more friendly Chaplain models, or it is below its Starting Strength, until the end of the turn, your unit is eligible to shoot and declare a charge in a turn in which it Advanced.

## Unforgiven Task Force

6 stratagems

### Grim Resolve

The Dark Angels are renowned for their unshakeable resolve, enduring tenacity and strict discipline in battle. They are tactically astute, able to prosecute their wars on any front. On the offence, they strike with all the martial pride of the Lion, while in defence they are stalwart, determined to accomplish their mission no matter the cost.

While an ADEPTUS ASTARTES unit from your army is **Battle-shocked**, change the Objective Control characteristic of models in that unit to 1, instead of 0. In your Command phase, select one ADEPTUS ASTARTES unit from your army; until the start of your next Command phase, add 1 to the Objective Control characteristic of models in that unit.
**RESTRICTIONS**
Your army can include DARK ANGELS units, but it cannot include any ADEPTUS ASTARTES units drawn from any other Chapter.

1 CP Battle Tactic Either 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, just after an enemy unit has selected its targets.

Target

One ADEPTUS ASTARTES unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

Effect

Until the attacking unit has finished making its attacks, each time an attack targets your unit, worsen the Armour Penetration characteristic of that attack by 1.

1 CP Battle Tactic Either turn

### UNFORGIVEN FURY

Shooting · Fight

With focused aggression, the Dark Angels relentlessly punish the foe.

When

Your Shooting phase or the Fight phase.

Target

One ADEPTUS ASTARTES unit from your army that has not been selected to shoot or fight this phase.

Effect

Until the end of the phase, weapons equipped by models in your unit have the \[LETHAL HITS\] ability. In addition, if one or more ADEPTUS ASTARTES units from your army are currently **Battle-shocked**, until the end of the phase, each time a model in your unit makes an attack, a successful unmodified Hit roll of 5+ scores a Critical Hit.

1 CP Strategic Ploy Your turn

### INTRACTABLE

Movement

Even the Dark Angels must give ground occasionally, y but their stubborn determination ensures they never do so for long, or without a fight.

When

Your Movement phase, just after an ADEPTUS ASTARTES unit from your army Falls Back.

Target

That ADEPTUS ASTARTES unit.

Effect

Until the end of the turn, your unit is eligible to shoot and declare a charge in a turn in which it Fell Back.

1 CP Battle Tactic Your turn

### FIRE DISCIPLINE

Shooting

There is no escaping the Unforgiven’s wrath when they bring their disciplined firepower to bear.

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 that unit have the \[ASSAULT\], \[HEAVY\] and \[IGNORES COVER\] abilities.

1 CP Strategic Ploy Opponent's turn

### GRIM RETRIBUTION

Shooting

Stern and vengeful as they are, the warriors of the Unforgiven Chapters deliver swift retribution to any foe foolish enough to try to lay them low.

When

Your opponent’s Shooting phase, just after an enemy unit has shot.

Target

One ADEPTUS ASTARTES unit from your army that had one or more models destroyed as a result of the attacking unit’s attacks.

Effect

Your unit can shoot as if it were your Shooting phase, but it must target the enemy unit that just attacked it, and can only do so if that enemy unit is an eligible target.

2 CP Battle Tactic Opponent's turn

### UNBREAKABLE LINES

Charge

Countless assaults have faltered against the unbreakable ceramite wall that is the Unforgiven standing their ground.

When

Your opponent’s Charge phase, just after an enemy unit ends a **Charge move**.

Target

One ADEPTUS ASTARTES unit from your army within Engagement Range of that enemy unit.

Effect

Until the end of the turn, each time an attack targets your unit, subtract 1 from the Wound roll.

## Vanguard Spearhead

6 stratagems

### Shadow Masters

The warriors of a Vanguard Spearhead slip through the shadows, half-seen spectres barely visible to the foe. Enemies blaze away into the gloom with increasing panic, their shots flying wide as covert specialists encircle their victims and prepare to level the killing blow.

