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SM_2K_230628
SM_2K_230628
ARMY RULES
In battle, Space Marines swear mighty oaths to destroy the enemies of the Emperor and uphold the honour of
their Chapter, and such vows are sacrosanct. When the Angels of Death strike, they do so with the precision of a
surgeon and the force of a thunderbolt. Experience and strategic expertise help them to read the shifting shape
of the battle with post-human speed and clarity, directing their wrath towards one priority target after another.
Command assets are annihilated, leaving the enemy reeling leaderless. Heavy armour, potent artillery and the
vaunted elites of the foe’s forces are laid waste with horrifying speed, until the Emperor’s Angels of Death stand
victorious over a field of smouldering wreckage and bolt-riddled corpses, and honour is finally satisfied.
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, each time a model from your army
with this ability makes an attack that targets that
enemy unit, you can re-roll the Hit roll and you can
re-roll the Wound roll.
COMBAT DOCTRINES
The Codex Astartes has proven its worth as a superb
treatise on warfare over countless battlefields, and
has remained so even after ten thousand years. Many
Space Marines hold its wisdom in awe, and exemplify
its teachings, employing a flexible set of combat
doctrines to eliminate their enemy. Few opponents
can withstand the fury of such an onslaught.
DEVASTATOR DOCTRINE
The Codex Astartes explains in detail the strategic value
of overwhelming firepower applied to key targets while
advancing into position in order to eliminate threats and
create tactical openings.
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.
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.
A great commander can bend even the vagaries In close-quarters combat, the slightest hesitation
of fate and fortune to their will, the better to can leave an opening for a swift foe to exploit.
1CP ensure victory.
2CP
WHEN: Fight phase, just after an enemy unit
WHEN: In any phase, just after you have made a Hit has fought.
roll, a Wound roll, a Damage roll, a saving throw, an TARGET: One unit from your army that is within
Advance roll, a Charge roll, a Desperate Escape test, Engagement Range of one or more enemy units
a Hazardous test, or just after you have rolled the and that has not already been selected to fight
dice to determine the number of attacks made with a this phase.
weapon, for an attack, model or unit from your army.
EFFECT: Your unit fights next.
EFFECT: You re-roll that roll, test or saving throw.
EPIC CHALLENGE
CORE – EPIC DEED STRATAGEM
41
Indifferent to their own survival, these warriors hold A hail of wildfire can drive back advancing foes.
their ground against seemingly impossible odds.
1CP WHEN: Your opponent’s Movement or Charge phase,
WHEN: Battle-shock step of your Command phase, just after an enemy unit is set up or when an enemy
just after you have failed a Battle-shock test taken unit starts or ends a Normal, Advance, Fall Back or
for a unit from your army (pg 11). Charge move.
1CP
TARGET: The unit from your army that Battle-shock TARGET: One unit from your army that is within 24" of
test was just taken for (even though your that enemy unit and that would be eligible to shoot if
Battle-shocked units cannot normally be affected by it were your Shooting phase.
your Stratagems). EFFECT: Your unit can shoot that enemy unit as if it
EFFECT: Your unit is treated as having passed that were your Shooting phase.
test instead, and is not Battle-shocked as a result. RESTRICTIONS: Until the end of the phase, each
time a model in your unit makes a ranged attack,
GRENADE an unmodified Hit roll of 6 is required to score a hit,
irrespective of the attacking weapon’s Ballistic Skill
CORE – WARGEAR STRATAGEM or any modifiers. You can only use this Stratagem
Priming their hand-held projectiles, these warriors once per turn.
draw back and hurl death into the enemy’s midst.
1CP
WHEN: Your Shooting phase. GO TO GROUND
TARGET: One Grenades unit from your army that is CORE – BATTLE TACTIC STRATAGEM
not within Engagement Range of any enemy units
Seeking salvation from incoming fire, warriors hurl
and has not been selected to shoot this phase.
themselves into whatever cover they can find.
EFFECT: Select one enemy unit that is not within 1CP
Engagement Range of any units from your army and WHEN: Your opponent’s Shooting phase, just after an
is within 8" of and visible to your Grenades unit. enemy unit has selected its targets.
Roll six D6: for each 4+, that enemy unit suffers 1 TARGET: One Infantry unit from your army that was
mortal wound. selected as the target of one or more of the attacking
unit’s attacks.
TANK SHOCK EFFECT: Until the end of the phase, all models in
your unit have a 6+ invulnerable save and have the
CORE – STRATEGIC PLOY STRATAGEM Benefit of Cover (pg 44).
Ramming the foe with a speeding vehicle may be an
1CP
unsubtle tactic, but it is a murderously effective one.
