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★ Imperial Fists

The Imperial Fists were the most stalwart of the Space Marine Legions during the Horus Heresy, and their legend has grown with every passing century. Such heroism has always claimed its blood-price, but this is a burden the Imperial Fists bear with fortitude, for they know that their Primarch, Rogal Dorn, would have expected nothing less.

How This Supplement Works

This page details additional special rules, Warlord Traits, relics and Tactical Objectives that reflect the fighting style of an Imperial Fists force. You can use this to field a Detachment or even a whole army of the Imperial Fists, or one of their successor Chapters, in games of Warhammer 40,000.

Books


BookKindEditionVersionLast update
► Angels of DeathCodex Supplement71.0April 2016

Imperial Fists Detachments

Any Detachment with the Space Marines Faction can be an Imperial Fists Detachment if all units in the Detachment with the Chapter Tactics special rule are drawn from the Imperial Fists. An Imperial Fists Detachment retains the Space Marines Faction and is treated in all ways as a Space Marines Detachment. Imperial Fists Detachments may also use the following rules:

Bolter Drill: Imperial Fists models can re-roll all To Hit rolls of 1 made with bolt pistols, boltguns, storm bolters, heavy bolters and combi-weapons that are firing as boltguns. This rule also applies to models firing hellfire, kraken, vengeance or dragonfire rounds.

Siege Masters: Imperial Fists models can re-roll armour penetration rolls against buildings that do not result in a glancing hit or penetrating hit, and add 1 to the result when rolling on the Building Damage table. In addition, Imperial Fists Devastator Squads and Centurion Devastator Squads have the Tank Hunters special rule.

Centurion Warsuits

In an Imperial Fists Detachment, Centurion Devastator Squads can be taken as Elites choices as well as Heavy Support choices, and Centurion Assault Squads can be taken as Fast Attack choices as well as Elites choices.

Special Rules


Only in Death

If the bearer of The Angel of Sacrifice loses his last Wound in the Assault phase, he is not removed as a casualty until after all close combat attacks have been resolved, and can thus still attack if he is slain either by Overwatch or by a close combat attack made at a higher Initiative step.

Orbital

If an arrow is rolled on the scatter dice, the blast marker scatters the full 2D6" - the Warlord’s Ballistic Skill makes no difference.

Tactical Objectives

D6Result
11Indomitable Defence 
12Man the Walls 
13Disciplined Firepower 
14Champion of Dorn 
15Death Before Dishonour 
16Breach Their Defences 

Presented below are six Tactical Objectives to use in your games of Warhammer 40,000 that are exclusive to Imperial Fists players, and reflect their refusal to surrender and their stronghold-assault method of war.

If your Warlord is drawn from the Imperial Fists, you must replace the Capture & Control Tactical Objectives (numbers 11-16) described in Warhammer 40,000: The Rules either with the Tactical Objectives found in Codex: Space Marines, or with these Tactical Objectives. If a Warhammer 40,000 mission has the Tactical Objectives special rule, players use the normal rules for using Tactical Objectives with the following exception: when an Imperial Fists player using these Tactical Objectives generates a Capture & Control objective (numbers 11, 12, 13, 14, 15 or 16), the Imperial Fists player instead generates the corresponding Imperial Fists Tactical Objective, as shown in the table to the right. Other Tactical Objectives (numbers 21-66) are generated normally.

