Factions‎ > ‎Space Marines‎ > ‎

Special Rules

Contents
Space Marines Special Rules
• Combat Squads
Special Rules
• Aid Unlooked For
• Anti-grav Upwash
• Battle-forged Heroes
• Blessing of the Omnissiah
• Bolster Defences
• Convergent Targeting
• Coup de Grâce
• Crusade of Wrath
• Decimator Protocols
• Drop Pod Assault
• Eye of Vengeance
• Flaming Projectiles
• God of War
• Heroic Intervention
• Hold the Line
• Honour or Death
• Icon of Obstinacy
• Immobile
• Incandescent
• Inertial Guidance System
• Jamming Beacon
• Killshot
• Legacy of Dorn
• Linebreaker Bombardment
• Master of Prescience
• Master of the Hunt
• Master Tactician
• Mindlock
• Mounted Assault
• Oath of Rynn
• Orbital
• Prey’s Bane
• Relics of Helsreach
• Repair
• Savant Interlocution
• Savant Lock
• Scout Sergeant
• See, But Remain Unseen
• Skies of Fury
• Skystorm
• Slayer of Champions
• Suppressive Bombardment
• Surprise Attack
• The Forgefather
• Ultramarines Tank Commander
• Unmatched Zeal
• Unyielding Spectres
• Vectored Afterburners
• Venerable
• Voice of Experience
• 
Lethal Discharge
• 
High Altitude Fighter
• 
Vectored Afterburners
• 
Lord Commander of the Imperium
• 
Primarch of the XIII Legion
• 
Unyielding Will
• 
Data Augurs
• 
Orbital (HQ Command Tanks)
• 
Orbital Array
• 
Servo-skull Hub
• 
Tactical Authority
Chapter Tactics
• Successor Chapter
• Allied Detachments
• Combat Doctrines
• Black Templars Chapter Tactics
• Imperial Fists Chapter Tactics
• Iron Hands Chapter Tactics
• Raven Guard Chapter Tactics
• Salamanders Chapter Tactics
• Ultramarines Chapter Tactics
• White Scars Chapter Tactics
Tactical Objectives
Warlord Traits
• 
Absolute Mastery
Wing Leaders
• 
Space Marine Wing Leaders
This section details army special rules including Space Marines Special Rules, Chapter Tactics, Tactical Objectives, Warlord Traits and Wing Leaders.

Space Marines Special Rules


Combat Squads

It is sound doctrine for Space Marine units to remain flexible, splitting into two entities as the tactical situation dictates.
A full strength, ten-man unit with this special rule can break down into two five-man units, called combat squads, considered to be two five-man squads of the same type. For example, a ten-man Tactical Squad can split into two five-man Tactical Squads using the Combat Squads special rule.

You must decide which units are splitting into combat squads, and which models go into each combat squad, immediately before determining your Warlord Traits. A unit split into combat squads therefore is now two separate units for all game purposes, including calculating the total number of units in the army and determining the number of units you can place in Reserve. Then proceed with deployment as normal. In an exception to the normal rules, two combat squads split from the same unit can embark in the same transport vehicle, providing its Transport Capacity allows. Once you have decided whether or not to split a unit into combat squads, it must remain that way for the entire battle. It cannot split up or join back together later on in the battle, nor can you use a redeployment to split up a unit or join it back together.

Note that Bike Squads count as being at full strength when they have eight Space Marine Bikers and one Attack Bike. If split into combat squads, one combat squad will have five Bikers, the other will have three Bikers and the Attack Bike.

Special Rules


Aid Unlooked For

The Legion of the Damned cannot be joined by Independent Characters. They always start the game in Deep Strike Reserve. When they arrive by Deep Strike, you can choose to re-roll both the 2D6 and the scatter dice.

Anti-grav Upwash

Whilst this unit includes three Land Speeders, it can move an additional 6" when moving Flat Out.

