Page 2 of 2 FirstFirst 1 2
Results 21 to 28 of 28

Thread: Codex Adeptus Astartes: Primaris Space Marines (7th Edition)

  1. #21
    Chapter Master Fox Of 9's Avatar
    Join Date
    Aug 2010
    Location
    One with the shadows
    Posts
    1,555

    Gravis Linebreaker Brotherhood/Stormstrike Squadron/Vanguard Spearhead

    GRAVIS LINEBREAKER BROTHERHOOD




    FORMATION:
    • 2-5 units chosen in any combination from the following list:
      - Aggressor Squad
      - Eradicator Squad
      - Heavy Intercessor Squad


    RESTRICTIONS:
    None.

    SPECIAL RULES:
    Steady Advance: Units from this Formation count as stationary when firing Heavy or Salvo weapons if they moved 3" or less in the previous Movement phase.

    Uncompromising Fire: In the Shooting phase, units from this Formation re-roll To Hit and To Wound rolls of 1 against enemy units within 3 of an Objective Marker.

    Unyielding in the Face of the Foe: Models in this Formation have the Stubborn special rule. Whilst within the enemy's deployment zone, models from this Formation have the Fearless special rule and models with the Primaris special rule receive a +1 bonus to Belisarian Furnace rolls instead.


    STORMSTRIKE SQUADRON




    FORMATION:
    • 1 unit of Storm Speeders
    • 1 unit of Invader ATVs


    RESTRICTIONS:
    This Formation may not consist of more than four models.

    SPECIAL RULES:
    • Scout


    Fire on the Move: Units from this Formation can move 2D6 immediately after they shoot in the Shooting phase. Units that move after shooting cannot charge in the subsequent Assault phase.

    Rapid Redeployment: Units from this Formation can move an additional 6 when moving Flat Out.


    VANGUARD SPEARHEAD




    FORMATION:
    • 0-1 Phobos Lieutenant
    • 1-3 Infiltrator Squads
    • 1 Incursor Squad or Reiver Squad
    • 1 Eliminator Squad or Suppressor Squad
    • 0-1 units of Invictor Tactical Warsuits


    RESTRICTIONS:
    If it is taken, the unit of Invictor Tactical Warsuits in this Formation may only include one model.

    SPECIAL RULES:
    Covert Operators: Non-vehicle units from this Formation with the Infiltrate special rule can be set up anywhere on the table that is more than 9 from an enemy unit. Alternatively, they can be set up anywhere on the table that is more than 6 from any model so long as no enemy model can draw a line of sight to them.

    Guerilla Tactics: Instead of moving in your Movement phase, any non-vehicle unit from this Formation that is not within 6 of any enemy models, can be removed from the battlefield and placed into Ongoing Reserve. A unit cannot do this in the same turn it arrives from Reserves or Ongoing Reserves, and cannot do so whilst embarked in a vehicle. Units from this Formation in Ongoing Reserves can Outflank due to the Infiltrate special rule, ignoring the normal rules regarding Ongoing Reserves and Outflanking.
    Last edited by Fox Of 9; 28-06-2022 at 11:56.

  2. #22
    Chapter Master Fox Of 9's Avatar
    Join Date
    Aug 2010
    Location
    One with the shadows
    Posts
    1,555

    Appendix/Army Special Rules/Warlord Traits/Faction And Allies

    APPENDIX

    This section of the Codex details many of the rules for using an army of Primaris Space Marines in your games of Warhammer 40,000, including their unique Warlord Traits, wargear, psychic powers, Tactical Objectives and additional Detachments. The Profiles page at the end provides a list of unit and weapon profiles for reference during your games.

    PRIMARIS SPACE MARINE SPECIAL RULES
    There are several special rules common to the several Primaris Space Marine units, which are collected here for your convenience. Special rules that are unique to particular units are presented in the relevant unit entry instead. Other rules are simply listed by name - these are all described in the Special Rules section of Warhammer 40,000: The Rules.

    COMBAT SQUADS
    Primaris Space marine squads can break down into smaller, tactically flexible formations known as combat squads. it is a testament to the exceptional training and discipline of the Primaris Space marines that such division of numbers serves only to maximize their impact on the field of battle.

    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 Intercessor squad can split into two five-man Intercessor 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 to deploy as normal. In an exception to the normal rules, two combat squads split from the same unit can embark on 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 up later in the battle, nor can you use redeployment to split up a unit or join it back together.


    PRIMARIS
    A new breed of transhuman warriors, Primaris Space Marines are bigger, more resilient, physically more powerful and possess faster reaction times than their original Astartes counterparts.

    A model with this special rule has the Belisarian Furnace and The Steel Within special rules. In addition, models with this special rule may only embark onto vehicles that specifically state they may transport models with the Primaris special rule.

    • Belisarian Furnace: When a model with this special rule suffers an unsaved Wound that would otherwise remove it as a casualty, it can make a special Belisarian Furnace roll to avoid being wounded. This is not a saving throw and so can be used against attacks that state ‘no saves of any kind are allowed’. Belisarian Furnace rolls may even be taken against hits with the Instant Death special rule, but cannot be used against hits from Destroyer weapons or any special rule or attack that states that the model is ‘removed from play'.

      Roll a D6 each time the model suffers an unsaved Wound that would otherwise remove it as a casualty, subtracting 1 from the result if the hit that inflicted the Wound had the Instant Death special rule. On a 5+, discount the unsaved Wound – treat it as having been saved. Certain special rules and wargear items can provide modifiers to this dice roll; these are cumulative, but the required dice roll can never be improved to be better than 4+.

      If a model has both the Belisarian Furnace and Feel No Pain special rules, you can choose to use one special rule or the other to attempt to avoid the Wound, but not both. Choose which of the two special rules you will use each time a model suffers an unsaved Wound that would otherwise remove it as a casualty.

    • The Steel Within: In close combat, when fighting against a model with a Toughness characteristic that is equal to the Strength characteristic of an attack a model with this special rule is making (except for Hammer of Wrath attacks), that attack will Wound on a 3+ instead of the usual 4+.

    REPULSOR FIELD
    The anti-gravity repulsion plates of the Primaris Space Marines' gravitic battle tanks are as much a defensive weapon as they are a means of propulsion, with the crews of the vehicles able to discharge pulses of gravitic force through their ventral plates that repulse nearby enemies, slowing their advance to a crawl.