INDOMITABLE DEFENCE
Stand sentinel over your objectives, no matter the cost.
11
When this Tactical Objective is generated, pick three Objective Markers. You cannot achieve this Tactical Objective in the same turn it was generated, but at the end of any of your subsequent turns, you score 1 Victory Point if you control one of the Objective Markers, D3 Victory Points if you control two of them, and D3+3 Victory Points if you control all 3.
Type: IMPERIAL FISTS
MAN THE WALLS
The enemy approach to storm our bastions; make haste to garrison our fortifications and prepare to repel the invaders.
12
Score 1 Victory Point at the end of your turn if at least one friendly Imperial Fists model is embarked inside a building at the end of your turn, or if at least one gun emplacement was fired by an Imperial Fists model.
Type: IMPERIAL FISTS
DISCIPLINED FIREPOWER
Trust to your bolters and take aim brothers! Leave none alive!
13
When this Tactical Objective is generated, pick a number between 1 and 3. Score a number of Victory Points equal to the number you picked at the end of your turn, but only if you completely destroyed at least that many enemy units during your turn’s Shooting phase. Otherwise, this Tactical Objective is discarded at the end of your turn and no Victory Points are scored from it.
Type: IMPERIAL FISTS
CHAMPION OF DORN
Uphold the honour of the Primarch by challenging the foe to personal combat and facing them blade and blade.
14
Score 1 Victory Point at the end of your turn if at least one of your Imperial Fists characters issued or fought in a challenge during your turn.
Type: IMPERIAL FISTS
DEATH BEFORE DISHONOUR
Sacrifice in the face of overwhelming odds is preferable to retreat.
15
Score 1 Victory Point immediately if this Tactical Objective is active when one of your Imperial Fists units is completely destroyed. This Tactical Objective is immediately discarded if a friendly unit fails a Morale check. If the game ends before this Tactical Objective is achieved, no Victory Points are scored from it.
Type: IMPERIAL FISTS
BREACH THEIR DEFENCES
The enemy seek shelter within their fortifications. Show these fools that there is no fortress the Imperial Fists cannot overcome.
16
Score 1 Victory Point at the end of your turn if at least one gun emplacement or building claimed by the enemy was destroyed during your turn. Score D3 Victory Points instead if two or more gun emplacements and/or buildings claimed by the enemy were destroyed during your turn.
Type: IMPERIAL FISTS

Warlord Traits


Imperial Fists Warlord Traits

When generating his Warlord Traits, an Imperial Fists Warlord may choose to roll on the table below instead of those found in Warhammer 40,000: The Rules or Codex: Space Marines. Note that Crimson Fists and Black Templars Warlords do not roll on this table - Warlords from these Chapters have their own Warlord Traits tables.

D6Warlord Traits
1Siege Lord
There are few who have a deeper understanding of the tenets of siege warfare.
Your Warlord and his unit add 1 to the result when rolling on the Building Damage table
2Tenacious Opponent
This Warlord will keep on fighting even when all seems lost.
Your Warlord has the It Will Not Die special rule. 
3Wise Commander
This Warlord knows how to get the most out of those under his command.
Whilst your Warlord is alive, you can choose to add or subtract 1 from any of your Reserve Rolls (state which before the dice is rolled). 
4Indomitable
The Warlord can never be driven back once he has set his mind to a task and planted his feet.
If your Warlord and his unit do not move in their Movement phase, then he and his unit have the Fearless and Counter-attack special rules until the start of their next turn. 
5Architect of War
This Warlord has inherited the skill of his Primarch for designing impenetrable defensive fortifications.
Whilst your Warlord is embarked inside a building, all damage rolls against that building suffer a -1 penalty, to a minimum of 1. 
6Fleet Commander
This Warlord can call upon the firepower of orbiting spacecraft.
Once per game, your Warlord can call down an orbital strike in his Shooting phase. This counts as firing a ranged weapon with the profile below. This does not prevent the Warlord and his unit from declaring a charge against the target unit that turn.

Range S AP Type
Infinite 10 1 Ordnance 1, Barrage, Large Blast, One use only, Orbital

Orbital: If an arrow is rolled on the scatter dice, the blast marker scatters the full 2D6" - the Warlord’s Ballistic Skill makes no difference.  

Black Templars Warlord Traits

The Imperial Fists have many successor Chapters, the most famous of which are the Crimson Fists and Black Templars. When generating his Warlord Traits, a Crimson Fists or Black Templars Warlord may choose to roll on the appropriate table below instead of those found in Warhammer 40,000: The Rules or Codex: Space Marines.

