Space Marine Test

Space Marine Test

Common Abilities and Options

Morale 5+:
This unit can become SHAKEN but cannot route from the battlefield.

Astartes:
During each friendly ADEPTUS ASTARTES unit’s activation, it can perform either two Shoot actions or two Fight actions. If it’s two Shoot actions, a bolt weapon must be selected for at least one of them, and if it’s a bolt sniper rifle or heavy bolter, 1 additional AP must be spent for the second action if both actions are using that weapon.

Each friendly ADEPTUS ASTARTES unit can counteract regardless of it’s order.

Multiple instances of abilities (such as the Astartes ability) do not stack.

Heroic Leader:
Once per turning point, you can do one of the following:

  • Use a firefight ploy for 0CP if this is the specified SPACE MARINES (excluding Command Re-roll).
  • Use the Combat Doctrine strategy ploy when you activate a friendly SPACE MARINES unit if this unit is in the killzone and isn’t within control range of enemy models (pay its CP cost as normal). Note that you cannot do so if you’ve already used that ploy during this turning point. Use the Adjust Doctrine firefight ploy for 0CP if this unit is in the killzone and isn’t within control range of enemy models.

Leader:
This model can be attached to the following units:

  • Assault Intercessor Squad
  • Bladeguard Veteran Squad
  • Company Heroes
  • Hellblaster Squad
  • Infernus Squad
  • Intercessor Squad
  • Sternguard Veteran Squad
  • Deathwatch Veterans
  • Decimus Kill Team
  • Fortis Kill Team.

This model cannot be attached to a BLADEGUARD VETERAN SQUAD unless this model is equipped with a relic shield, and cannot be attached to a HELLBLASTER SQUAD unless this model is equipped with a plasma pistol.

Wargear Options:
This model’s bolt pistol, master-crafted bolter and close combat weapon can be replaced with one of the following:

  • 1 heavy bolt pistol and 1 power fist
  • 1 heavy bolt pistol and 1 master-crafted power weapon
  • 1 neo-volkite pistol and 1 power fist
  • 1 neo-volkite pistol and 1 master-crafted power weapon
  • 1 plasma pistol and 1 power fist
  • 1 plasma pistol and 1 master-crafted power weapon
  • 1 heavy bolt pistol, 1 master-crafted power weapon and 1 relic shield
  • This model’s close combat weapon can be replaced with one of the following:
  • 1 master-crafted power weapon
  • 1 power fist

Iron Halo:
Once per battle, when an attack inflicts Normal Damage on this unit, you can ignore the inflicted normal damage.

Morale 6+:

80 Points:

Chapter Veteran:
At the end of the Select Units step, if this unit is selected for deployment, select one additional CHAPTER TACTIC for it to have for the battle. Unlike primary and secondary CHAPTER TACTICS, you don't have to select the same one for each battle in a campaign or tournament.

If this model is leading a unit, their unit also gains the additonal CHAPTER TACTIC.

Deep Strike:
Units where all models have this ability may be set aside before deployment. At the start of any round after the first, after determining initiative, units where all models have this ability may be deployed anywhere on the battlefield over 9” away from enemy models. Players alternate in placing units with DEEP STRIKE, starting with the player with the initiative.

CT: HARDY:
- Whenever this unit is shot at by enemy operatives, defense dice results of 5+ are critical successes.

  • Whenever this unit is retaliating, the first time an attack dice inflicts Normal Damage of 3 or more on this unit during that sequence, that dice inflicts 1 less damage on it.

Operatives

1. Roboute Guilliman
Roboute Guilliman
A 3
M 8”
S 2+
W 10/10
Weapons
ATK
HIT
DMG
Hand of Dominion (Rng 30”)
2
2+
2/3
Emperor’s Sword (Lethal 5+)
14
2+
2/3
Hand of Dominion (Brutal)
7
2+
4/5
Abilities
Morale 5+Ultramarines BodyguardArmor of Fate340 PointsSupreme StrategistAstartes

Ultramarines Bodyguard: While this model is within 3" of one or more friendly Adeptus Astares Infantry units, this model can only be selected as the target of ranged attacks if the attacking model is within 12 inches

Armor of Fate: The first time this model is destroyed roll 1d6 at the end of the current acrivation: on a 3+, set this model back up on the battlefield as close as possible to where it was destroyed and not within Engagement Range of any enemy units, with 6 wounds remaining.