Battle-forged Heroes

During deployment, choose one friendly Ultramarines Tactical Squad. It gains one of the following special rules for the duration of the battle: Counter-attack, Infiltrate, Scout or Tank Hunters.

Blessing of the Omnissiah

In each of your Shooting phases, instead of firing his weapons, a Techmarine can choose to repair a single friendly vehicle that he is in base contact with or embarked upon. To repair a vehicle, roll a D6 and add 1 for each Servitor with a servo-arm in his unit, and an additional 1 if the Techmarine has a servo-harness. If the result is a 5 or more, you may either restore a Hull Point lost earlier in the battle, or repair a Weapon Destroyed or Immobilised result suffered earlier in the battle; this is effective immediately.

Bolster Defences

After deployment, but before Scout redeployments and Infiltrate deployments, nominate one piece of terrain in your deployment zone (this cannot be one you have purchased as part of your army). The terrain piece’s cover save is increased by 1 for the duration of the game (to a maximum of 3+). Note that a piece of terrain can only be bolstered once.

Convergent Targeting

Whilst this unit includes three Thunderfire Cannons, all Techmarine Gunners in the unit have +1 Ballistic Skill.

Coup de Grâce

When Captain Sicarius makes close combat attacks, he can choose instead to make a single coup de grâce Attack. This Attack has +2 Strength and the Instant Death special rule.

Crusade of Wrath

Once per game, at the beginning of your Assault phase, High Marshal Helbrecht can grant all friendly Black Templars models the Hatred and Fleet special rules until the end of that phase.

Decimator Protocols

A model with this special rule can fire up to two weapons in its Shooting phase.

Drop Pod Assault

Drop Pods and units embarked upon them must be held in Deep Strike Reserve. At the beginning of your first turn, half of your Drop Pods (rounding up) automatically arrive from Reserve. The arrival of remaining Drop Pods is rolled for normally. Once a Drop Pod lands, all passengers must disembark and no models can embark for the rest of the game.

Eye of Vengeance

Shots fired by Sergeant Telion (excluding Snap Shots) are always Precision Shots.

Flaming Projectiles

Ranged attacks made by the Legion of the Damned have the Ignores Cover special rule.

God of War

If Marneus Calgar is your Warlord, he can choose any Warlord Trait from the Space Marine Warlord Traits table.

Heroic Intervention

A unit with this special rule can re-roll one or both dice when determining its charge range. Furthermore, a unit with this special rule ignores the penalty for disordered charges.

Hold the Line

Sternguard Veterans that are part of Pedro Kantor’s Detachment have the Objective Secured special rule. A unit with this special rule controls objectives even if an enemy scoring unit is within range of the Objective Marker, unless the enemy unit also has this special rule.

Honour or Death

A model with this special rule must issue and accept a challenge whenever possible. If there is more than one friendly model in a combat with this rule, you may select which model issues or accepts the challenge.

Icon of Obstinacy

If Lysander is your Warlord, all friendly Imperial Fists units within 12" of him re-roll failed Morale checks, Pinning tests and Fear tests.

Immobile

A Drop Pod cannot move once it has entered play, and counts in all respects as a vehicle that has suffered an Immobilised result that cannot be repaired in any way. This does not cause it to lose a Hull Point.

Incandescent

At the end of an Assault phase in which the bearer made one or more To Hit roll with the Burning Blade, roll a D6. On a roll of a 2+, nothing happens. On the roll of a 1, the bearer takes a Strength 4 AP2 hit.

Inertial Guidance System

If a Drop Pod scatters on top of impassable terrain or another model (friend or foe), reduce the scatter distance by the minimum required in order to avoid the obstacle. If the Drop Pod scatters off the edge of the board, it suffers a Deep Strike Mishap.

Jamming Beacon

Enemies that scatter when Deep Striking within 12" of a model with this special rule roll double the number of dice to determine the scatter distance.

Killshot

Whilst this unit includes three Predators, all Predators in the unit have the Monster Hunter and Tank Hunters special rules.