Each time a ranged attack targets an ADEPTUS ASTARTES unit from your army, unless the attacking model is within 12", the target has the **Benefit of Cover** against that attack.

1 CP Wargear Either turn

### A DEADLY PRIZE

Command

Warriors of a Vanguard Spearhead will rig critical objectives with explosives to deny them to the enemy.

When

Start of the Command phase.

Target

One ADEPTUS ASTARTES INFANTRY or ADEPTUS ASTARTES MOUNTED unit from your army within range of an objective marker you control.

Effect

That objective marker is said to be Sabotaged, and remains under your control even if you have no models within range of it, until your opponent controls it at the start or end of any turn. While an objective marker is Sabotaged and under your control, each time an enemy unit ends a **Normal**, **Advance**, Fall Back or **Charge move** within range of that objective marker, roll one D6: on a 2+, that enemy unit suffers D3 **mortal wounds**.

1 CP Battle Tactic Either 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, just after an enemy unit has selected its targets.

Target

One ADEPTUS ASTARTES unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

Effect

Until the attacking unit has finished making its attacks, each time an attack targets your unit, worsen the Armour Penetration characteristic of that attack by 1.

2 CP Battle Tactic Either turn

### SURGICAL STRIKES

Fight

Every tyrant must fear the assassin's blade, and the vanguard spring ambushes with precision coordination.

When

Fight phase.

Target

One ADEPTUS ASTARTES INFANTRY unit from your army that has not been selected to fight this phase.

Effect

Until the end of the phase, melee weapons equipped by models in your unit have the \[PRECISION\] ability.

1 CP Battle Tactic Your turn

### STRIKE FROM THE SHADOWS

Shooting

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

When

Your Shooting phase.

Target

One ADEPTUS ASTARTES INFANTRY unit from your army that has not been selected to shoot this phase.

Effect

Until the end of the phase, each time a model in your unit makes a ranged attack that targets an enemy unit that is more than 12" away, improve the Ballistic Skill and Armour Penetration characteristics of that attack by 1. If one or more enemy models are destroyed as a result of those attacks, select one of those destroyed models; that destroyed model’s unit must take a Battle-shock test.

1 CP Strategic Ploy Opponent's turn

### CALCULATED FEINT

Charge

A feigned retreat can be used to overextend eager foes or draw them into deadly arcs of fire.

When

Your opponent’s Charge phase, just after an enemy unit **declares a charge**.

Target

One friendly ADEPTUS ASTARTES INFANTRY unit within 12" of that enemy unit.

Effect

Your unit can make a **Normal move** of up to D6", or up to 6" instead if it is a PHOBOS or SCOUT SQUAD unit.
**RESTRICTION:** You cannot select a unit that is within Engagement Range of one or more enemy units.

1 CP Strategic Ploy Opponent's turn

### GUERRILLA TACTICS

Fight

At the 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

Up to two PHOBOS and/or SCOUT SQUAD units from your army, or one other ADEPTUS ASTARTES INFANTRY unit from your army.

Effect

Remove those units from the battlefield and place them into **Strategic Reserves**.

Restrictions

Each unit selected for this Stratagem must be more than 3" away from all enemy models.

## Vengeful Hosts

3 stratagems

### Imperator Unleashed

The warrior hosts deployed in Operation Imperator know they must strike with decisive fury if they are to break their foes.

In a turn a friendly ADEPTUS ASTARTES FLY INFANTRY unit made an **ingress**/**charge move**, that unit’s attacks can re-roll **hit rolls** of 1.

1 CP Either turn

### METEORIC ONSLAUGHT

Fight

Jump jets blazing, these Space Marine shock troops slam into their foes with bone-breaking force.

When

Fight phase, when a friendly ADEPTUS ASTARTES FLY INFANTRY unit that made a **charge move** this turn is **selected to attack**.