340 Points:

Supreme Strategist: Once per Turning Point, one unit from your army with this ability can use it when a friendly ADEPTUS ASTARTES unit within 12" of that model is targeted with a Ploy. If it does, reduce the CP cost of that usage of that Ploy by 1CP.

MONSTER, CHARACTER, EPIC HERO, IMPERIUM, PRIMARCH, ROBOUTE GUILLIMAN
2. Captain
Captain
A 3
M 6"
S 3+
W 5/5
Weapons
ATK
HIT
DMG
Bolt Pistol (Rng 12")
1
2+
1/2
Master Crafted Bolter (Rng 24", PrcCrit1)
2
2+
2/3
Master Crafted Power Weapon (Lethal 5+)
6
2+
2/3
Abilities
Heroic LeaderLeaderWargear OptionsAstartesIron HaloMorale 6+80 PointsChapter Veteran
Options
CT: HARDY
INFANTRY, CHARACTER, GRENADES, IMPERIUM, TACTICUS, CAPTAIN, ANGEL OF DEATH, ADEPTUS ASTARTES, LEADER, SPACE MARINE CAPTAIN
3. Captain in Gravis Armour
Captain in Gravis Armour
A 3
M 5"
S 3+
W 6/6
Weapons
ATK
HIT
DMG
Boltstorm Gauntlet (Rng 12")
3
2+
1/2
Power Fist (Brutal)
5
2+
2/3
Relic Blade (Extra Attacks, Lethal 5+)
2
2+
2/3
Abilities
AstartesLeaderIron HaloHeroic Leader80 PointsWargear OptionsChapter VeteranMorale 6+
Options
CT: HARDY
INFANTRY, CHARACTER, GRENADES, IMPERIUM, GRAVIS, CAPTAIN, ANGEL OF DEATH, ADEPTUS ASTARTES, LEADER, SPACE MARINE CAPTAIN
4. Captain in Phobos Armour
Captain in Phobos Armour
A 3
M 6"
S 3+
W 5/5
Weapons
ATK
HIT
DMG
Bolt Pistol (Rng 12")
1
2+
1/2
Instigator Bolt Carbine (Rng 24", Sat, Silent)
1
2+
2/3
Combat Knife
6
2+
1/2
Abilities
Chapter Veteran70 PointsMaster of DeceitStealthLeaderInfiltratorsMorale 6+Heroic LeaderAstartes
Options
CT: STEALTHY

70 Points:

Master of Deceit: After both players have deployed their armies, if your army includes one or more models with this ability, you can select up to three friendly ADEPTUS ASTARTES INFANTRY units and redeploy all of those units. When doing so, any of those units can be placed into Strategic Reserves, regardless of how many units are already in Strategic Reserves.

Stealth: If every model in a unit has this ability, then each time a ranged attack is made against it, subtract 1 from that attack's Hit roll.

Infiltrators: After determining which player has the initiative, units where all models have this ability may be set aside before deployment. After all other units are deployed, units where all models have this ability may be deployed anywhere on the battlefield that is more than 9" horizontally away from the enemy deployment zone and all enemy models. Players alternate in placing Scout units, starting with the player that has the initiative.

CT: STEALTHY: - Whenever this unit is shot at by enemy operatives, if you can retain any cover saves, you can retain one additional cover save, or you can retain one cover save as a critical success. This is not cumulative with improved cover saves from Vantage terrain.

INFANTRY, CHARACTER, GRENADES, IMPERIUM, PHOBOS, CAPTAIN, ANGEL OF DEATH, ADEPTUS ASTARTES, LEADER, SPACE MARINE CAPTAIN
5. Captain in Terminator Armour
Captain in Terminator Armour
A 3
M 5"
S 2+
W 6/6
Weapons
ATK
HIT
DMG
Storm Bolter (Rng 24", Relentless)
2
2+
1/2
Relic Weapon (Lethal 5+)
6
2+
2/3
Abilities
AstartesChapter VeteranHeroic LeaderMorale 6+95 PointsDeep StrikeWargear OptionsLeader
Options
CT: HARDY

95 Points:

INFANTRY, CHARACTER, IMPERIUM, TERMINATOR, CAPTAIN, ANGEL OF DEATH, ADEPTUS ASTARTES, LEADER, SPACE MARINE CAPTAIN
6. Chaplain
Chaplain
A 3
M 6"
S 3+
W 4/4
Weapons
ATK
HIT
DMG
Absolver Bolt Pistol (Rng 18", PrcCrit1)
1
3+
2/3
Crozius Arcanum (Shock, Stun)
5
2+
2/3
Abilities
Litany of HateSpiritual LeaderMorale 5+LeaderAstartes60 Points

Litany of Hate: While this model is leading a unit, each time a model in that unit makes a melee attack, add 1 to the Hit roll.