    At the start of the enemy Assault phase, a model with this special rule may nominate an enemy unit within 12" and then roll a D3. If, during that Assault phase, the nominated unit declares a charge, reduce that unit's charge move by the result of the D3 (to a minimum of 0).


    VANGUARD TACTICS
    A Vanguard Space Marine is a Primaris Space Marine who serves as a covert operator. These Primaris Astartes are ruthless killers, trained to operate behind enemy lines as saboteurs, assassins and infiltrators.

    A unit with this special rule cannot be joined by a model without this special rule. Models with this special rule have the Infiltrate and Scout special rules.


    WARLORD TRAITS
    Each of the different lineages of Primaris Space Marines has its own distinctive approach to waging war. When generating Warlord traits for a Warlord with the Primaris Space Marine Faction, you can either roll on one of the Warlord Traits tables in Warhammer 40,000: The Rules or roll one of the tables below - note that only models with the Vanguard Tactics special rule may roll on the Vanguard Warlord Traits table. However, if your Warlord is drawn from a Chapter that has its own set of Warlord Traits tables, either in its own Codex or via a Codex or Campaign Supplement, you may roll on the appropriate Warlords Traits table instead of those found inWarhammer 40,000: The Rules or Codex: Primaris Space Marines. For example, a Primaris Space Marine Warlord drawn from the Iron Hands Chapter would have the option of rolling on the Iron Hands' Warlord Traits table in Codex Supplement: Angels of Death.


    PRIMARIS WARLORD TRAITS TABLE

    D6
    Warlord Trait
    1 Fear Made Manifest: The Emperor’s enemies quail beneath this champion’s wrathful gaze.
    Your Warlord has the Fear special rule. Furthermore, enemy units locked in combat with your Warlord must subtract 2 from their Leadership when making Fear tests.
    2 Gene-wrought Might: Blessed with incredible strength, the Warlord deliver blows that inflict terrifying damage.
    In close combat, any To Hit rolls of 6 made by your Warlord are resolved at twice your Warlord's Strength characteristic (to a maximum of 10).
    3 Only in Death Does Duty End: Not even the threat of imminent death prevents the Warlord from enacting justice upon the enemies of the Imperium.
    If your Warlord is slain in the Fight sub-phase, he can, at the end of the current Initiative step, pile in and fight before being removed as a casualty. Your Warlord can do this even if he has fought this phase.
    4 Tactical Precision: Even in the midst of the maelstrom of war, the Warlord's mind races, pinpointing momentary weaknesses for his warriors to exploit with murderous precision.
    At the start of each of your Shooting phases, nominate one friendly unit within 12" of your Warlord that is drawn from the same Lineage as your Warlord. That unit can re-roll To Hit, To Wound and Armour Penetration rolls of 1 until the end of the phase.
    5 Survivor of the Rubicon Primaris: Having survived the arduous procedure required for a Firstborn Astartes to become a Primaris Space Marine the Warlord truly knows no fear, his body and mind now capable of enduring wounds that would fell lesser beings.
    Your Warlord has the Fearless and Feel No Pain (6+) special rules.
    6 Rites of Battle: 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 valve instead of their own.
    VANGUARD WARLORD TRAITS TABLE

    D6
    Warlord Trait
    1 Shoot and Fade: This warrior harries the foe before returning to the shadows.
    At the start of each of your Shooting phases, nominate one friendly unit with the Vanguard Tactics special rule within 12" of your Warlord that is drawn from the same Lineage as your Warlord. That unit can move D6" immediately after they shoot in the Shooting phase. Units that move after shooting cannot charge in the subsequent Assault phase.
    2 Lord of Deceit: This leader is adept at subterfuge and spreading misinformation.
    During Scout redeployments, nominate up to 3 friendly units with the Vanguard Tactics special rule that are drawn from the same Lineage as your Warlord. Each model in these units may redeploy anywhere entirely within D6+6" of its current position (roll once for each unit before redeploying). Units that redeploy in this manner must remain more than 6" away from any enemy unit and have the Stealth special rule; if a unit shoots (including Overwatch) or fights in combat, it loses the Stealth special rule.
    3 Master of the Vanguard: This living legend of the Vanguard is an inspiration to his brothers.
    Your Warlord, and all friendly units with the Vanguard Tactics special rule within 12" of your Warlord that are drawn from the same Lineage as your Warlord, add 1" to their maximum move distances each time they move in the Movement phase, Run in the Shooting phase and charge in the Assault phase.
    4 Stealth Adept: This warlord slips through enemy territory like a spectre.
    Your Warlord, and his unit, can re-roll failed cover saves. In addition, when your Warlord is not in a unit, he has the Shrouded special rule.
    5 Target Priority: This tactician is constantly seeking prime targets.
    At the start of each of your Shooting phases, nominate one friendly unit with the Vanguard Tactics special rule within 12" of your Warlord that is drawn from the same Lineage as your Warlord. That unit can re-roll any To Wound rolls and Armour Penetration rolls until the end of the phase.
    6 Master Marksman: This warlord is one of the finest sharpshooters in the galaxy.
    Shots fired by your Warlord (excluding Snap Shots) are always Precision Shots.
    FACTION AND ALLIES
    All models in Codex Primaris Space Marines have the Primaris Space Marines Faction. The Primaris Space Marines are part of the Armies of the Imperium and ally as such as described in the Allies section of Warhammer 40,000: The Rules.


    Last edited by Fox Of 9; 01-07-2022 at 14:46.

  3. #23
    Chapter Master Fox Of 9's Avatar
    Join Date
    Aug 2010
    Location
    One with the shadows
    Posts
    1,555

    Genetic Lineage/Combat Doctrines

    GENETIC LINEAGE
    Despite the vast gulf of separation and estrangement that exists between the Primaris of the Ultima Founding and their Founding Chapters, the genetic heritage of their Primarchs runs just as deeply within them as it does their Firstborn brothers. Since their awakening, and integration with other Space Marine forces the call of this shared genetic lineage has only grown stronger. Now, these Primaris Space Marines, clad in the greatest arms and armours the Adeptus Mechanicus can produce, and with the teachings of their Primarchs and their Chapter's greatest heroes to guide them, do these transhuman warriors prosecute the Imperium's wars in a myriad of ways across the depth and breadth of the galaxy.

