Battleforged Abilities: Infantry, Bikers, Dreadnoughts

  • Defenders of Humanity
    • If your army is Battle-forged, all Troops units in the Space Marines Detachments gain this ability.
    • Such a unit that is within range of an objective marker (as specified in the mission) controls the objective marker even if there are more enemy models within range of that objective marker.
    • If an enemy is within range of the same objective marker has a similar ability, then the objective marker is controlled by the player who has the most models within range of it as normal.
  • Imperial Fists: Siege Masters
    • Enemy units do not receive the benefit to their saving throw for being in cover against attacks made by Imperial Fists models with this tactic.
    • In addition, you can re-roll any failed wound rolls for Imperial Fists units with this tactic when they are targeting a Building.

Specialist Detachment: Siegebreaker Cohort (-1 CP)

  • Access to Warlord Trait: Indomitable and Relics of the Phalanx: The Eye of Hypnoth.
  • Access to the following stratagems:
    • Structural Demolition (1CP)
      • Use this Stratagem after a Building has been destroyed by an attack made by a Siegebreaker Cohort unit from your army. Roll 2d6 instead of 1 for each model that disembarks from that building. For each roll of a 1, a model that disembarked (controlling player’s choice) is slain.
    • Seismic Devastation (1CP)
      • Use this Strategem at the start of the Shooting phase or Fight phase.
      • Pick a Seigebreaker Cohort unit from your army. Each time you roll a wound roll of 6+ for an attack made by that unit that targets an enemy Vehicle or Building that phase, that attacks inflicts a mortal wound in addition to its normal damage.

Imperial Fists Stratagem: Bolter Drill (1 CP)

  • Use this Stratagem just before an IMPERIAL FISTS Infantry unit attacks in the Shooting phase. Each time you make a hit roll of 6+ for a model firing a bolt weapon, that model can immediately make another hit roll using the same weapon at the same target (these bonus attacks cannot themselves generate any further attacks).
  • For the purposes of this Stratagem, a bolt weapon is any weapon profile whose name includes the word ‘bolt’ (e.g. boltgun, bolt rifle, heavy bolter, boltstorm gauntlet). Pedro Kantor’s Dorn’s Arrow is also a bolt weapon.

Detachment: Battalion Detachment (Min: 2 HQ & 3 Troops) – +5 CP (+3 CP w/ Detachment & Stratagem)

HQ: 2/3

  • Primaris Captain with Power Fist – 78 [94]
    • | 6″ | WS: 2+ | BS: 2+ | S: 4 | T: 4 | W: 6 | A: 5 | LD: 9 | SV 3+ |
    • Power Fist – 9
      • | Melee | Melee | S: x2 | AP: -3 | D: d3 | When attacking with this weapon, you must subtract 1 from the hit roll. |
    • Plasma Pistol – 7
      • | 12″ | Pistol 1 | S: 7 | AP: -3 | D: 1 | – |
      • | 12″ | Pistol 1 | S: 8 | AP: -3 | D: 2 | On a hit roll of 1, the bearer is slain.
    • Frag Grenade
      • | 6″ | Grenade d6 | S: 3 | AP: 0 | D: 1 | – |
    • Krak Grenade
      • | 6″ | Grenade 1 | S: 6 | AP: -1 | D: d3 | – |
    • And They Shall Know No Fear
      • You can re-roll failed Morale tests for this unit.
    • Iron Halo
      • This model has a 4+ invulnerable save.
    • Rites of Battle
      • You can re-roll hit rolls of 1 made for friendly Imperial Fists units within 6″ of this model.
    • Warlord Trait: Indomitable
      • If your Warlord did not move in the Movement phase of this turn, friendly Imperial Fists Infantry units within 6″ of your Warlord automatically pass Morale tests and receive the benefit to their saving throws for being in cover, even while they are not wholly on or within a terrain feature.
    • Relic: The Eye of Hypnoth
      • Re-roll wound rolls of 1 for shooting attacks made by friendly Siegebreaker Cohort units within 6″ of the bearer.
  • Primaris Librarian – 93 [101]
    • | 6″ | WS: 3+ | BS: 3+ | S: 4 | T: 4 | W: 5 | A: 4 | LD: 9 | SV: 3+ |
    • Force Sword Sword – 8
      • | Melee | Melee | S: User | AP: -3 | D: d3 | – |
    • Bolt Pistol
      • | 12″ | Pistol 1 | S: 4 | AP: 0 | D: 1 | – |
    • Frag Grenade
      • | 6″ | Grenade d6 | S: 3 | AP: 0 | D: 1 | – |
    • Krak Grenade
      • | 6″ | Grenade 1 | S: 6 | AP: -1 | D: d3 | – |
    • And They Shall Know No Fear
      • You can re-roll failed Morale tests for this unit.
    • Psychic Hood
      • You can add 1 to Deny the Witch tests you take for this model against enemy Psykers within 12″
    • Warlord Trait: Architect of War (-1 CP)
      • Friendly Imperial Fists units within 6″ of your Warlord that are receiving the benefit of cover add an additional 1 to their saving throws against attacks with an AP characteristic of -1.
    • This model can attempt to manifest two psychic powers and attempt to deny one psychic power.