Legacy of Dorn

The Sword of the High Marshals gives High Marshal Helbrecht a Charge Bonus of D3 Attacks instead of one.

Linebreaker Bombardment

If this unit contains three Vindicators that can all fire their demolisher cannons, the squadron can fire a single Linebreaker Bombardment instead of firing normally. To do so, nominate one model in the squadron as the firer; the firer’s demolisher cannon changes its type from Large Blast to Apocalyptic Blast and gains the Ignores Cover special rule.

Master of Prescience

When generating psychic powers, Tigurius may re-roll any roll of the dice to see which powers he knows. In addition, if your army contains Tigurius, you can choose to re-roll any Reserve Rolls that apply to units from the same Detachment.

Master of the Hunt

If Kor’sarro Khan is your Warlord, friendly White Scars models that have the Bike unit type, or are embarked on a Rhino or Razorback, have the Scouts special rule.

In addition, if Kor’sarro Khan slays the enemy Warlord in a challenge, you immediately score D3 extra Victory Points.

Master Tactician

If Marneus Calgar is your Warlord, you can choose to enact a single extra Combat Doctrine of any type once per game. When this Combat Doctrine is enacted, all Ultramarines models in your army are affected.

Mindlock

If it does not contain a Techmarine, an unengaged unit that contains at least one model with this special rule must roll a D6 at the start of its turn. On a 4+, this special rule has no effect this turn. On a 1, 2 or 3, the unit is mindlocked until the start of its following turn. A mindlocked unit may not voluntarily move, shoot or charge, but must still complete compulsory moves, such as Pile In and Fall Back moves.

Mounted Assault

If a unit with this special rule is chosen as part of a Detachment that contains at least one independent character with the Space Marines Faction equipped with a Space Marine bike, the unit’s Battlefield Role changes to Troops.

Oath of Rynn

All models in Kantor’s Detachment have the Preferred Enemy (Orks) special rule. These models also add 1 to their Attacks if within 12" of Pedro Kantor.

Orbital

If an arrow is rolled on the scatter dice when firing a weapon that has this special rule, the shot always scatters the full 2D6" regardless of the firing model’s Ballistic Skill. In addition, firing an Ordnance weapon that has this special rule does not prevent the firing model from declaring a charge against the target unit in the same turn.

Prey’s Bane

When attacking with a weapon that has this special rule, a To Wound roll of 6 causes a Wound regardless of the target’s Toughness. This Wound is resolved with the Instant Death special rule.

Relics of Helsreach

Friendly Black Templars units within 6" of one or more Cenobyte Servitors have the Feel No Pain special rule.

Repair

If a Rhino is Immobilised, then in subsequent turns, it may attempt to repair itself instead of shooting. To make the attempt, roll a D6 in the Shooting phase; on the roll of a 6+, the vehicle is no longer Immobilised. Note that a successful Repair does not restore a Hull Point.

Savant Interlocution

Whilst this unit includes three Hunters, each model’s skyspear missile launcher can re-roll the dice when resolving its Savant Lock special rule.

Savant Lock

If any shot from a weapon with this special rule misses a Flyer, Flying Monstrous Creature, Skimmer or Jetbike, roll a D6 at the start of the next friendly Shooting phase if the target unit is still on the battlefield and has not been destroyed. On a 5+, the target unit suffers a hit (using its rear Armour Value if it is a vehicle) with the profile above.

Scout Sergeant

Sergeant Telion may only join units of Scouts.

See, But Remain Unseen

Shrike has the Stealth and Infiltrate special rules. Before deploying, he may only join units of Jump Infantry.

Skies of Fury

As Stormraven Gunships roar low overhead, the warriors of the Adeptus Astartes leap from their deployment ramps.
If the Stormraven has moved more than 6", passengers can still disembark, but they must do so as follows:

Nominate any point over which the Stormraven moved that turn and deploy the squad as if it were Deep Striking onto that point. If the unit scatters, every disembarking model must immediately take a Dangerous Terrain test. If any of the models cannot be deployed, the entire unit is destroyed. Models that disembark using the Skies of Fury special rule cannot charge on the turn they do so.