    The Genetic Lineage special rule represents a group of rules that are specific to a given Genetic Lineage. When choosing an army, you must make a note of which Lineage each unit with the Genetic Lineage special rule is drawn from. All models in the same Detachment and Formation must be drawn from the same Lineage. If a Formation or Detachment includes the ability to choose units from outside Codex: Primaris Space Marines those units must also be drawn from the same Lineage as units chosen from Codex: Primaris Space Marines, in the case of units from Codex: Space Marines this will mean them having the corresponding Chapter Tactics special rule - for example, if you choose to include a Tactical Squad from Codex: Space Marines in an Ultramarine Indomitus Demi-Company, that Tactical Squad must also be drawn from the Ultramarines Chapter, having the Chapter Tactics (Ultramarines) special rule - for units outside of Codex: Space Marines or otherwise without the Chapter Tactics special rule, this will mean them having the corresponding Faction to the Genetic Lineage of the Formation or Detachment - for example, Genetic Lineage (Blood Angels) and Blood Angels Faction.

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

    For example, 'an Ultramarines unit' refers to 'a unit with the Genetic Lineage special rule that is drawn from the Ultramarines Lineage.' If an Ultramarines Intercessor Squad is joined by an Imperial Fist Primaris Chaplain, it counts as neither an Ultramarines unit nor an Imperial Fists unit.


    ALLIED DETACHMENTS
    If your Primary Detachment has the Primaris Space Marine Faction, you can take an Allied Detachment (see Warhammer 40,000: The Rules) with the Primaris Space Marine Faction as long as it is drawn from a different Lineage than your Primary Detachment.

    SUCCESSOR CHAPTER
    Unless otherwise noted, for the purposes of the Genetic Lineage rules, Successor Chapters count as being drawn from their Founding Chapter. 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 Genetic Lineage that seems the most appropriate.

    For example, Sophies' Crimson Fists Detachment would benefit from the Imperial Fists Genetic Lineage, as they are an Imperial Fists Successor Chapter.


    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 Battleline 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, an Indomitus Demi-company drawn from the Ultramarines Lineage, 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 Battleline Doctrine a second time (due to the Battline Formation special rule).


    Battleline Doctrine: Affected models can re-roll To Hit rolls of 1 in the Shooting and Assault phases of this turn. Affected models from Batteline units, 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.

    Battleline Units: Intercessor Squad, Heavy Intercessor Squad, Tactical Squad.


    Close Support Doctrine: Affected models can re-roll To Hit rolls of 1 in the Assault phase of this turn. Affected models from Close Support units, 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.

    Close Support Units: Assault Intercessor Squad, Assault Squad, Attack Bike Squad, Biker Squad, Centurion Assault Squad, Outrider Squad.


    Fire Support Doctrine: Affected models can re-roll To Hit rolls of 1 in the Shooting phase of this turn. Affected models from Fire Support units, 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.

    Fire Support Units: Aggressor Squad, Centurion Devastator Squad, Devastator Squad, Eradicator Squad, Hellblaster Squad.


    ULTRAMARINES GENETIC LINEAGE
    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 Ultramarine units, you can choose to enact the Battleline, Close Support and Fire Support Doctrines (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 GENETIC LINEAGE
    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 again from a new direction.

    Born in the Saddle: White Scars models with the Bike unit type have the Skiller 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.
    IRON HANDS GENETIC LINEAGE
    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 self-repair mechanisms of their vehicles, renders Iron Hands forces night 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 special 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 Primaris Techmarines add 1 to their Blessing of the Omnissiah rolls.
    IMPERIAL FISTS GENETIC LINEAGE
    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 when firing bolt weapons - a bolt weapon is any weapon whose profile includes the word ‘bolt’ (bolt rifle, boltstorm gauntlet, storm bolter, combi-weapons that are firing as boltguns, etc.).

    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 Fire Support units have the Tanks Hunters special rule.
    SALAMANDERS GENETIC LINEAGE
    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 (as defined in Warhammer 40,000: The Rules). 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 Relic) to have the Master-crafted special rule.
    BLACK TEMPLARS GENETIC LINEAGE
    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: Primaris Librarians and Phobos 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.
    RAVEN GUARD GENETIC LINEAGE
    The Primarch Corax was known for 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 phase of the same turn. Furthermore, when they make Hammer of Wrath attacks, Raven Guard models can re-roll failed To Wound rolls.
    DARK ANGELS GENETIC LINEAGE
    The Dark Angels stand first amongst the Space Marine Chapters, as they have done since their very inception as the Ist Legion. They are a proud Chapter, with traditions and rituals that date back to the earliest days of the Imperium of Man.

    Dark Heritage: Dark Angels models with the Psyker special rule may generate their powers from the Interromancy discipline.

    Grim Resolve: Non-vehicle Dark Angels models have the Stubborn special rule, and unless Jinking, count their Ballistic Skill as 2 when firing Overwatch.
    SPACE WOLVES GENETIC LINEAGE
    Native to Fenris, the Space Wolves and their Primarch Leman Russ are brutish warriors of unmatched ferocity and bravado. Though that is not all there is to them, for the Space Wolves are possessed of an animal's wild cunning, with the sense to match, able to track their prey tirelessly across even whole continents.

    The Mark of Greatness: Space Wolves Primaris Captains, Phobos Captains, Primaris Lieutenants and Phobos Lieutenants increase their Attacks characteristic by 1.

    The Spirit of the Wolf: Non-vehicle Space Wolves models have the Acute Senses and Counter-Attack special rules. Furthermore, Space Wolves models with the Psyker special rule may generate their powers from the Tempestas discipline.
    BLOOD ANGELS GENETIC LINEAGE
    Well-known across the galaxy for their bloodthirsty nature in battle, and feared for the curse of flawed gene-seed they carry; the Blood Angels are amongst the longest-living of the Adeptus Astartes, with some of the Chapter's Space Marines having served the Emperor of Mankind for over a thousand standard years.

    The Red Thirst: Blood Angels models have the Furious Charge special rule.