Troops: 3/6

  • 5 Intercessors – 85 [94]
    • | 6″ | WS: 3+ | BS: 3+ | S: 4 | T: 4 | W: 2 | A: 2 | LD: 7 | SV: 3+ |
    • | 6″ | WS: 3+ | BS: 3+ | S: 4 | T: 4 | W: 2 | A: 3 | LD: 8 | SV: 3+ |
    • Power Fist – 9
      • | Melee | Melee | S: x2 | AP: -3 | D: d3 | When attacking with this weapon, you must subtract 1 from the hit roll. |
    • Stalker Bolt Rifles – 0
      • | 36″ | Heavy 1 | S: 4 | AP: -2 | D: 1 | – |
    • Frag Grenade
      • | 6″ | Grenade d6 | S: 3 | AP: 0 | D: 1 | – |
    • Krak Grenade
      • | 6″ | Grenade 1 | S: 6 | AP: -1 | D: d3 | – |
    • And They Shall Know No Fear
      • You can re-roll failed Morale tests for this unit.
    • Auxiliary Grenade Launcher
      • If this model is armed with an auxiliary grenade launcher, increase the range of any Grenade weapons they have to 30″.
    • Combat Squads
      • Before any models are deployed at the start of the game, an Intercessor Squad containing 10 models may be split into two units, each containing 5 models.
  • 5 Intercessors – 85 [94]
    • | 6″ | WS: 3+ | BS: 3+ | S: 4 | T: 4 | W: 2 | A: 2 | LD: 7 | SV: 3+ |
    • | 6″ | WS: 3+ | BS: 3+ | S: 4 | T: 4 | W: 2 | A: 3 | LD: 8 | SV: 3+ |
    • Power Fist – 9
      • | Melee | Melee | S: x2 | AP: -3 | D: d3 | When attacking with this weapon, you must subtract 1 from the hit roll. |
    • Stalker Bolt Rifles – 0
      • | 36″ | Heavy 1 | S: 4 | AP: -2 | D: 1 | – |
    • Frag Grenade
      • | 6″ | Grenade d6 | S: 3 | AP: 0 | D: 1 | – |
    • Krak Grenade
      • | 6″ | Grenade 1 | S: 6 | AP: -1 | D: d3 | – |
    • And They Shall Know No Fear
      • You can re-roll failed Morale tests for this unit.
    • Auxiliary Grenade Launcher
      • If this model is armed with an auxiliary grenade launcher, increase the range of any Grenade weapons they have to 30″.
    • Combat Squads
      • Before any models are deployed at the start of the game, an Intercessor Squad containing 10 models may be split into two units, each containing 5 models.
  • 6 Intercessors – 102 [117]
    • | 6″ | WS: 3+ | BS: 3+ | S: 4 | T: 4 | W: 2 | A: 2 | LD: 7 | SV: 3+ |
    • | 6″ | WS: 3+ | BS: 3+ | S: 4 | T: 4 | W: 2 | A: 3 | LD: 8 | SV: 3+ |
    • Power Fist – 9
      • | Melee | Melee | S: x2 | AP: -3 | D: d3 | When attacking with this weapon, you must subtract 1 from the hit roll. |
    • 6 Auto Bolt Rifles – 6
      • | 24″ | Assault 2 | S: 4 | AP: 0 | D: 1 | – |
    • Frag Grenade
      • | 6″ | Grenade d6 | S: 3 | AP: 0 | D: 1 | – |
    • Krak Grenade
      • | 6″ | Grenade 1 | S: 6 | AP: -1 | D: d3 | – |
    • And They Shall Know No Fear
      • You can re-roll failed Morale tests for this unit.
    • Auxiliary Grenade Launcher
      • If this model is armed with an auxiliary grenade launcher, increase the range of any Grenade weapons they have to 30″.
    • Combat Squads
      • Before any models are deployed at the start of the game, an Intercessor Squad containing 10 models may be split into two units, each containing 5 models.
  • 5 Intercessors – 85 [99]
    • | 6″ | WS: 3+ | BS: 3+ | S: 4 | T: 4 | W: 2 | A: 2 | LD: 7 | SV: 3+ |
    • | 6″ | WS: 3+ | BS: 3+ | S: 4 | T: 4 | W: 2 | A: 3 | LD: 8 | SV: 3+ |
    • Power Fist – 9
      • | Melee | Melee | S: x2 | AP: -3 | D: d3 | When attacking with this weapon, you must subtract 1 from the hit roll. |
    • 5 Auto Bolt Rifles – 5
      • | 24″ | Assault 2 | S: 4 | AP: 0 | D: 1 | – |
    • Frag Grenade
      • | 6″ | Grenade d6 | S: 3 | AP: 0 | D: 1 | – |
    • Krak Grenade
      • | 6″ | Grenade 1 | S: 6 | AP: -1 | D: d3 | – |
    • And They Shall Know No Fear
      • You can re-roll failed Morale tests for this unit.
    • Auxiliary Grenade Launcher
      • If this model is armed with an auxiliary grenade launcher, increase the range of any Grenade weapons they have to 30″.
    • Combat Squads
      • Before any models are deployed at the start of the game, an Intercessor Squad containing 10 models may be split into two units, each containing 5 models.