SMOKESCREEN
WHEN: Your Charge phase. CORE – WARGEAR STRATAGEM
TARGET: One Vehicle unit from your army.
Even the most skilled marksmen struggle to hit targets
EFFECT: Until the end of the phase, after your unit veiled by billowing screens of smoke.
ends a Charge move, select one enemy unit within 1CP
Engagement Range of it, then select one melee WHEN: Your opponent’s Shooting phase, just after an
weapon your unit is equipped with. Roll a number of enemy unit has selected its targets.
D6 equal to that weapon’s Strength characteristic. TARGET: One Smoke unit from your army that was
If that Strength characteristic is greater than that selected as the target of one or more of the attacking
enemy unit’s Toughness characteristic, roll two unit’s attacks.
additional D6. For each 5+, that enemy unit suffers 1 EFFECT: Until the end of the phase, all models in your
mortal wound (to a maximum of 6 mortal wounds). unit have the Benefit of Cover (pg 44) and the Stealth
ability (pg 20).
RAPID INGRESS
CORE – STRATEGIC PLOY STRATAGEM HEROIC INTERVENTION
Be it cunning strategy, potent technology or CORE – STRATEGIC PLOY STRATAGEM
supernatural ritual, there are many means by which a
1CP commander may hasten their warriors’ onset.
Voices raised in furious war cries, your warriors surge
forth to meet the enemy’s onslaught head-on.
2CP
WHEN: End of your opponent’s Movement phase. WHEN: Your opponent’s Charge phase, just after an
TARGET: One unit from your army that is in Reserves. enemy unit ends a Charge move.
EFFECT: Your unit can arrive on the battlefield TARGET: One unit from your army that is within 6"
as if it were the Reinforcements step of your of that enemy unit and would be eligible to declare
Movement phase. a charge against that enemy unit if it were your
RESTRICTIONS: You cannot use this Stratagem to Charge phase.
enable a unit to arrive on the battlefield during a EFFECT: Your unit now declares a charge that targets
battle round it would not normally be able to do so in. only that enemy unit, and you resolve that charge as
if it were your Charge phase.
RESTRICTIONS: You can only select a Vehicle unit
from your army if it is a Walker. Note that even if 42
this charge is successful, your unit does not receive
any Charge bonus this turn (pg 29).
Imminent death does not prevent a Space The belligerency of the Adeptus Astartes,
Marine from enacting his final justice combined with their transhuman
2CP upon the enemies of the Imperium. physiology, makes them unyielding foes
to face.
WHEN: Fight phase, just after an enemy
unit has selected its targets. WHEN: Your opponent’s Shooting phase or
1CP the Fight phase, just after an enemy unit
TARGET: One Adeptus Astartes unit
from your army that was selected as the has selected its targets.
target of one or more of the attacking TARGET: One Adeptus Astartes unit
unit’s attacks. from your army that was selected as the
EFFECT: Until the end of the phase, each target of one or more of the attacking
time a model in your unit is destroyed, if unit’s attacks.
that model has not fought this phase, do EFFECT: Until the end of the phase, each
not remove it from play. The destroyed time an attack targets your unit, worsen
model can fight after the attacking the Armour Penetration characteristic of
model’s unit has finished making its that attack by 1.
attacks, and is then removed from play.
The tenets of the Codex Astartes allow for Space Marines know precisely when
unorthodox use of combat tactics and to give ground in order to leave their
1CP the employment of divergent strategic
1CP enemies floundering, before surging back
doctrines if doing so will lead to victory. into the fight and driving them from the
field in disarray.
WHEN: Your Command phase.
TARGET: One Adeptus Astartes unit from WHEN: Your opponent’s Movement phase,
your army. just after an enemy unit ends a Normal,
Advance or Fall Back move.
EFFECT: Select the Devastator Doctrine,
Tactical Doctrine or Assault Doctrine. Until TARGET: One Adeptus Astartes Infantry
the start of your next Command phase, or Adeptus Astartes Mounted unit from
that Combat Doctrine is active for that unit your army that is within 9" of the enemy
instead of any other Combat Doctrine that unit that just ended that move.
is active for your army, even if you have EFFECT: Your unit can make a Normal
already selected that doctrine this battle. move of up to D6", or a Normal move of up
to 6" instead if it is under the effects of the
Tactical Doctrine.
STORM OF FIRE
RESTRICTIONS: You cannot select a unit
GLADIUS TASK FORCE – BATTLE TACTIC STRATAGEM that is within Engagement Range of one or
There is no escaping the wrath of the more enemy units.
Space Marines, and they use their
1CP weapons to bring swift death to their foes
wherever they may hide, expertly placing
their shots to wreak maximum damage.