    Sons of The Great Angel: Blood Angels models with the Psyker special rule may generate their powers from the Sanguinary discipline.
    ANGELS OF VENGEANCE GENETIC LINEAGE
    Out of all the members of the Unforgiven the Angels Of Vengeance are known for their cold-blooded determination and icy single-mindedness, their duty becoming an all-consuming obsession. Even in the face of overwhelming odds, the Angels of Vengeance fight on, frequently emerging from the fires of battle having sustained enormous losses, but having earned such victories as lesser warriors could only dream of.

    Dark Heritage: Dark Angels models with the Psyker special rule may generate their powers from the Interromancy discipline.

    No Redemption! Only Vengeance!: Non-vehicle Angels of Vengeance models have the Stubborn and Feel No Pain (6+) special rules. If they have the Feel No Pain special rule from another source (a narthecium, for example), they instead add 1 to the result of any Feel No Pain rolls.

    Last edited by Fox Of 9; 30-06-2022 at 15:02.

  4. #24
    Chapter Master Fox Of 9's Avatar
    Join Date
    Aug 2010
    Location
    One with the shadows
    Posts
    1,555

    Armoury Of The Primaris Space Marines/Ranged Weapons

    ARMOURY OF THE PRIMARIS SPACE MARINES

    This section of Codex: Primaris Space Marines lists the weapons and equipment used by the Primaris Space Marines, along with the rules for using them in your games of Warhammer 40,000. Equipment that is carried by named characters is detailed in the appropriate entry in the datasheets, while equipment used by all other types of units are detailed here.

    RANGED WEAPONS

    Profiles for the following Ranged weapons are listed in the profiles section. Their full rules can be found in Warhammer 40,000: The Rules.

    Bolt pistol Grav-pistol Hand flamer Heavy bolter Heavy flamer Lascannon Multi-melta Plasma cannon Plasma pistol Storm bolter


    ABSOLVER BOLT PISTOL

    Range S AP Type
    18" 5 4 Pistol
    ACCELERATOR AUTOCANNON

    Range S AP Type
    48" 7 4 Heavy 3, Pinning
    ASSAULT BOLTER

    Range S AP Type
    18" 5 4 Assault 3
    ASSAULT PLASMA INCINERATOR


    Assault plasma incinerators have two different profiles. All assault plasma incinerators in the unit must use the same profile each time the unit fires.
    Range S AP Type
    Standard 24" 6 1 Assault 3
    Supercharge 24" 7 1 Assault 3, Gets Hot
    AUTO BOLT RIFLE

    Range S AP Type
    24" 4 5 Assault 3
    AUXILIARY GRENADE LAUNCHER

    Range S AP Type
    Frag grenade 30" 3 6 Assault 1, Blast
    Krak grenade 30" 6 4 Assault 1
    BELLICATUS MISSILE ARRAY

    Range S AP Type
    Frag missile 48" 4 6 Heavy 1, Blast
    Flakk missile 48" 7 4 Heavy 1, Skyfire
    Krak missile 48" 8 3 Heavy 1
    BOLT CARBINE

    Range S AP Type
    24" 4 5 Assault 2
    BOLT RIFLE

    Range S AP Type
    30" 4 4 Rapid Fire
    BOLT SNIPER RIFLE

    Range S AP Type
    36" 5 * Heavy 1, Precision Shots, Eliminator Ammo
    Eliminator Ammo: Each time a bolt sniper rifle is fired, choose one of the three following ammo types and apply the chosen ammunition's rules to that shot, all models in the unit must use the same ammunition:

    • Executioner Round: Hits from an executioner round are resolved at AP4 with the Ignores Cover special rule.
    • Hyperfrag Round: Each successful To Hit roll made by a bolt sniper rifle firing a hyperfrag round inflicts D3 hits instead of 1, resolved at AP5.
    • Mortis Round: Hits from a mortis round are resolved at AP3. In addition, any To Wound roll of a 6 Wounds automatically, regardless of Toughness, and has the Instant Death special rule.
    EXECUTOR BOLT RIFLE

    Range S AP Type
    42" 5 3 Heavy 1
    EXECUTOR HEAVY BOLTER

    Range S AP Type
    42" 5 3 Heavy 2
    FRAGSTORM GRENADE LAUNCHER


    An Aggressor can fire his fragstorm grenade launcher in addition to
    Range S AP Type
    18" 4 6 Heavy 2, Blast
    HAMMERSTRIKE MISSILE LAUNCHER

    Range S AP Type
    36" 8 2 Heavy 2
    HAYWIRE MINE

    Range S AP Type
    6" 2 - Assault 1, Large Blast, Haywire, Machine Bane
    Machine Bane: A weapon with this special rule can re-roll the result when rolling to determine the effect of the Haywire special rule.
    HEAVY BOLT PISTOL

    Range S AP Type
    18" 4 4 Pistol
    HEAVY BOLT RIFLE

    Range S AP Type
    36" 5 4 Rapid Fire
    HEAVY LASER DESTROYER

    Range S AP Type
    72" 10 1 Ordnance 1
    HEAVY MELTA RIFLE

    Range S AP Type
    18" 8 1 Heavy 2
    HEAVY ONSLAUGHT GATLING CANNON

    Range S AP Type
    30" 6 4 Heavy 8, Rending
    HEAVY PLASMA INCINERATOR


    Heavy plasma incinerators have two different profiles. All heavy plasma incinerators in the unit must use the same profile each time the unit fires.
    Range S AP Type
    Standard 36" 8 1 Heavy 1
    Supercharge 36" 9 1 Heavy 1, Gets Hot
    HELLSTORM BOLT RIFLE

    Range S AP Type
    30" 5 5 Assault 3
    HELLSTORM HEAVY BOLTER

    Range S AP Type
    30" 5 5 Salvo 3/6
    ICARUS IRONHAIL HEAVY STUBBER

    Range S AP Type
    36" 4 4 Heavy 4, Skyfire
    Last edited by Fox Of 9; 30-06-2022 at 11:45.

  5. #25
    Chapter Master Fox Of 9's Avatar
    Join Date
    Aug 2010
    Location
    One with the shadows
    Posts
    1,555

    Ranged Weapons (Cont.)