Spiritual Leader: At the beginning of each battle round, you can select one friendly ADEPTUS ASTARTES unit that is Battle-shocked and within 12" of this model. That unit is no longer Battle-shocked.

60 Points:

INFANTRY, CHARACTER, GRENADES, IMPERIUM, TACTICUS, CHAPLAIN, ANGEL OF DEATH, ADEPTUS ASTARTES, LEADER, SPACE MARINE CHAPLAIN
7. Librarian in Terminator Armour
Librarian in Terminator Armour
A 3
M 5"
S 2+
W 5/5
Weapons
ATK
HIT
DMG
Smite
Witchfire (Rng 24", Psychic)
D6
3+
D3/D3+1
Focused Witchfire (Rng 24", Psychic, Brutal, Hot)
D6
3+
D3/D3+1
Storm Bolter (Rng 24", Relentless)
2
3+
1/2
Force Weapon (Lethal 5+)
4
3+
D3/D3+1
Abilities
LeaderVeil of Time75 PointsMorale 6+Wargear OptionsDeep StrikeAstartesPsychic Hood

Veil of Time: While this model is leading a unit, weapons equipped by models in that unit have the RELENTLESS ability.

75 Points:

Psychic Hood: While this model is leading a unit, if models in that unit suffer wounds from PSYCHIC attacks, roll 1d6 for each wound. On a 4+ it is ignored.

INFANTRY, CHARACTER, PSYKER, IMPERIUM, TERMINATOR, LIBRARIAN, ANGEL OF DEATH, ADEPTUS ASTARTES, LEADER,
8. Ancient
Ancient
A 3
M 6"
S 3+
W 4/4
Weapons
ATK
HIT
DMG
Bolt Pistol (Rng 12")
1
3+
1/2
Power Weapon (Lethal 5+)
5
2+
1/2
Abilities
50 PointsUnbreakable DutyAstartesAstartes BannerLeaderMorale 6+Chapter VeteranWargear Options
Options
CT: HARDY

50 Points:

Unbreakable Duty: While this model is within range of an objective and/or within 6" of the centre of the battlefield, if this model suffers wounds, roll 1d6 for each wound. On a 4+ it is ignored.

Astartes Banner: While this model is leading a unit, add 1 to the total when calculating objective control.

INFANTRY, CHARACTER, GRENADES, IMPERIUM, TACTICUS, ANCIENT, ANGEL OF DEATH, ADEPTUS ASTARTES, LEADER

Equipment

Chapter Reliquaries

You can use the Wrath of Vengeance firefight ploy for 0CP if the specified friendly unit has an Engage order.

Mines

Before the battle, you can set up one of your Mines markers wholly within your deployment zone and more than 2" from other markers, access points, and Accessible terrain. The first time that marker is within a unit's control range, remove that marker and inflict D3+3 damage on that unit.

Razor Wire

Razor wire is Exposed and Obstructing terrain. Before the battle, you can set it up wholly within your deployment zone, on the killzone floor and more than 2" from other equipment terrain features, access points, and Accessible terrain.

Obstructing: Whenever a unit would cross over this terrain feature within 1" of it, treat the distance as an additional 1".

Purity Seals

Once per Battle Round, when a friendly ANGEL OF DEATH or PHOBOS STRIKE TEAM unit is shooting, fighting, or retaliating, if you roll two or more fails, you can discard one of them to retain another as a normal success instead.

Comms Device

Before the battle, you can set up one of your Comms Device markers wholly within your deployment zone. While a friendly unit controls this marker, add 3" to the distance requirements of its SUPPORT rules that refer to friendly units (e.g. ‘select one friendly unit within 6"’ would be 9" instead). Note that you cannot benefit from your opponent's Comms Device markers.

Tilting Shields

Once per Battle Round, when a friendly ANGEL OF DEATH or PHOBOS STRIKE TEAM unit is fighting or retaliating, after your opponent rolls their attack dice, but before re-rolls, you can use this rule. If you do, your opponent cannot retain attack dice results of less than 6 as critical successes during that sequence (e.g. as a result of the Lethal, Rending or Severe weapon rules).