WHEN: Your Shooting phase.
TARGET: One Adeptus Astartes unit from
your army.
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.
ADEPTUS ASTARTES – GLADIUS TASK FORCE
ENHANCEMENTS
If you are using the Gladius Task Force Detachment rule, you can use these Gladius Task Force Enhancements.
6" 4 3+ 4 6+ 1
Before selecting targets for this weapon, select one of its profiles to make attacks with.
PRIMARIS LIEUTENANT
Primaris Lieutenants, in addition to being extremely able tacticians
and strategists, are highly skilled warriors. Experts in all the lethal
firearms of the Intercessors they so often command and fight
alongside, they lay down impressive volleys of bolts even as they
bellow orders and coordinate their brothers’ fire.
6" 4 3+ 4 5+ 1
INVULNERABLE SAVE 4+
PRIMARIS CHAPLAIN
Cloak billowing in the heat of battle and absolvor pistol flaring,
Primaris Chaplains stride purposefully into battle, the boom of their
oration audible even over the furious din of conflict. Without rest they
exhort their brothers to victory, steeling their hearts, minds and souls
no matter the savagery of the enemy.
LEADER
This model can be attached to the following units:
■ Assault Intercessor Squad
■ Bladeguard Veteran Squad
■ Hellblaster Squad
■ Infernus Squad
■ Intercessor Squad
■ Sternguard Veteran Squad
6" 4 2+ 4 6+ 1
PRIMARIS TECHMARINE
Primaris Techmarines stride selflessly through oncoming fire
to soothe the machine spirits of wounded war engines, deftly
peeling back damaged armour plates to repair burnt-out cabling
and bending warped panels back into shape with their servo-arms
and mechadendrites.
LEADER
This model can be attached to the following units:
■ Assault Intercessor Squad
■ Astartes Servitors
■ Intercessor Squad
6" 4 3+ 2 6+ 2
Before selecting targets for this weapon, select one of its profiles to make attacks with.
5" 6 3+ 3 6+ 2
6" 4 3+ 3 6+ 1
INVULNERABLE SAVE 4+
Before selecting targets for this weapon, select one of its profiles to make attacks with.
6" 4 3+ 4 5+ 1
INVULNERABLE SAVE* 4+
* This model has a 4+ invulnerable save against
melee attacks.
FACTION KEYWORDS:
KEYWORDS: Infantry, Character, Imperium, Tacticus, Judiciar
Adeptus Astartes
JUDICIAR
Sworn to silence, Judiciars do not preach aloud, but instead their
deeds are a litany of fury. Wielding a tempormortis in one hand and an
immense blade in the other, they must prove their worth in battle to
join the Chaplaincy proper, doing so through acts of devotion and the
slaying of enemies.
LEADER
This model can be attached to the following units:
■ Assault Intercessor Squad
■ Bladeguard Veteran Squad
■ Infernus Squad
■ Intercessor Squad
■ Sternguard Veteran Squad
FACTION KEYWORDS:
KEYWORDS: Infantry, Character, Imperium, Tacticus, Judiciar
Adeptus Astartes
REDEMPTOR DREADNOUGHT
M T SV W LD OC
8" 10 2+ 12 6+ 4
Before selecting targets for this weapon, select one of its profiles to make attacks with.
FACTION KEYWORDS:
KEYWORDS: Vehicle, Walker, Imperium, Redemptor Dreadnought
Adeptus Astartes
REDEMPTOR DREADNOUGHT
Redemptor Dreadnoughts are some of the largest of their kind ever
fielded by the Adeptus Astartes. Armed to the teeth, they can be
equipped to utterly destroy virtually any kind of battlefield target with
hails of solid shot or super-heated plasma.
FACTION KEYWORDS:
KEYWORDS: Vehicle, Walker, Imperium, Redemptor Dreadnought
Adeptus Astartes
BRUTALIS DREADNOUGHT
M T SV W LD OC
8" 10 2+ 12 6+ 4
Before selecting targets for this weapon, select one of its profiles to make attacks with.
FACTION KEYWORDS:
KEYWORDS: Vehicle, Walker, Imperium, Dreadnought, Brutalis Dreadnought
Adeptus Astartes
BRUTALIS DREADNOUGHT
The Brutalis Dreadnought is a line-breaker and a terror weapon. As it
storms towards the enemy lines it lays down a hail of anti-personnel
fire. Yet the greatest threat lies in its massive ceramite-sheathed fists
or talons, which can crush an armoured warrior like spoiled fruit or
punch through a bunker wall like parchment.