Skystorm

Whilst this unit includes three Stalkers, each model’s Icarus stormcannon array has the Ignores Cover special rule.

Slayer of Champions

When fighting in a challenge, the Emperor’s Champion re-rolls failed To Hit rolls, and any To Wound rolls of 6 are resolved with the Instant Death special rule.

Suppressive Bombardment

Whilst this unit includes three Whirlwinds, each model’s Whirlwind multiple missile launcher has the Pinning and Shred special rules (regardless of which missile type it fires).

Surprise Attack

If Captain Sicarius is alive and on the battlefield, you gain +1 to your Reserve Rolls.

The Forgefather

If Vulkan He’stan is your Warlord, all meltaguns, combi-meltas and multi-meltas fired by models in his Detachment have the Master-crafted special rule.

Ultramarines Tank Commander

When adding Sergeant Chronus to your army, you must also take a single Rhino, Razorback, Predator, Whirlwind, Vindicator, Hunter, Stalker, Land Raider, Land Raider Crusader or Land Raider Redeemer, paying the points cost listed on that vehicle’s datasheet as well as the 50 points for Sergeant Chronus. The chosen vehicle is a character and has Ballistic Skill 5. In addition, it has the It Will Not Die special rule and ignores the effects of Crew Shaken and Crew Stunned results.

If the tank is Wrecked or suffers an Explodes! result, Sergeant Chronus is treated as a passenger. (Note that if the vehicle does not have an Access Point, he will have to perform an emergency disembarkation). Assuming Sergeant Chronus survives his vehicle’s destruction, he uses his own characteristic profile and special rules as normal from that point on.

Unmatched Zeal

Friendly Black Templars units within 6" of Chaplain Grimaldus have the Zealot special rule.

Unyielding Spectres

The Legion of the Damned have a 3+ invulnerable save.

Vectored Afterburners

When Zooming, a Stormtalon Gunship can move an additional 6" if it moves Flat Out. When Hovering, a Stormtalon Gunship receives +1 to its Jink cover saves (other cover saves are unaffected).

Venerable

If a Venerable Dreadnought suffers a penetrating hit, you can make your opponent re-roll the result on the Vehicle Damage table. You must accept the second result, even if it is worse than the first.

Voice of Experience

If Sergeant Telion does not make a shooting attack or Run in the Shooting phase, you can nominate one model in his squad. That model can use Sergeant Telion’s Ballistic Skill that phase.

Lethal Discharge

After this attack has been resolved against the target, roll a dice for every other enemy unit within 6" of the target. On the roll of a 4 or more, that unit suffers D6 Strength 5 AP4 hits that are Randomly Allocated.

High Altitude Fighter

Add 1 to a Stormhawk's Pursuit and Agility values when it is taking part in a Dogfight.

Vectored Afterburners

You can treat a Zooming Stormtalon Gunship as having a Pursuit value of from 3 to 6 (you choose) when determining how far it moves when travelling Flat Out. When Hovering, a Stormtalon Gunship receives +1 to its Jink cover saves (other cover saves are unaffected).

Lord Commander of the Imperium

Friendly units from the Armies of the Imperium re-roll failed Morale checks and Fear and Pinning tests while Guilliman is on the battlefield.

Primarch of the XIII Legion

You can choose to enact the Devastator, Assault and Tactical Doctrines (see Combat Doctrines) once each per game (in addition to any you can already use). When one of these Combat Doctrines is enacted, all Ultramarines models in your army are affected.

Unyielding Will

Roboute Guilliman’s Leadership is not subject to negative modifiers of any kind and he may re-roll failed Deny the Witch tests.

Data Augurs

Whilst a Land Raider Excelsior is within 24" of one or more friendly Rhinos Primaris, it adds 1 to its Ballistic Skill.