Auspex

Once per Battle Round, when a friendly ANGEL OF DEATH or PHOBOS STRIKE TEAM unit performs the Shoot action and you’re selecting a valid target, you can use this rule. If you do, until the end of the activation (or counteraction), enemy units within 8" of it cannot be obscured.

Ammo Cache

Before the battle, you can set up one of your Ammo Cache markers wholly within your deployment zone. Friendly units can perform the following mission action during the battle: AMMO RESUPPLY (0 AP): One of your Ammo Cache markers the active unit controls is used during this turning point.

Until the start of the next turning point, whenever this operative is shooting with a weapon from its datacard, you can re-roll one of your attack dice.

A unit cannot perform this action while within control range of enemy models, if that marker is not yours, or if that marker has been used this turning point.

Ploys

Adjust Doctrine
Firefight Ploy

Use this firefight ploy during a friendly ANGEL OF DEATH unit's activation, before or after it performs an action. If you have used the Combat Doctrine strategy ploy during this Battle Round, change the COMBAT DOCTRINE you selected.

Shock Assault
Firefight Ploy

Use this firefight ploy when a friendly ANGEL OF DEATH unit is performing the Fight action during an activation in which it has performed the Charge action, at the start of the Resolve Attack Dice step. Until the end of that action:

  • Its melee weapon has the Shock weapon rule.
  • The first time you strike during that sequence, inflict 1 additional damage (to a maximum of 7).

Shock: The first time you strike with a critical success in each sequence, also discard one of your opponent's unresolved normal successes (or a critical success if there are none).

Transhuman Physiology
Firefight Ploy

Use this firefight ploy when an enemy unit is shooting a friendly ANGEL OF DEATH or PHOBOS STRIKE TEAM unit, in the Roll Defence Dice step. You can retain one of your normal successes as a critical success instead.

Wrath of Vengeance
Firefight Ploy

Use this firefight ploy when a friendly ANGEL OF DEATH unit is counteracting. It can perform an additional 1AP action for free during that counteraction, but both actions must be different.

Critical Shot
Firefight Ploy

Use this firefight ploy when you resolve a critical success for a friendly PHOBOS STRIKE TEAM unit that is shooting with a bolt weapon. Inflict D3 additional damage.

This ploy must be declared before rolling attack dice for shooting attacks.

Stealth Assault
Firefight Ploy

Use this firefight ploy when a friendly PHOBOS STRIKE TEAM unit that has a Conceal order is activated, is given an Engage order, performs the Charge and then the Fight action, and you’re resolving your first attack dice from this activation. After doing so, you can immediately resolve another of your attack dice (before your opponent). The unit cannot have performed any other actions during this activation (but can do so after resolving this ploy).

Astartes Training
Firefight Ploy

Use this firefight ploy during a friendly SCOUT SQUAD unit’s activation. Until the end of that activation, that unit can do one of the following:

  • Perform two Fight actions.
  • Perform two Shoot actions if an Astartes shotgun, bolt pistol or boltgun is selected for at least one of them.
  • Perform two Shoot actions with a heavy bolter, missile launcher or sniper rifle, but 1 additional AP must be spent for the second action.
Covert Position
Firefight Ploy

Use this firefight ploy during a friendly SCOUT SQUAD unit's activation. Until the start of its next activation, while that unit has a Conceal order and is in cover, it cannot be selected as a valid target, taking precedence over all other rules (e.g. Seek, Vantage terrain) except being within 2".

Emboldened Aspirant
Firefight Ploy

Use this firefight ploy when a friendly SCOUT SQUAD unit performs the Fight or Shoot action. If it is the first friendly unit to perform either of those actions during this Battle Round, or if the enemy unit in that action (Primary target, if relevant) has a higher Wounds stat than that friendly Scout Squad unit, you can retain one of your normal successes as a critical success instead.

Raw Physiology
Firefight Ploy

Use this firefight ploy during a friendly SCOUT SQUAD unit's activation. Until the start of its next activation, add 1" to its Move stat and you can ignore any changes to that unit's stats from being injured (including its weapons' stats).

Adaptive Tactics
Strategy Ploy

Change your secondary CHAPTER TACTIC. Note this ploy only lasts until the end of the Battle Round, at which point your original secondary CHAPTER TACTIC returns.

And They Shall Know No Fear
Strategy Ploy

You can ignore any changes to the stats of friendly ANGEL OF DEATH and PHOBOS STRIKE TEAM units from being injured.