FACTION KEYWORDS:
KEYWORDS: Vehicle, Walker, Imperium, Dreadnought, Brutalis Dreadnought
Adeptus Astartes
OUTRIDER SQUAD
M T SV W LD OC
12" 5 3+ 4 6+ 2 OUTRIDER
FACTION KEYWORDS:
KEYWORDS: Mounted, Grenades, Imperium, Outrider Squad
Adeptus Astartes
OUTRIDER SQUAD
Outrider Squads advance ahead of the main Space Marine lines, guard
flanks of larger formations and hunt down enemy infiltrators. When
battle is joined, they conduct lightning-fast hit-and-run attacks on
defended positions, and run down those who would try to escape the
vengeance of the Chapter.
FACTION KEYWORDS:
KEYWORDS: Mounted, Grenades, Imperium, Outrider Squad
Adeptus Astartes
INVADER ATV
M T SV W LD OC
12" 5 3+ 8 6+ 2
FACTION KEYWORDS:
KEYWORDS: Mounted, Grenades, Imperium, Invader ATV
Adeptus Astartes
INVADER ATV
The Invader is a highly flexible all-terrain vehicle, perfectly adapted to
an aggressive reconnaissance role. Outfitted with either a multi-melta
or onslaught gatling cannon, it can rapidly deliver punishing fire
against vulnerable parts of the enemy line, or swiftly engage and
destroy scouting elements of opposing forces.
FACTION KEYWORDS:
KEYWORDS: Mounted, Grenades, Imperium, Invader ATV
Adeptus Astartes
HELLBLASTER SQUAD
M T SV W LD OC
6" 4 3+ 2 6+ 1
Before selecting targets for this weapon, select one of its profiles to make attacks with.
FACTION KEYWORDS:
KEYWORDS: Infantry, Grenades, Imperium, Tacticus, Hellblaster Squad
Adeptus Astartes
HELLBLASTER SQUAD
Few foes can survive the incandescent fury of a Hellblaster Squad.
Whether they be Tyranid Hive Tyrant, Ork Warboss or Heretic Astartes
battle tank, all are reduced to ash and slag by searing, well-aimed
plasma fire pouring from the Hellblasters’ ferocious weapons.
FACTION KEYWORDS:
KEYWORDS: Infantry, Grenades, Imperium, Tacticus, Hellblaster Squad
Adeptus Astartes
FIRESTRIKE SERVO-TURRETS
M T SV W LD OC
3" 6 2+ 6 6+ 2
FACTION KEYWORDS:
KEYWORDS: Artillery, Vehicle, Imperium, Firestrike Servo-turrets
Adeptus Astartes
FIRESTRIKE SERVO-TURRETS
Primarily a defensive weapon, the Firestrike Servo-turret lays down
withering volleys of fire to secure flanks or the Space Marines’ base
of operations. Mounted on gravitic ventral plates, they can hover
across the battlefield to ideal firing positions from which to slaughter
attacking enemies.
FACTION KEYWORDS:
KEYWORDS: Artillery, Vehicle, Imperium, Firestrike Servo-turrets
Adeptus Astartes
IMPULSOR
M T SV W LD OC
12" 9 3+ 11 6+ 2
Before selecting targets for this weapon, select one of its profiles to make attacks with.
FACTION KEYWORDS:
KEYWORDS: Vehicle, Transport, Dedicated Transport, Imperium, Impulsor
Adeptus Astartes
IMPULSOR
Equipped with vectored thrusters that make it faster than any other
gravitic tank in the Space Marines’ armouries, the Impulsor is a highly
adaptable transport used by all Primaris Space Marines for rapid
insertion and flanking manoeuvres. It is particularly favoured by
Vanguard forces.
FACTION KEYWORDS:
KEYWORDS: Vehicle, Transport, Dedicated Transport, Imperium, Impulsor
Adeptus Astartes
DROP POD
M T SV W LD OC
- 7 3+ 8 6+ 2
FACTION KEYWORDS:
KEYWORDS: Vehicle, Transport, Imperium, Drop Pod
Adeptus Astartes
DROP POD
Launched from ships in low orbit, Drop Pods full of Space Marines
slam into the battlefield, their hatches blowing open upon the violent
impact. Within seconds, the squad bursts out with weapons firing.
Such deadly strikes send the foe into disarray as their lines are torn
apart in the furious assault.
TRANSPORT
This model has a transport capacity of 10 Adeptus Astartes
Infantry models. It cannot transport Jump Pack, Wulfen,
Gravis, Centurion or Terminator models.
FACTION KEYWORDS:
KEYWORDS: Vehicle, Transport, Imperium, Drop Pod
Adeptus Astartes