Orbital (HQ Command Tanks)

If an arrow is rolled on the scatter dice when firing a weapon that has this special rule, the shot always scatters the full 2D6" regardless of the firing model’s Ballistic Skill.

Orbital Array

At the start of each of your turns after the first, if this vehicle is on the battlefield you can choose to Coordinate Reinforcements or, once per game, call an Orbital Alpha Strike. To Coordinate Reinforcements, select one friendly unit that is in Reserves; that unit automatically arrives from Reserves (no Reserve Roll required). If you choose to call an Orbital Alpha Strike, your Rhino Primaris can make an attack using the following profile in the Shooting phase:

Range S AP Type
Orbital Alpha Strike Infinite 10 1 Ordnance 1, Barrage, Massive Blast, One use only, Orbital

Servo-skull Hub

At the start of your Shooting phase, you can select one friendly unit within 12" of this model and immediately apply one of the effects described below to that unit. Each of these effects can only be used once per game:
Targeting Data Skull: The target unit can fire Snap Shots (including Overwatch) using their full Ballistic Skill characteristic until the start of your next turn.
Repair Skull: Vehicle models only. Roll a D6; on a 2+, the target model regains 1 Hull Point lost earlier in the battle.
Vox Skull: The target unit gains the Fearless special rule until the start of your next turn.

Tactical Authority

At the start of your Shooting phase, select one friendly unit within 12" that has the same Faction as your Land Raider Excelsior. Choose one of the following special rules to apply to that unit until the start of your next turn: Counter-attack, Fearless, Hit & Run, Interceptor, Preferred Enemy, Skyfire, Split Fire or Tank Hunters.

Chapter Tactics

Though all of the Space Marine Chapters are united by the strictures of the Codex Astartes, the teachings of their Primarchs run deep. Whether First Founding Chapters or recently established brotherhoods, all Space Marines feel the call of their genetic heritage. It is this, coupled with unique circumstances and proudly maintained martial doctrines that leads many Chapters to prosecute their wars in their favoured way.

The Chapter Tactics special rule represents a group of rules that are specific to a given Chapter. When choosing an army, you must make a note of which Chapter each unit with the Chapter Tactics special rule is drawn from. All models in the same Detachment or Formation must be drawn from the same Chapter. If a unit’s datasheet contains a Chapter in brackets after the Chapter Tactics special rule – for example, ‘Chapter Tactics (Ultramarines)’ – the unit must always be drawn from this Chapter, and therefore cannot be included in a Detachment or Formation with any units that are drawn from other Chapters.

All models drawn from a given Chapter benefit from that Chapter’s Chapter Tactics rules, as described below. The rules will often refer to a model, character or unit by its Chapter; in all cases, this refers to a model, character or unit with the Chapter Tactics special rule that is drawn from the given Chapter. If a unit contains models drawn from two different Chapters, it counts as from neither Chapter, and thus benefits from neither Chapter Tactic.

For example, ‘an Ultramarines unit’ refers to ‘a unit with the Chapter Tactics special rule that is drawn from the Ultramarines Chapter.’ If an Ultramarines Tactical Squad is joined by an Imperial Fists Chaplain, it counts as neither an Ultramarines unit nor an Imperial Fists unit.

Successor Chapter

For purposes of the Chapter Tactics rules, Successor Chapters count as being drawn from their Founding Chapter. Note that Black Templars are an exception to this, as they have their own Chapter Tactics rules. If you wish to use a Chapter which does not have a clear Founding Chapter (such as the Blood Ravens, whose origin is shrouded in mystery), choose the set of Chapter Tactics that seem most appropriate.

For example, Sophie’s Crimson Fists Detachment would benefit from the Imperial Fists Chapter Tactics, as they are an Imperial Fists successor Chapter.

Allied Detachments

If your Primary Detachment has the Space Marines Faction, you can take an Allied Detachment with the Space Marines Faction as long as it is drawn from a different Chapter than your Primary Detachment.