Target

That friendly ADEPTUS ASTARTES FLY INFANTRY unit.

Effect

Your unit’s melee attacks have +1 **S**.

1 CP Either turn

### PURGE BY SECTORS

Fight

Focused on sweeping the Ork threat from Armageddon, if these warriors find themselves unengaged, they press swiftly onward.

When

End of the Fight phase.

Target

One friendly **unengaged** ADEPTUS ASTARTES FLY INFANTRY unit that was **eligible to fight** this phase.

Effect

Your unit can make a **normal move** of up to D3+3".

1 CP Your turn

### KNOW NO FEAR

Command

Inspired by duty, these warriors reject dismay and fight on with renewed fury.

When

Your Command phase.

Target

One friendly **battle-shocked** ADEPTUS ASTARTES unit. You can target that unit with this **stratagem** even though it is **battle-shocked**.

Effect

Your unit is no longer **battle-shocked**.

## Veterans of the Fang

3 stratagems

### Old Greymanes

Even in the midst of a brutal gunfight, Grey Hunters remain cool-headed and determined to discharge their duty to Chapter and Allfather.

▪ When a friendly GREY HUNTER unit **starts an action**, that action does not prevent this unit from being **eligible to shoot**.
▪ In the Declare Battle Formations step, you can split a friendly GREY HUNTERS unit into two units, each with a starting strength of 5.
**Restrictions:** Your army can include SPACE WOLVES units, but it cannot include any ADEPTUS ASTARTES units drawn from any other Chapter.

1 CP Either turn

### GRIZZLED KILLERS

Fight

Be it mighty beasts or hordes of lesser foes, these warriors learned long ago how to best them.

When

Fight phase, when a friendly GREY HUNTERS unit is **selected to fight**.

Target

That GREY HUNTERS unit.

Effect

Your unit’s melee attacks have:
▪ \[SUSTAINED HITS 1\].
▪ OR: \[LETHAL HITS\].

1 CP Your turn

### ICY CALM

Movement

No matter what is demanded of them amidst the mayhem of battle, still packs of Grey Hunters are able to complete even the most complex tasks with stern surety.

When

Your Movement phase, when a friendly GREY HUNTERS unit is selected to make an **advance** **/** **fall-back move**.

Target

That GREY HUNTERS unit.

Effect

That move does not prevent your unit from being **eligible to start an action**.

1 CP Your turn

### BLADE-KEEN SENSES

Shooting

Many decades’ experience hunting foes through the worst conditions have honed the senses of these warriors to near-inescapable sharpness.

When

Start of your Shooting phase.

Target

One friendly **unengaged** GREY HUNTERS unit.

Effect

Select one **visible** enemy unit within 24" of your unit. That enemy unit has +6" **detection range**.

## Vindication Task Force

6 stratagems

### Purge and Sanctify

▪ Each time an attack targets an ANCIENT unit from your army, if that unit is within range of one or more objective markers and the Strength characteristic of that attack is greater than the Toughness characteristic of that unit, subtract 1 from the Wound roll.
▪ Each time a friendly CRUSADER SQUAD unit makes a **surge move**, instead of selecting a surge target, you can 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 CP Epic Deed Either turn

### REFUSAL TO YIELD

Any phase

Where honour is upheld, the Emperor's divinity may manifest to grant his pious warrior new strength.

When

Any phase, just after an ANCIENT model from your army is destroyed.

Target

That ANCIENT model. You can use this Stratagem on that model even though it was just destroyed.

Effect

At the end of the phase, set your model back up on the battlefield, as close as possible to where it was destroyed and not within Engagement Range of one or more enemy units, with its full wounds remaining.

Restrictions

You cannot target the same model with this Stratagem more than once per battle.

1 CP Battle Tactic Either turn

### LITANIES OF PURGATION

Fight

Where the Emperor's domain is imperilled by the unholy, the Black Templars vow to cleanse it.

When

Fight phase.