    INCENDIUM CANNON


    Incendium cannons are flamer weapons (as described in Warhammer 40,000: The Rules).
    Range S AP Type
    Template 5 4 Heavy 1, Torrent
    INSTIGATOR BOLT CARBINE

    Range S AP Type
    24" 4 4 Rapid Fire, Precision Shots
    IRONHAIL AUTOCANNON

    Range S AP Type
    48" 7 4 Heavy 3
    IRONHAIL HEAVY STUBBER

    Range S AP Type
    36" 4 4 Heavy 4
    IRONHAIL SKYTALON ARRAY

    Range S AP Type
    36" 4 4 Heavy 4, Skyfire, Twin-linked
    KRAKSTORM GRENADE LAUNCHER

    Range S AP Type
    18" 6 4 Heavy 2
    LANCER LASER DESTROYER

    Range S AP Type
    72" 9 2 Ordnance 1
    LAS FUSIL

    Range S AP Type
    36" 8 2 Heavy 1
    LAS-TALON

    Range S AP Type
    24" 9 2 Heavy 2
    MACRO PLASMA INCINERATOR


    Macro plasma incinerators have two different profiles. All macro plasma incinerators in the unit must use the same profile each time the unit fires.
    Range S AP Type
    Standard 36" 8 1 Heavy 1, Large Blast
    Supercharge 36" 9 1 Heavy 1, Large Blast, Gets Hot
    MARKSMAN BOLT CARBINE

    Range S AP Type
    24" 4 5 Rapid Fire, Rending
    MELTA DESTROYER

    Range S AP Type
    24" 8 1 Heavy 2, Melta
    MELTA RIFLE

    Range S AP Type
    18" 8 1 Assualt 1, Melta
    NEO-VOLKITE PISTOL

    Range S AP Type
    15" 5 5 Pistol, Deflagrate
    Deflagrate: After normal attacks with this weapon have been resolved, count the number of unsaved wounds on the target unit. Immediately resolve a number of additional automatic hits on the same unit, using the weapon's profile, equal to the number of unsaved wounds - these can then be saved normally. Models in the targeted unit must still be in range for these additional hits to take place. These additional hits do not themselves inflict more hits!
    OCCULUS BOLT CARBINE

    Range S AP Type
    24" 4 5 Rapid Fire, Ignores Cover
    ONSLAUGHT GATLING CANNON

    Range S AP Type
    24" 5 4 Heavy 5, Rending
    ORBITAL STRIKE


    Firing this weapon does not prevent the firer 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 when firing a weapon that has this special rule, the shot always scatters the full 2D6 regardless of the firing model's Ballistic Skill.
    PLASMA EXTERMINATOR


    Plasma exterminators have two different profiles. All plasma exterminators in the unit must use the same profile each time the unit fires.
    Range S AP Type
    Standard 18" 7 2 Assault 1, Blast
    Supercharge 18" 8 2 Assault 1, Blast, Gets Hot
    PLASMA INCINERATOR


    Plasma incinerators have two different profiles. All plasma incinerators in the unit must use the same profile each time the unit fires.
    Range S AP Type
    Standard 30" 7 1 Rapid Fire
    Supercharge 30" 8 1 Rapid Fire, Gets Hot
    SABOTEUR EXPLOSIVE PACK

    Range S AP Type
    6" 8 2 Assault 1, Large Blast, One Use Only
    SPECIAL ISSUE BOLT PISTOL

    Range S AP Type
    12" 4 3 Pistol
    STALKER BOLT RIFLE

    Range S AP Type
    36" X 4 Heavy 2, Sniper
    STORMFURY MISSILES

    Range S AP Type
    48" 10 2 Heavy 1
    TEMPEST BOLTER


    A tempest bolter consists of two twin-linked bolt rifles fired as a single weapon.
    THUNDERSTRIKE LAS-TALON

    Range S AP Type
    36" 9 2 Heavy 2

    Last edited by Fox Of 9; 29-06-2022 at 10:09.

  6. #26
    Chapter Master Fox Of 9's Avatar
    Join Date
    Aug 2010
    Location
    One with the shadows
    Posts
    1,555

    Melee Weapons/Special Issue Wargear

    MELEE WEAPONS

    Profiles for the following Melee weapons are listed in the profiles section. Their full rules can be found in Warhammer 40,000: The Rules.

    Chainsword Close combat weapon Force weapon Power fist Power weapon Thunder hammer


    AUTO BOLTSTORM GAUNTLET


    A model equipped with an auto bolt storm gauntlet can fire it using the profile below. It can also attack with it in the Assault phase as a power fist. They can do both in the same turn.
    Range S AP Type
    18" 4 5 Assault 3
    BOLTSTORM GAUNTLET


    A model equipped with a bolt storm gauntlet can fire it using the profile below. It can also attack with it in the Assault phase as a power fist. They can do both in the same turn.
    Range S AP Type
    18" 4 4 Assault 3
    CROZIUS ARCANUM

    Range S AP Type
    - +2 4 Melee, Concussive
    EXECUTIONER RELIC BLADE

    Range S AP Type
    - +2 3 Melee, Two-handed, Beheading Strike
    Beheading Strike: To Wound rolls of a 6 with this weapon have the Instant Death special rule.
    FLAMESTORM GAUNTLET


    A model equipped with a flamestorm gauntlet can fire it as a flamer. It can also attack with it in the Assault phase as a power fist. They can do both in the same turn.
    RELIC BLADE

    Range S AP Type
    - +2 3 Melee, Two-handed
    SERVO-ARM

    Range S AP Type
    - X2 1 Melee, Specialist Weapon, Unwieldy



    SPECIAL ISSUE WARGEAR

    Rules for the following items can be found in Warhammer 40,000: The Rules.
    Frag grenades* Krak grenades Psychic hood
    *See assault grenades
    ADAMANTINE MANTLE
    These flowing cloaks are laced through with threads of braided adamantine. When combined with armour and energy fields, it has been shown time and again that these symbols of office are proof against even the very strongest attacks.

    A model with an adamantine mantle has the Eternal Warrior special rule.
    AUSPEX
    A compact and short-ranged scanning device, the auspex utilises a variety of broad wavelength detection modes to pinpoint the locations of concealed enemies, so that none may escape the wrath of the Primaris Space Marines.