Combat Doctrines

Several special rules allow units or Formations to enact one or more of the following Combat Doctrines. Whenever a rule allows this, it will note which units are affected and how many times per game the Doctrine(s) can be enacted. These are cumulative, so if your army has two rules that allow it to enact the Tactical Doctrine once per game, you can enact it twice per game. You can enact a single available Combat Doctrine at the start of each of your turns.

For example, a Battle Demi-company drawn from the Ultramarines Chapter would be able to enact each Doctrine once per game (due to the Scions of Guilliman rule, below), and would be able to enact the Tactical Doctrine a second time per game (due to the Tactical Flexibility special rule).

Tactical Doctrine: Affected models can re-roll To Hit rolls of 1 in the Shooting and Assault phases of this turn. Affected models in Tactical Squads, including any affected models with the Independent Character special rule that have joined those squads, can instead re-roll all failed To Hit rolls in the Shooting and Assault phases of this turn.

Assault Doctrine: Affected models can re-roll To Hit rolls of 1 in the Assault phase of this turn. Affected models in Assault Squads, Bike Squads, Attack Bike Squads and Centurion Assault Squads, including any affected models with the Independent Character special rule that have joined those squads, can instead re-roll all failed To Hit rolls in the Assault phase of this turn.

Devastator Doctrine: Affected models can re-roll To Hit rolls of 1 in the Shooting phase of this turn. Affected models in Devastator Squads and Centurion Devastator Squads, including any affected models with the Independent Character special rule that have joined those squads, can instead re-roll all failed To Hit rolls in the Shooting phase of this turn.

Black Templars Chapter Tactics

The Black Templars mix zealous fury with unorthodox close-assault tactics, forging themselves into crusades whose onslaught is as terrifying as it is brutal. Driven by their devotion to the Emperor, they will never back down from a challenge, and steel their minds against the vile corruptions of witch and heretic alike.
Holy Crusaders: Black Templars models have the Crusader and Adamantium Will special rules.

The Lost Librarius: Librarians may not be included in Detachments of Black Templars.

Righteous Zeal: If a Black Templars unit suffers one or more casualties in the Shooting phase or as a result of Overwatch, all models in that unit gain the Counter-attack and Rage special rules until the end of the turn.

Imperial Fists Chapter Tactics

With a reputation for excelling in siegecraft, the Imperial Fists and their successors are experts with heavy weapons and bolt weaponry. No foe can stand against their firepower, nor drive them back once their feet are planted.
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.

Iron Hands Chapter Tactics

The Iron Hands and their successors venerate the purity of the machine over the weakness of mere flesh. Their proliferation of bionics, coupled with the advanced selfrepair mechanisms of their vehicles, renders Iron Hands forces nigh unstoppable in battle.
The Flesh is Weak: Non-vehicle Iron Hands models have the Feel No Pain (6+) special rule. If they have the Feel No Pain rule from another source (a narthecium, for example), they instead add 1 to the result of any Feel No Pain rolls.

Machine Empathy: Iron Hands characters and vehicles have the It Will Not Die special rule. Furthermore, Iron Hands Techmarines add 1 to their Blessing of the Omnissiah rolls.

Raven Guard Chapter Tactics

The Primarch Corax was known for his exceptional stealth, striking unseen from the shadows. The Raven Guard and their successors still follow his example, specialising in sudden, devastating assaults.
Strike from the Shadows: Non-vehicle Raven Guard models that do not begin the game in a Transport vehicle have the Shrouded special rule until the start of the second game turn. When rolling to see whether the Night Fighting mission special rule is in effect during game turn 1, you may add 1 to the result if your army contains at least one Raven Guard unit.

Winged Deliverance: Raven Guard units with the Jump unit type may use their jump packs in both the Movement and Assault phases of the same turn. Furthermore, when they make Hammer of Wrath attacks, Raven Guard models can re-roll failed To Wound rolls.