Target

One ADEPTUS ASTARTES unit from your army that has not been selected to fight this phase.

Effect

Until the end of the phase, each time a model in your unit makes an attack, if that model’s unit is within range of one or more objective markers or the target unit is within range of one or more objective markers, improve the Armour Penetration characteristic of that attack by 1.

1 CP Battle Tactic Either 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.

Target

One ADEPTUS ASTARTES unit from your army that has not been selected to shoot or fight this phase.

Effect

Until the end of the phase, ranged weapons equipped by models in your unit have the \[IGNORES COVER\] ability and each time a model in your unit makes an attack, you can ignore any or all modifiers to the following: that attack’s Ballistic Skill or Weapon Skill characteristic; the Hit roll.

1 CP Strategic Ploy Either turn

### RECLAIM OUR HONOUR!

Shooting · Fight

The sacred standards of a crusade embody its warriors' honour, and no one would see them lost.

When

Your opponent’s Shooting phase or the Fight phase, just after an enemy unit destroys an ANCIENT model from your army that has not been targeted with the Refusal to Yield Stratagem this phase.

Target

One ADEPTUS ASTARTES unit from your army **visible** to that enemy unit.

Effect

Until the end of the battle, each time an ADEPTUS ASTARTES model from your army makes an attack that targets that enemy unit, add 1 to the Hit roll.

Restrictions

You cannot target that ANCIENT model with the Refusal to Yield Stratagem this phase.

1 CP Strategic Ploy Opponent's turn

### RECITATION OF THE REVERED

Shooting

The Ancient leads a deafening recital of his banner's honours, the projected chant's zeal shaking the foe.

When

Your opponent’s Shooting phase, just after an enemy unit has selected its targets.

Target

One ANCIENT unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

Effect

Until the end of the phase, each time an attack targets your unit, subtract 1 from the Hit roll.

2 CP Strategic Ploy Opponent's turn

### PERFERVID INTERVENTION

Charge

When the Emperor blesses his crusaders with the opportunity to seize the initiative, none refuse.

When

End of your opponent’s Charge phase.

Target

One ADEPTUS ASTARTES unit from your army that is within 6" of one or more enemy units and would be eligible to declare a charge against one or more of those enemy units if it were your Charge phase.

Effect

Your unit now declares a charge that only targets one or more of those enemy units, and you resolve that charge.

Restrictions

Note that even if this charge is successful, your unit does not receive any Charge bonus this turn.

## Wrath of the Doomed

3 stratagems

### Fanatical Celerity

The madness of the Black Rage burns through the mind of the Lost Brethren with a speed and ferocity matched by the warriors in battle. Swept up in visions of the Primarch’s darkest days of wing-swift fury, they push their bodies past their limits in efforts to emulate his rapid wrath.

When a friendly DEATH COMPANY unit is selected to make an **advance move**, you can use this ability. If you do:
▪ That unit suffers D3+1 **mortal wounds**.
▪ That move does not prevent that unit from being **eligible to declare a charge**.
This **detachment** has the DOOMED tag and cannot be taken with another DOOMED **detachment**.
**Restrictions:** Your army can include BLOOD ANGELS units, but it cannot include any ADEPTUS ASTARTES units drawn from any other Chapter.

1 CP Either 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 CP Your 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 CP Opponent'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.

Each time an attack targets an ADEPTUS ASTARTES INFANTRY or ADEPTUS ASTARTES MOUNTED unit from your army, if the Strength characteristic of that attack is greater than the Toughness characteristic of that unit, subtract 1 from the Wound roll.

2 CP Battle Tactic Either turn

### INESCAPABLE JUSTICE

Any phase

The Dark Angels pursue their enemies relentlessly, eliminating one with ruthless precision before turning to the next.

When

Any phase, just after your Oath of Moment target is destroyed.

Target

One ADEPTUS ASTARTES CHARACTER unit that is on the battlefield.