    A model with an auspex can use it in place of making a shooting attack. If he does so, target an enemy unit within 12" (this does not count as choosing a target for his unit to shoot at). A unit that is targeted by one or more auspexes has its cover save reduced by 1 until the end of the phase.
    CAMO CLOAK
    Vanguard Space Marines often wear camo cloaks- loose garments woven from light-reactive material known as cameleoline, which imitates the appearance of nearby terrain. So garbed, Vanguard Space Marines are almost impossible to see at long distances.

    A model wearing a camo cloak has +1 cover save. If it does not already have a cover save, it gains a 6+ cover save.
    CHAPTER BANNER
    A single Chapter banner is worth more than some planetary systems. Each is an irreplaceable work of art that has seen millennia of glorious service, a precious record of ancient Imperial history and a symbol of the indomitable might of the Chapter who would die to defend it. The blood of the Primaris Space Marines' greatest heroes stains the very fabric of these hallowed relics.

    Friendly units within 12" of a model equipped with the Chapter banner, and drawn from the same Genetic Lineage, re-roll failed Morale checks, Pinning tests and Fear tests. In addition, all friendly models with the Primaris Space Marine Faction in the same unit as this banner have +1 Attack whilst the bearer is alive.
    COMBAT SHIELD
    A combat shield is a lighter version of the storm shield fitted to the wearer's vambrace, leaving their hand free to wield another weapon whilst providing protection from incoming attacks.

    A combat shield confers a 6+ Invulnerable save.
    COMPANY STANDARD
    Each Primaris Space Marine company has a company standard upon which is recorded their roll of honour. In its presence, ever battle-brother fights their hardest to be worthy of the heroic legacy of the past.

    Friendly units within 12" of a model equipped with the company standard, and drawn from the same Genetic Lineage, re-roll failed Morale checks, Pinning tests and Fear tests.
    DIGITAL WEAPONS
    Digital weapons are concealed lasers fitted into rings, bionic implants or the knuckles of a glove. They lack range, but can be used in melee to take advantage of an enemy's exposed weakness.

    A model armed with digital weapons can re-roll a single failed roll To Wound in each Assault phase.
    GRAPNEL LAUNCHER


    A model equipped with a grapnel launcher does not count the vertical distance they move against the total distance they can move in the Movement phase. In addition, a unit entirely composed of models equipped with grapnel launchers has the Move Through Cover special rule.
    GRAV-CHUTE


    A model with a grav-chute has the Deep Strike special rule.
    HELIX GAUNTLET


    As long as the Helix Adept is alive, all models in their unit have the Feel No Pain special rule.
    HELLFIRE SHELLS
    Originally designed for slaying Tyranid monstrosities, these shells incorporate a bio-acid that voraciously eats through flesh.

    Each time a weapon equipped with hellfire shells fires, the controlling player can choose whether to fire a hellfire shell or to use the ordinary profile for that weapon.
    Range S AP Type
    24" 1 - Heavy 1, Blast, Poisoned (2+)
    INFILTRATOR COMMS ARRAY


    A unit with an Infiltrator comms array has the Preferred Enemy special rule as long as there is at least one friendly Phobos Captain or Phobos Lieutenant drawn from the same Genetic Lineage alive and on the battlefield.
    IRON HALO
    The iron halo is an honour granted to Primaris Space Marine commanders and a symbol of their exceptional bravery and wisdom. Usually mounted upon the backpack or built into an armoured collar, it contains an energy field that wards against even the most potent of enemy weapons.

    An iron halo confers a 4+ invulnerable save.
    JUMP PACK
    A jump pack enables the wearer to make bounding leaps across the battlefield and make boosted flights over short distances or to the top of fortress walls. Jump packs allow Primaris Space Marines to deploy from the air - plummeting into battle from low-flying Overlord gunships while using controlled bursts of their thrusters to slow their descent.

    Models equipped with jump packs gain the Jump Pack unit type as described in Warhammer 40,000: The Rules.
    MARKSMAN TARGET-TRACKER


    A unit that contains at least one model equipped with a marksman target-tracker has the Precision Shots special rule.
    MULTI-SPECTRUM ARRAY


    A model equipped with a multi-spectrum array can re-roll To Hit rolls of 1 in the Shooting phase and fires Overwatch using their normal Ballistic Skill characteristics.
    NARTHECIUM
    The narthecium is used by Primaris Space Marine Apothecaries to dispense medical aid, including complex battlefield surgery, to the wounded. The wrist-mounted device also houses a reductor - the mechanism with which the gene-seed of the fallen is recovered, ensuring the Chapter's future.

    As long as the Primaris Apothecary is alive, all models in his unit have the Feel No Pain special rule.
    OMNI-SCRAMBLER


    Models cannot be deployed using the Infiltrate special rule within 18" of a model equipped with an omni-scrambler. In addition, enemy units that Deep Strike within 12" of the bearer roll an additional D6 when determining how far they scatter. If a unit would not normally scatter, either due to a piece of wargear or a special rule they or their allies possess, this would mean that they now scatter D6" (unless a Hit! is rolled on the Scatter Die).
    PRIMARIS SERVO-ARRAY


    A Primaris servo-array gives the bearer a servo-arm, two mechadendrites and a forge bolter. In the Shooting phase, the bearer can fire the forge bolter and another weapon. In addition, a model with the Blessing of the Omnissiah special rule may add +1 to their Repair roll result if they are equipped with a Primaris servo-array.

    When a model with one or more mechadendrites makes Melee attacks, it makes an additional attack for each mechadendrite it has, all at the Initiative 10 step. These attacks do not grant the model an additional Pile In move.
    Range S AP Type
    Mechadendrite - 4 - Melee

    Range S AP Type
    Forge bolter 24" 5 4 Assault 3
    RAIDER PATTERN BIKE


    Models equipped with raider pattern bikes change their unit type to Bike, as described in Warhammer 40,000: The Rules. Raider pattern bikes are fitted with a twin-linked bolt rifle and make 2 Hammer of Wrath attacks instead of 1.
    RELIC SHIELD


    A relic shield is a storm shield that confers a +1 bonus to Belisarian Furnace rolls made by the bearer.
    ROSARIUS
    A rosarius is worn by Primaris Space Marine Chaplains for protection and as a symbol of office. It emits a protective energy field around the wearer capable of deflecting blows and shots that would smash a ferrocrete bunker. It is said that the stronger the bearer's belief in the might of the Emperor, the stronger a rosarius' force field will be.