Salamanders Chapter Tactics

Holding to the teachings of their Primarch, Vulkan, the Salamanders are peerless craftsmen. Their heroes stride through the fires of battle wielding masterwork weapons, and their strike forces employ many flamer weapons.
Flamecraft: Salamanders models have the Feel No Pain (4+) special rule against Wounds caused by flamer weapons. Furthermore, when using flamer weapons, Salamanders models can re-roll failed To Wound rolls and armour penetration rolls that do not result in glancing or penetrating hits.

Master Artisans: During army selection, each Salamanders character may upgrade one of his weapons (even one purchased as an upgrade, but not a Chapter Relic) to have the Master-crafted special rule.

Ultramarines Chapter Tactics

The Ultramarines epitomise adherence to the Codex Astartes, and their methods present a proud example to their many successor Chapters. Whether laying down disciplined bolter fire, charging the foe with chainswords roaring, or pounding them into submission with their heavy weapons, none can equal the Ultramarines’ skill.
Scions of Guilliman: If your army contains any Ultramarines units, you can choose to enact the Devastator Doctrine, Assault Doctrine and Tactical Doctrine (see Combat Doctrines above) once each per game. When one of these Combat Doctrines is enacted, all Ultramarines models in your army are affected.

White Scars Chapter Tactics

The White Scars and their successors are the masters of high speed, hit-and-run warfare. Using their mobility to outpace and outmanoeuvre their foes, White Scars bikers strike their enemies like lightning before disengaging and attacking from a new direction.
Born in the Saddle: White Scars models with the Bike unit type have the Skilled Rider special rule and add 1 to their Strength when resolving hits caused by the Hammer of Wrath special rule.

Fight on the Move: White Scars models have the Hit & Run special rule. A unit composed entirely of White Scars models can re-roll the dice when determining Run moves.

Tactical Objectives

D6Result
11Death from Above 
12Honour Your Chapter 
13No Mercy, No Respite 
14For the Emperor! 
15Lightning Strike 
16The Emperor’s Retribution 

Codex: Space Marines describes six Tactical Objectives to use in your games of Warhammer 40,000 that are exclusive to Space Marine players, and help to reflect their dynamic and uncompromising methods of waging war.

If your Warlord has the Space Marines Faction, these Tactical Objectives replace the Capture & Control Tactical Objectives (numbers 11-16).

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 a Space Marines player generates a Capture & Control objective (numbers 11, 12, 13, 14, 15 or 16), generate the corresponding Space Marines Tactical Objective instead, as shown in the table below. Other Tactical Objectives (numbers 21-66) are generated normally.

DEATH FROM ABOVE
Like the hammer of the Emperor, the Adeptus Astartes fall from the burning skies to bring ruin and death to their foes.
11
Score 1 Victory Point at the end of your turn if, during your turn, at least one enemy unit was completely destroyed by one of your units with the Jump type, or by one of your units that arrived from Deep Strike Reserve this turn.
Type: SPACE MARINES
HONOUR YOUR CHAPTER
With the righteous wrath of the Emperor, the heroes of the Space Marines bring the cursed leaders of their enemies low.
12
Score 1 Victory Point at the end of your turn if one or more enemy characters was killed in a challenge during your turn.
Type: SPACE MARINES
NO MERCY, NO RESPITE
The enemies of the Emperor fear many things, yet there is one thing they fear above all others: the wrath of the Space Marines.
13
Score 1 Victory Point at the end of your turn if at least one enemy unit was completely destroyed and/or failed a Morale check during your turn. If three or more enemy units were completely destroyed and/or failed Morale checks during your turn, score D3 Victory Points instead.
Type: SPACE MARINES
FOR THE EMPEROR!
With blinding speed and merciless fury, the Adeptus Astartes sweep their enemies before them, leaving only the broken bodies of the foe and utter devastation in their wake.
14
Score 1 Victory Point at the end of your turn if one or more units made a successful charge during your turn. If three or more units made successful charges during your turn, score D3 Victory Points instead.
Type: SPACE MARINES
LIGHTNING STRIKE
The Space Marines are the spear-tip of the Emperor’s wrath. With blinding speed, the Adeptus Astartes strike at the heart of the enemy lines so they might swiftly vanquish their foes.
15
Score 1 Victory Point at the end of your turn if at least one enemy unit in the enemy deployment zone was completely destroyed during your turn.
Type: SPACE MARINES
THE EMPEROR’S RETRIBUTION
Nothing can deny the Adeptus Astartes their objective.
16
Score D3 Victory Points at the end of your turn if you control an Objective Marker that was controlled by your opponent at the start of your turn. If you control 3 or more Objective Markers that were controlled by your opponent at the start of your turn, score D3+3 Victory Points instead.
Type: SPACE MARINES