D6Warlord Traits
1Master Swordsman
As a former champion of the Feast of Blades, this Warlord’s skill in the art of combat has few equals in the Imperium.
Add 1 to your Warlord’s Weapon Skill and Attacks characteristics. 
2Furious Indignation
Attacking this Warlord and his warriors serves only to stoke their righteous fury.
If your Warlord’s unit fails a Morale check in the Psychic or Shooting phase, then instead of Falling Back they will immediately move 2D6" towards the nearest enemy unit (but must end this move 1" away from other units as normal). 
3Abhor the Witch
Like all Black Templars, your Warlord holds a special level of hatred towards rogue psykers and sorcerers, and countless witches have fallen to his blade.
Your Warlord has the Hatred (Psykers) and Preferred Enemy (Psykers) special rules. 
4Honour Demands Combat
When the Crusade takes to battle, few can match the zeal with which your Warlord takes the fight to the foe.
You can re-roll failed charge rolls for your Warlord and his unit. 
5Oathkeeper
When this warrior enters battle, nothing will stay his purpose until his sworn foe lies slain and his mission is complete.
Your Warlord has the Fearless special rule. In addition, he re-rolls failed To Hit rolls when fighting in a challenge
6Unyielding Determination
The single-minded purpose and dedication with which your Warlord fights is inspiring and infectious in equal measure.
Your Warlord and all friendly units within 12" of him re-roll all failed Morale, Pinning and Fear tests. 

Crimson Fists Warlord Traits

The Imperial Fists have many successor Chapters, the most famous of which are the Crimson Fists and Black Templars. When generating his Warlord Traits, a Crimson Fists or Black Templars Warlord may choose to roll on the appropriate table below instead of those found in Warhammer 40,000: The Rules or Codex: Space Marines.

D6Warlord Traits
1Pain is for Lesser Warriors
Many commanders of this notoriously resilient Chapter have been famed for their extraordinary resistance to pain and injury.
Your Warlord has the Feel No Pain special rule. 
2Tenacious Defender
When this Warlord plants his feet, he and his warriors will hold their ground with implacable determination.
Your Warlord and his unit have the Counter-attack and Stubborn special rules whilst they are within 3" of an Objective Marker
3Rynn’s World Veteran
No survivor of the bitter struggle to defend the Chapter planet against the Orks could remain unaffected by that conflict.
Your Warlord and his unit have the Hatred (Orks) and Preferred Enemy (Orks) special rules. 
4Expert Instructor
After the decimation of their Chapter, the surviving Crimson Fists were forced to become peerless tutors in order to quickly replenish their numbers with fresh recruits.
If your Warlord does not make a Shooting attack or Run in the Shooting phase, you can nominate one friendly model within 12" of him. That model can use your Warlord’s Ballistic Skill this phase. 
5Refuse to Die
Countless times have the enemies of Mankind tried to slay this stoic warrior in battle. None have succeeded.
Your Warlord has the Eternal Warrior special rule. 
6Scion of Dorn
Ever have the successors of the Imperial Fists been renowned for sharing their Primarch’s fearless tenacity in battle.
Your Warlord and all friendly Crimson Fists within 12" of him have the Fearless special rule. 

Detachments


Sternhammer Strike Force

The Sternhammer Strike Force allows you to represent the Imperial Fists in a way that showcases their unyielding nature. Whether you wish to field the might of a supported Battle Company, bolter fire cutting down all that oppose them, or an army prepared to win a great siege, the choices below offer great freedom and a number of benefits.

The Sternhammer Strike Force is a special type of Detachment that can be included in any Battle-forged army. Unlike the Detachments shown in Warhammer 40,000: The Rules, it has a Force Organisation Chart whose slots are a combination of specific Formations and Army List Entries instead of Battlefield Roles. However, it still has compulsory and optional elements, as well as Restrictions and Command Benefits, just like any other Detachment.

Although units cannot normally belong to more than one Detachment, units from a Formation that is part of a Sternhammer Strike Force are an exception. They count as part of both their Formation and the Detachment, and have all associated Command Benefits and special rules. If your Warlord belongs to a Formation or Army List Entry that makes up part of a Sternhammer Strike Force, that entire Strike Force is your Primary Detachment.