    A rosarius confers a 4+ invulnerable save.
    SHOCK GRENADES


    Shock grenades are defensive grenades. In addition, enemy units cannot fire Overwatch against a unit equipped with shock grenades.
    STORM SHIELD
    A storm shield is a large, solid shield that has an energy field generator built into it. Though the bulk of the shield offers physical protection, it is the energy field which is more impressive, as it is capable of deflecting almost any attack. Even blows that would normally cut through Terminator armour are turned aside with ease by the protective energies of the storm shield.

    A storm shield confers a 3+ invulnerable save. In addition, a model equipped with a storm shield can never claim the +1 Attack for being armed with two Melee weapons in an assault.
    TEMPORMORTIS


    During a turn in which a model with a tempormortis makes a successful charge, or are themselves successfully charged, the enemy unit(s) reduce their Initiative to 1 until the end of the game turn.
    VOXBREAKER AUSPEX


    When chosen as the target of a charge, a unit contains at least one model equipped with a voxbreaker auspex can either choose to fire Overwatch at Ballistic Skill 2, or gain the Counter-attack and Stubborn special rules until the end of the phase (in which case it cannot fire Overwatch).

    Last edited by Fox Of 9; 30-06-2022 at 11:52.

  7. #27
    Chapter Master Fox Of 9's Avatar
    Join Date
    Aug 2010
    Location
    One with the shadows
    Posts
    1,555

    Armour/Primaris Space Marine Vehicle Equipment

    ARMOUR

    ARTIFICER ARMOUR


    Artificer armour confers a 2+ Armour Save.
    GRAVIS ARMOUR


    Gravis armour confers a 3+ Armour Save. Models in Gravis armour receive +1 Toughness, +1 Wound, and subtract 1" from their maximum move distance each time they move in the Movement phase, Run in the Shooting phase and charge in the Assault phase. If Gravis armour is part of the model’s standard wargear, these bonuses are already included in its profile. Furthermore, models in Gravis armour have the Bulky special rule and may not make sweeping advances.



    ANGELS OF VENGEANCE VEHICLE EQUIPMENT

    Rules for the following vehicle upgrades can be found in Warhammer 40,000: The Rules.
    Extra armour Searchlight
    Hunter-killer missile Smoke launchers
    AQUILON OPTICS


    When firing Large Blast or Ordnance weapons, a vehicle equipped with aquilon optics has +1 Ballistic Skill.
    FRAGSTORM GRENADE LAUNCHER


    Range S AP Type
    18" 4 6 Heavy 2, Blast
    ICARUS ROCKET POD


    Range S AP Type
    24" 7 4 Heavy 2, Skyfire
    IRONHAIL HEAVY STUBBER


    Range S AP Type
    36" 4 4 Heavy 4
    KRAKSTORM GRENADE LAUNCHER


    Range S AP Type
    18" 6 4 Heavy 2
    SHIELD DOME


    A vehicle with a shield dome has a 5+ invulnerable save.
    ORBITAL COMMS ARRAY


    Once per game, a vehicle with an orbital comms array can call down an orbital strike in your Shooting phase. This counts as firing a ranged weapon with the profile below. Only a single vehicle equipped with an orbital comms array may do this per Shooting phase.
    Range S AP Type
    Infinite 10 1 Ordnance 1, Barrage, Large Blast, Orbital
    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.

    Last edited by Fox Of 9; 30-06-2022 at 15:42.

  8. #28
    Chapter Master Fox Of 9's Avatar
    Join Date
    Aug 2010
    Location
    One with the shadows
    Posts
    1,555

    Primaris Relics/Relics Of Office

    PRIMARIS RELICS

    The sacred artefacts of the Primaris Space Marines are items of incredible rarity, bestowing great power upon the Primaris Space Marines that carry them. Only one of each of the following relics may be chosen per army.

    THE ARMOUR UMBRAL
    This artificer suit of Phobos armour is not near-silent like others of its kind. While its power plant and fibre bundles operate with hardly a whisper, the Armour Umbral projects a barely-perceptible aural rendering of the surrounding soundscape, masking the wearer's presence with the sigh of the wind and the rustle of vegetation. Coupled with a shrouding field that returns a wash of false signals to targeting systems, the warrior is as good as a ghost.

    The Armour Umbral confers a 3+ Armour Save. A model equipped with Armour Umbral has the Shrouded special rule and, during the first round of each close combat, attacks will only hit the bearer on To Hit rolls of a 6. In addition, while he is not in a unit, enemy units can only fire Snap Shots at the bearer.
    BELLICOS BOLT RIFLE
    The forge world of Bellicos was a hidden weapons-testing facility given dispensation to practise near heretical levels of technological innovation. Before it was swallowed by the Great Rift, the planet managed to dispatch a single cargo hauler containing prototype bolt rifles of an incredibly advanced pattern. These weapons are regarded with a borderline religious reverence for their bellicose lethality, and to wield one is considered a paramount honour.

    Range S AP Type
    24" 5 4 Assault 4, Master-crafted, Shred
    BENEDICTION OF FURY
    Borne on a dozen bloody and hard-fought crusades, this weapons unique empathokinetic circuitry has absorbed the bellicosity and righteous wrath of every Chaplain who has ever wielded it. As a result, it now strikes with the force of a thunderbolt.

    Range S AP Type
    - +2 3 Melee, Concussive, Master-crafted, Righteous Wrath
    Righteous Wrath: To Wound rolls of a 6 with this weapon have the Instant Death special rule.
    GHOSTWEAVE CLOAK
    Hand-stitched by blinded servitors and anointed with the distilled blood of a thousand sentries who failed at their posts, this cloak contains strands of mnemothread spun from a thrice-blessed dataloom imbued with obfuscatory data-spirits. It throws up a field of techno-spiritual dissonance that veils its wearer from sight and sensors, allowing them to slip across the battlefield like a wraith.

    The bearer of the Ghostweave Cloak has the Stealth special rule. In addition, when moving, the bearer can move over all other models and terrain as if they were open ground. However, they cannot end their move on top of other models and can only end their move on top of impassable terrain if it is possible to actually place the models on top of it.
    HALO INDOMITUS
    Forged upon the Indomitus Crusade's inception and incorporating elements from the Dark Age of Technology, this Iron Halo protects the bearer from harm, whilst proclaiming them to be a mighty hero of the Imperium.