Designer’s Note
If you own a deck of Space Marines Tactical Objective Cards, you can generate your Tactical Objectives by shuffling the deck and drawing the top card instead of rolling a D66. These should be kept face up, so your opponent can see which Tactical Objectives you have generated, unless the mission you are playing instructs you otherwise.

Warlord Traits

When generating Warlord traits for a Warlord with the Space Marines Faction, you can either roll on one of the Warlord Traits tables in Warhammer 40,000: The Rules or roll on the table below.

D6Warlord Traits
1Angel of Death
The Warlord personifies the fury of the Emperor’s wrath. In his righteous presence, heretics, traitors and xenos quail in fear as they feel the vengeance of the lmperium fall upon them.
Your Warlord has the Fear special rule. Furthermore, enemy units locked in combat with the Warlord must take Fear tests on 3D6. 
2The Imperium’s Sword
Hurling themselves forwards with unbridled ferocity, the Warlord and his warriors thrust their blades into the foe, cutting them down like wheat.
Your Warlord, and his unit, have the Furious Charge special rule. 
3Iron Resolve
Filled with the righteous fury of the Adeptus Astartes, the Warlord shrugs off even mortal wounds, his faith and duty driving him on long after lesser men would have fallen.
Your Warlord has the Feel No Pain special rule. 
4Storm of Fire
With a series of rapid battle gestures, the Warlord focusses the firepower of one of his squads, their precise shots tearing through the vulnerable points of the target’s armour.
At the start of each of your Shooting phases, nominate one friendly unit within 12" of your Warlord that is drawn from the same Chapter as your Warlord. That unit’s ranged weapons have the Rending special rule until the end of the phase. 
5Rites of War
Honour-bound by sacred oaths of fealty to the Imperium, the Warlord and his warriors vow before the Chapter and the Emperor to secure victory at any cost.
All models in your Warlord’s Detachment can use his Leadership value in place of their own. 
6Champion of Humanity
The Warlord is a renowned hero of the Imperium, whose mere presence inspires those around him to stand their ground before the enemies of Mankind.
Your Warlord, and all friendly units within 12" of your Warlord with a Faction that is part of the Armies of the Imperium, must re-roll failed Morale checks, Pinning tests and Fear tests

Absolute Mastery

Roboute Guilliman has all of the Command Traits from Warhammer 40,000: The Rules.

Wing Leaders


Space Marine Wing Leaders

The squadron leaders of the Adeptus Astartes set an example to their battle-brothers, letting the spirit of the Emperor guide their aim and shield them from harm as they punish the foes of Humanity.
Faction: Space Marines.

D6Special Rule
1-2Know No Fear: Ignore Crew Stunned and Crew Shaken results that are inflicted on the Wing Leader (Hull Points are lost normally). 
3-4Angel of Death: The Wing Leader can re-roll To Wound and Armour Penetration rolls of 1. 
5-6Chapter Champion: The Wing Leader has a 5+ invulnerable save. In addition, if the To Hit roll for an attack made by the Wing Leader in a Dogfight is a 6, then the attack receives the Armourbane special rule.