Command per Core
0-1
Core
1+
Auxiliary per Core
1-10


STRIKE FORCE COMMAND
 • 1 of the following:
  - Captain Lysander
  - Terminator Captain
  - Captain
  - Chaplain
 • 0-1 Honour Guard
 • 0-1 Command Squad
 • 1 Chaplain
 • 1 Command Squad

 • 3-5 Librarians


 • 1 Techmarine
 • 0-3 units of Thunderfire Cannons
 • 3-5 units chosen in any combination from the following list:
  - Vindicators
  - Predators
  - Whirlwinds
 • 0-1 Sergeant Chronus


 • 1 unit of Hunters
 • 1 unit of Stalkers

 • 3 units chosen in any combination from the following list:
  - Land Raider
  - Land Raider Crusader
  - Land Raider Redeemer

 • 3 Tactical Squads
 • 1-3 units of Land Speeders


DEVASTATORS

LINE BREAKERS
 • 1 unit of Vindicators

SIEGE ANCIENTS
 • 3-5 units chosen in any combination from the following list:
  - Terminator Squad
  - Terminator Assault Squad
  - Sternguard Veteran Squad
  - Vanguard Veteran Squad

 • 3-5 units chosen in any combination from the following list:
  - Scout Squad
  - Scout Bike Squad
 • 0-1 Sergeant Telion

 • 1 unit of Whirlwinds
 • 1 unit of Land Speeders


 • 1 unit of Land Speeders
 • 2 Stormtalon Gunships

CENTURIONS

ORDNANCE
 • 1 unit of Thunderfire Cannons

RESTRICTIONS
This Detachment must include at least one Core choice and one Auxiliary choice. It may include any number of additional Core choices. It may also include one Command choice and up to ten Auxiliary choices per Core choice taken. Only the datasheets listed here can be included in this Detachment. All units in the Detachment must be drawn from the Imperial Fists Chapter.

COMMAND BENEFITS
Demolition Expertise: Models in this Detachment add 1 to any armour penetration rolls they make against buildings.

Dorn’s Legacy: If this Detachment is your Primary Detachment, all models in it have the Stubborn special rule while your Warlord is alive.

Superior Bolter Drill: Models in this Detachment with the Bolter Drill special rule re-roll all failed To Hit rolls made for bolt pistols, boltguns, storm bolters, heavy bolters, and combi-weapons that are firing as boltguns, instead of only re-rolling To Hit Rolls of 1. This rule also applies to models firing hellfire, kraken, vengeance or dragonfire rounds.

Relics of Phalanx

The Relics of Phalanx are revered artefacts and trophies of war, whose histories are as famous within the Chapter as any of its great heroes. In times of great need, they may be borne into battle by one of the Chapter’s mightiest warriors. Only one of each of the following relics can be chosen per army.

Units in Imperial Fists Detachments that can normally take items from the Chapter Relics list in Codex: Space Marines can choose to take items from the Relics of Phalanx list at the points cost shown instead. You can take items from both lists in the Detachment. A model in your army that may take items from the Space Marine Standards list may instead take The Banner of Staganda. Note that The Eye of Hypnoth, The Bones of Osrak and The Banner of Staganda do not replace one of the model’s weapons.

The Spartean 5 pts
The Angel of Sacrifice 10 pts
The Eye of Hypnoth1 15 pts
The Banner of Staganda1 25 pts
The Bones of Osrak1 25 pts
1 Does not replace one of the model’s weapons.

The Angel of Sacrifice

During the Great Crusade, and the Heresy that followed, many thousands of Imperial Fists fought for Mankind. In those days, every company’s banner bore a golden crest, forged at the Emperor’s decree and presented by Dorn himself. When the Imperial Fists Legion was dissolved, Dorn forbade that the crests be carried into battle until the Emperor himself returned to lead the reconquest of the stars. Since that day, the crests have lain within Phalanx’s stasis vaults, waiting for a day that may never come. The one exception was the Angel of Sacrifice. During the infiltrator Macellanos’ attempt to assassinate the Emperor during the Siege of Terra, Gams Hargrim took up his company’s splintered banner and slew the traitor. Hargrim perished even as he struck Macellanos down, but Dorn ordered the golden crest be reforged as a crozius to honour the warrior’s memory. The Angel of Sacrifice has been wielded by favoured Chaplains ever since, a weighty burden and an honour both.
Chaplain only. Replaces the model’s crozius arcanum.