Elite: 3/3

  • Relic Deredeo Dreadnought – 120 [222]
    • | 7″ (10-14+) / 5+ (5-9) / 3″ (1-4) | WS: 4/5/6+ | BS: 2/3/4+ | S: 7 | T: 7 | W: 14 | A: 2 | LD: 8 | SV: 3+ |
    • Anvillus Autocannon Battery – 50
      • | 36″ | Heavy 8 | S: 8 | AP: -1 | D: 2 | – |
    • Aiolos Missile Launcher – Ø
      • | 60″ | Heavy 2d3 | S: 6 | AP: -1 | D: 1 | – |
    • Twin Heavy Bolter – 17
      • | 36″ | Heavy 6 | S: 5 | AP -1 | D: 1 | – |
    • Layered Atomantic Barriers
      • A unit with this ability has a 5+ invulnerable save against Shooting or Overwatch attacks, and a 4+ invulnerable save against Melee attacks in the Fight phase.
    • Atomantic Pavaise – 35
      • If equipped with an atomantic pavaise, all friendly Imperial Fist units within 6″ of the Relic Deredeo Dreadnought gain a 5+ invulnerable save.
      • This invulnerable save does not stack with or improve existing invulnerable saves.
    • Helical Targeting Array
      • At the beginning of any turn, the controlling player may declare that its helical targeting array is active.
      • While it is active, the Relic Deredeo Dreadnought may not move but adds +1 to its hit rolls against models with the Fly keyword.
    • Explodes
      • If this model is reduced to 0 wounds, roll a d6 before removing it from the battlefield; on a 5 or 6 it explodes and each unit within 6″ suffers d3 mortal wounds.
    • Smoke Launchers
      • Once per game, instead of shooting any weapons in the Shooting phase, this model can use its smoke launchers. Until the controlling player’s next Shooting phase, any enemy units targeting this unit subtract 1 from all hit rolls for Shooting attacks made against this unit.
  • Redemptor Dreadnought – 105 [161]
    • | 8″ (7-13+) / 6″ (4-5) / 4″ (1-3) | WS: 3/4/5+ | BS: 3/4/5+ | S: 7 | T: 7 | W: 13 | A: 4 | LD: 8 | SV: 3+ |
    • Heavy Onslaught Gatling Cannon – 30
      • | 30″ | Heavy 12 | S: 5 | AP: -1 | D: 1 | – |
    • Onslaught Gatling Cannon – 16
      • | 24″ | Heavy 6 | S: 5 | AP: -1 | D: 1 | – |
    • Icarus Rocket Pod – 6
      • | 24″ | Heavy d3 | S: 7 | AP: -1 | D: 1 | Add 1 to all hit rolls made for this weapon against targets that can Fly. Subtract 1 from the hit rolls made for this weapon against all other targets. |
    • 2 Storm Bolters – 4
      • | 24″ | Rapid Fire 2 | S: 4 | AP: 0 | D: 1 |
    • Redemptor Fist – 0
      • | Melee | Melee | S: x2 | AP: -3 | D: d6 | – |
    • Explodes
      • If this model is reduced to 0 wounds, roll a d6 before removing the model from the battlefield; on a 6 it explodes, and each unit within 6″ suffers d6 mortal wounds.
  • Ironclad Dreadnought – 70 [144]
    • | 6″ | WS: 3+ | BS: 3+ | S: 6 | T: 8 | W: 8 | A: 4 | LD: 8 | SV: 3+ |
    • Dreadnought Chainfist – 38
      • | Melee | Melee | S: x2 | AP: -4 | D: 4 | – |
    • Meltagun – 14
      • | 12″ | Assault 1 | S: 8 | AP: -4 | D: d6 | If the target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result. |
    • Hurricane Bolter – 10
      • | 24″ | Rapid Fire 6 | S: 4 | AP: 0 | D: 1 | – |
    • 2 Hunter-killer Missiles – 12
      • | 48″ | Heavy 1 | S: 8 | AP: -2 | D: d6 | A model can only fire each of its hunter-killer missiles once per battle. |
    • Wrecker
      • You can re-roll hit rolls of 1 for this model when it fights if it is equipped with two melee weapons.
    • Ironclad Assault Launchers
      • If this model is equipped with ironclad assault launchers and finishes a charge move within 1″ of an enemy unit, roll a d6. on a 4+ that unit suffers d3 mortal wounds.
    • Smoke Launchers
      • Once per game, instead of shooting any weapons in the Shooting phase, this model can use its smoke launchers; until your next Shooting phase your opponent must subtract 1 from all hit rolls for ranged weapons that target this vehicle.
    • Explodes
      • If this model is reduced to 0 wounds, roll a d6 before removing the model from the battelfield; on a 6 it explodes, and each unit within 3″ suffers d3 mortal wounds.