Effect

Select one enemy unit within 12" and **visible** to your unit. That enemy unit becomes your Oath of Moment target until the start of your next Command phase.

1 CP Strategic Ploy Either 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 ADEPTUS ASTARTES unit from your army that is within Engagement Range of one or more enemy units.

Effect

Until the start of your next Command phase, add 1 to the Objective Control characteristic of models in your unit. In addition, until the end of the turn, if your unit does not have the DEATHWING, RAVENWING or VEHICLE keyword, each time a model in your unit makes an attack, add 1 to the Hit roll.

1 CP Battle Tactic Either turn

### ARMOUR OF CONTEMPT

Shooting · Fight

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

When

Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.

Target

One ADEPTUS ASTARTES unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

Effect

Until the attacking unit has finished making its attacks, each time an attack targets your unit, worsen the Armour Penetration characteristic of that attack by 1.

1 CP Battle Tactic Your turn

### TACTICAL MASTERY

Movement

When the constituent elements of the Dark Angels fight as one, the enemy is often overwhelmed and torn apart by the fluidity of the Chapter’s rapid advances, tactical withdrawals and unexpected counteroffensives.

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. If your unit has the RAVENWING keyword, it is also eligible to shoot and declare a charge in a turn in which it Fell Back.

1 CP Strategic Ploy Your 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.

Target

One ADEPTUS ASTARTES INFANTRY or ADEPTUS ASTARTES MOUNTED unit from your army that has not been selected to shoot this phase.

Effect

Until the end of the phase, add 2 to the Strength characteristic of ranged weapons equipped by models in your unit.

1 CP Strategic Ploy Opponent's turn

### LEONINE AGGRESSION

Charge

The Dark Angels are always aggressive in their waging of war, seizing any opportunity to pounce upon and annihilate their prey.

When

End of your opponent’s Charge phase.

Target

One ADEPTUS ASTARTES unit from your army within 3" of one or more enemy units, or one DEATHWING unit from your army within 6" of one or more enemy units.

Effect

Your unit now **declares a charge** that only targets one or more of those enemy units, and you resolve that charge.

Restrictions

Note that even if this charge is successful, your unit does not receive any Charge bonus this turn.

## Wrathful Procession

3 stratagems

### Chant of Deathless Devotion

With wrathful litanies, a crusade’s Chaplains rouse the ardent souls of their battle-brothers, calling upon their faith in the God-Emperor to shield them from the blasphemy of the unbeliever.

Friendly CHAPLAIN units have 5+ **InSv** against ranged attacks.
**Restrictions:** Your army can include BLACK TEMPLARS units, but it cannot include any ADEPTUS ASTARTES units drawn from any other Chapter.

1 CP Either turn

### FUELLED BY FAITH

Any phase

So powerfully gripped by holy fervour are these warriors that they fight on through even the most grievous wounds to body and mind.

When

Any phase, when a friendly CHAPLAIN unit suffers a **mortal wound**.

Target

That CHAPLAIN unit.

Effect

Your unit has **Feel No Pain 4+** against **mortal wounds**.

1 CP Either turn

### CASTIGATE THE DEMAGOGUES

Fight

There is nowhere that the architects of heresy can hide from the righteous judgement of the Black Templars.

When

Fight phase, when a friendly CHAPLAIN unit is **selected to fight**.

Target

That CHAPLAIN unit.

Effect

Your unit’s melee attacks have \[PRECISION\].

1 CP Either turn

### RITE OF PERFERVID WRATH

Fight

With a bellowed oath to Rogal Dorn, Chaplains lead their warriors plunging into the foe’s midst, shattering armour and crushing skulls with blows granted the strength of their devotion.

When

Fight phase, when a friendly CHAPLAIN unit is **selected to fight**.

Target

That CHAPLAIN unit.

Effect

Your unit’s melee attacks have +1 **S**.

The ten core stratagems every army shares print with any faction on the [card printer](/print/stratagems).