Range S AP Type
- +2 4 Melee, Concussive, Only in Death

Only in Death: If the bearer of The Angel of Sacrifice loses his last Wound in the Assault phase, he is not removed as a casualty until after all close combat attacks have been resolved, and can thus still attack if he is slain either by Overwatch or by a close combat attack made at a higher Initiative step.

The Banner of Staganda

The Battle for Staganda was one of the most gruelling campaigns ever undertaken by the Imperial Fists 3rd Company. Staganda had been severed from Mankind since the Dark Age of Technology and, by the time an Explorator Fleet rediscovered the world in M34, the population had been living under brutal Ork occupation for millennia. Avan Gorr, the Imperial Fists’ Chapter Master in those times, determined that it was the duty of his Chapter to ensure that the Emperor’s light fell anew upon Staganda, and that the greenskin yoke was cast from the world’s shoulders. Though the entire Imperial Fists Chapter was mobilised to reclaim the planet, it was the 3rd Company that bore the brunt of the fighting, and its captain that slew the Ork warlord at the pivotal point in the campaign. In the aftermath, a new company standard was fashioned in honour of the victory.
May only be taken by a model that may take items from the Space Marine Standards list. The bearer has the Counter-attack and Crusader special rules. In addition, friendly units within 12" of the bearer, and with the same Chapter Tactics, re-roll failed Morale checks and Pinning tests.

The Bones of Osrak

The legends concerning Chief Librarian Malandar Osrak lie greatly shadowed by the passage of time, dating as they do from late M32 - a period on which Chapter records are notoriously silent. The stories of Osrak’s defeat of the nine Daemon Lords of the Maelstrom may well be apocryphal, as might his cleansing of the plague wmeZMorbiditus. Even the tale of the Exorcism of Phalanx is questioned by many, for few are prepared to believe so holy a vessel could fall to daemonic possession. Whatever the truth of these stories, none contest Osrak’s sheer psychic might. Even now, centuries after his death, the scrimshawed remains of his skull radiate a formidable power. With proper training, a Librarian of the same gene-seed can bend the Bones of Osrak to his will, accomplishing feats beyond the ken of his fellows.
Librarian Only. The bearer generates an additional Warp Charge point, and can re-roll failed Psychic tests.

The Eye of Hypnoth

The Eye of Hypnoth was presented to the Imperial Fists in late M39 in honour of the assistance they provided in defending the forge world of Hypnoth from Waaagh! Kromak. This device is a highly sophisticated and long-ranged auspex array; tradition dictates that it is best employed to detect hidden weaknesses in enemy fortifications during planetary assault. Techmarine Karazan has made frequent use of the Eye since 956. M41, and has formed such an accord with the device’s machine spirit that no other can operate it with the same precision and efficiency.
A model with the Eye of Hypnoth can use it instead of making a shooting attack. If he does, target an enemy unit or building within 18" (this does not count as choosing a target for his unit to shoot at). A unit targeted by the Eye of Hypnoth has its cover save reduced by 1 until the end of the phase (this is not cumulative with the similar bonus granted by an Auspex). A building targeted by the Eye of Hypnoth instead has all of its Armour Values reduced by 1 (to a minimum of 1) until the end of the phase.

The Spartean

Captain Garadon’s bolt pistol is a true work of the artificer’s art. Since its forging in М35, hundreds of warriors have used the pistol to slay the enemies of Mankind. Every wielder has said the same of the weapon: if the marksman’s eye is true, then the Spartean’s shot will be too, whatever obstacles lie in the way.

Range S AP Type
12" 4 5 Pistol, Ignores Cover, Master-crafted