Heavy Support: 2/3

  • 3 Centurion Devestators – 120 [210]
    • | 4″ | WS: 3+ | BS: 3+ | S: 5 | T: 5 | W: 3 | A: 2 | LD: 7 | SV: 2+ |
    • | 4″ | WS: 3+ | BS: 3+ | S: 5 | T: 5 | W: 3 | A: 3 | LD: 8 | SV: 2+ |
    • 6 Heavy Bolters – 60
      • | 36″ | Heavy 3 | S: 5 | AP: -1 | D: 1 | – |
    • 3 Hurricane Bolters – 30
      • | 24″ | Rapid Fire 6 | S: 4 | AP: 0 | D: 1 | – |
    • And They Shall Know No Fear
      • You can re-roll failed Morale tests for this unit.
    • Combat Squads
      • Before any models are deployed at the start of the game, a Centurion Devastator Squad containing 6 models may be split into two units, each containing 3 models.
    • Decimator Protocols
      • Models in this unit do not suffer the penalty to hit rolls for moving and firing Heavy weapons.
    • Omniscope
      • Enemy units do not receive the benefits to their saving throws for being in cover against attacks made by a unit that includes a Centurion Sergeant.
  • Contemptor Mortis Dreadnought – 88 [168]
    • | 9″ (6-10+) / 6″ (3-5) / 3″ (1-2) | WS: 2/3/4+ | BS: 2/3/4+ | S: 7 | T: 7 | W: 10 | A: 4 | LD: 8 | SV: 3+ |
    • 2 Twin Lascannons – 80
      • | Heavy 2 | S: 9 | AP: -3 | D: d6 | – |
    • Atomantic Shielding
      • This model has a 5+ invulnerable save.
    • Explodes
      • If this model is reduced to 0 wounds, roll a d6 before removing it from the battlefield; on a 6 it explodes and each unit within 3″ suffers d3 mortal wounds.

Total: 1504