Combat Doctrine
Strategy Ploy

Select one COMBAT DOCTRINE from those presented below. Whenever a friendly ANGEL OF DEATH unit is (X), its weapons have the Balanced weapon rule. (X) is the COMBAT DOCTRINE you selected.

  • Devastator Doctrine: Shooting a unit more than 6" from it.
  • Tactical Doctrine: Shooting a unit within 6" of it.
  • Assault Doctrine: Fighting or retaliating.

Balanced: Can re-roll one Attack die.

Indomitus
Strategy Ploy

Whenever an enemy unit is shooting a friendly ANGEL OF DEATH operative, if you roll two or more failed defense rolls, you can discard one of them to retain another as a normal success instead.

Deadly Shots
Strategy Ploy

Whenever a friendly PHOBOS STRIKE TEAM unit is shooting during an activation in which it has not performed the Charge, Fall Back or Reposition action, or against enemy models that are not in cover and are more than 6" from it, that friendly unit's ranged weapons have the Balanced weapon rule.

Note that for the first requirement, that unit is not restricted from performing those actions after shooting.

Balanced: Can re-roll one Attack die.

Guerrila Warfare
Strategy Ploy

Target 1 riendly PHOBOS STRIKE TEAM unit. Change this unit’s order.

A unit cannot perform this action while within control range of enemy models.

Lethal Assaults
Strategy Ploy

Whenever a friendly PHOBOS STRIKE TEAM model is fighting, its melee weapons have the Balanced weapon rule. If that friendly model is doing so during an activation in which it performed the Charge action, its melee weapons also have the Lethal 5+ weapon rule.

Balanced: Can re-roll one Attack die.

Adaptable Training
Strategy Ploy

You can change the order of up to D3 friendly SCOUT SQUAD units that are more than 4" from enemy models.

Ambush
Strategy Ploy

Whenever a friendly SCOUT SQUAD unit is shooting or fighting during its activation, if its order was changed from Conceal to Engage at the start of that activation, or it was not visible to enemy models at the start of that activation:

  • Its weapons have the Balanced weapon rule.
  • If the target is expended, its weapons have the Ceaseless weapon rule instead.

Ceaseless: Can re-roll any or all results of one value (e.g. all results of 2)

Balanced: Can re-roll one Attack die.

Guerilla Engagement
Strategy Ploy

Whenever an enemy unit is shooting a friendly SCOUT SQUAD unit, if that friendly unit is in cover and more than 6" from enemy models it is visible to, you can re- roll one of your defence dice.

Stealth Relocation
Strategy Ploy

Up to D3 friendly SCOUT SQUAD units that have a Conceal order and are more than 4" from enemy models can immediately perform a free Dash action. You cannot use this ploy during the first Battle Round.

Tac Ops

Sweep & Clear
Seek And Destroy

Reveal: The first time an enemy operative is incapacitated while contesting an objective marker, or the first time a friendly operative performs the Clear action (whichever comes first).

Additional Rules:

When an enemy operative that contests an objective marker is incapacitated, that objective marker gains one of your Swept tokens (if it doesn't already have one) until the Ready step of the next Strategy phase.

Mission Action: Clear (1 AP)

  • An objective marker the active operative controls is cleared for the turning point.
  • An operative cannot perform this action during the first turning point, or while within control range of an enemy operative.

Victory Points:

  • At the end of each turning point after the first, if friendly operatives control any objective markers that have one of your Swept tokens, you score 1VP.
  • If this is true and any of those objective markers are also cleared, you score 2VP instead.

You cannot score more than 2VP from this op per turning point.

Dominate
Seek And Destroy

Reveal: The first time an enemy operative is incapacitated by a friendly operative.

Additional Rules:

Each time a friendly operative incapacitates an enemy operative, that friendly operative gains one of your Dominate tokens.

Victory Points:

At the end of the third and fourth turning point, you can remove Dominate tokens from friendly operatives that aren't incapacitated. For each you remove, you score 1VP.

You cannot score more than 3VP from this op per turning point.

Rout
Seek And Destroy

Reveal: The first time you score VP from this op.

Victory Points:

Whenever a friendly operative incapacitates an enemy operative, if that friendly operative is within 6" of your opponent's drop zone, you score 1VP; if this is true and that enemy operative had a Wounds stat of 12 or more, you score 2VP instead.

You cannot score more than 2VP from this op per turning point.