    The Halo Indomitus confers a 4+ invulnerable save. In addition, the bearer may re-roll failed invulnerable saves against attacks with the Instant Death special rule.
    THE NIGHT'S BLADE
    This поп-reflective blade lacks the ornamentation seen on many Adeptus Astartes legendary weapons. Its seemingly humble design belies its dreaded power, and a number of dark myths surround reports of Space Marines wielding such a weapon. The killing edge of The Night's Blade contains a neural-shock net. ’This device overloads the victim's senses as it pierces their flesh, silencing unsuspecting sentries who fall without so much as a whimper.

    Range S AP Type
    - User 3 Melee, Concussive, Fleshbane
    PENNANT OF THE FALLEN
    This hallowed standard records the names of legendary Space Marines of the Chapter, mighty heroes who have fa lien in glorious battle against the xenos and the heretic. The last stands of these warriors are grand tales of defiance in the face of overwhelming odds. Warring in the shadow of such a proud legacy inspires battle-brothers to fight until their final breath.

    Friendly models drawn from the same Genetic Lineage as a model equipped with the Pennant of the Fallen have the Fearless special rule whilst they are within 12" of that model. Furthermore, each time a model from a friendly non-vehicle unit drawn from the same Genetic Lineage within 12" of the bearer is slain, roll a D6. On a 4+, it can do one of the following:

    • If it is the Psychic or Shooting phase, once the current enemy psychic power or shooting sequence is resolved, the model may make a shooting attack as if it were your Shooting phase, after resolving these attacks, the model is then removed as a casualty.
    • If it is the Assault phase, the model 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.
    RELIQUARY OF GATHALAMOR
    By the time the Indomitus Crusade reached the world of Gathalamor, daemonic hordes had already carved a bloody path across much of the planet. Its final defence was led by Knight Centura Ordela Grendoth, whose null-field was anathema to the warp creatures. Gathalamor was liberated by Guilliman, but Grendoth was slain in the battle. Her bones have since been placed inside a reliquary that now possesses a fraction of her power.

    All Psykers, friend or foe, within 12” of the bearer have -3 Leadership, do not generate any Warp Charge (i.e. they do not add dice to their owning player's Warp Charge Pool in the Psychic phase) and only harness Warp Charge points on a roll of a 6, even if the unit would otherwise harness Warp Charge on another result.

    The bearer and his unit can never be targeted or affected by psychic powers – other units in the bearer's vicinity that are hit by beam or nova powers, or by witchfire powers that use templates, are hit/affected normally. Any blessing or malediction psychic powers affecting a unit are immediately nullified if the unit moves within 12” of the bearer or vice versa.

    These effects do not apply whilst the bearer is embarked in a Transport or building.
    SHADOW'S TOUCH
    The psycho-crystalline matrix at this blade's core responds to the bearer's mastery of psychic shadow and deceit. Just as the bearer is able to pass the barriers of the foe unseen, so this blade passes through his opponent's defences in kind, slipping through armour, energy fields and flesh with ease.

    Range S AP Type
    - +2 2 Melee, Force, Shadow Strike
    Shadow Strike: If the Force psychic power is successfully manifested and targets a unit with one or more weapons with this special rule then, in addition to the usual effects, invulnerable saves may not be taken against Wounds inflicted by weapons with this special rule whilst the blessing is in effect.
    STANDARD OF THE ULTIMA FOUNDING
    This banner stood defiant when a daemonic incursion besieged Terra at the birth of the Noctis Aeterna and threatened to crush the Indomitus Crusade even before it had begun. Now, it has been planted into the soil of a hundred worlds, and inspires any veteran of the Indomitus Crusade to fight harder to rid the galaxy of the enemies of Mankind.

    Friendly units within 12" of a model equipped with the Standard of the Ultima Founding, and drawn from the same Genetic Lineage, re-roll failed Morale checks, Pinning tests and Fear tests. In addition, once per game, at the start of any friendly Movement phase, the bearer can plant the banner. If he does so, until he moves, friendly models within 12" drawn from the same Genetic Lineage as the bearer have +1 Attack, +1 Leadership, and the Preferred Enemy special rule.



    RELICS OF OFFICE

    Every Primaris Space Marine is a hero, capable of deeds so incredible that they form the basis of folklore throughout the Imperium. Those who lead the Chapters are greater still, living legends whose victories echo through the ages, and whose inspirational examples spur their battle-brothers to victory no matter the odds they face. Only the mightiest of Primaris are worthy of rising to such positions and wielding the sacred artefacts of office, their heroics and deeds adding to the continued legends of the items themselves. Only one of each of the following relics may be chosen per army.

    ACQUITTAL
    Acquittal is a master-crafted pistol equipped with a powerful bio-auspex scope. This allows the wielder to both dispatch his foes with surgical precision, and grant swift and painless oblivion to his wounded battle-brothers.

    Primaris Apothecary only. Replaces the model's absolver bolt pistol.
    Range S AP Type
    18" 5 2 Pistol, Fleshbane, Swift Oblivion
    Swift Oblivion: Against Infantry models, this weapon has the Instant Death special rule.
    ANGEL ARTIFICE
    The surface of this exquisite battle plate is woven with a super-dense alloy, the exact nature of which has been lost to history. Whatever its origin, it absorbs and refracts incoming energy, rendering the wearer all but invulnerable. Such a priceless relic is bestowed upon only the greatest heroes of the Adeptus Astartes.

    Primaris Chapter Master only. The Angel Artifice confers a 2+ Armour save. A model wearing the Angel Artifice receives +1 Toughness and Wound.
    BLADE OF TRIUMPH
    This gleaming broadsword is a masterpiece of artifice and a weapon befitting any Chapter Champion. Its perfectly weighted blade is etched with the names of its previous wielders and a catalogue of their most magnificent deeds. By pressing an indentation in the sword's electrum grip the wielder can overcharge its power field with a surge of fiery energy, allowing the Blade of Triumph to cleave through even the thickest armour.

    Primaris Company Champion only. Replaces the model's power sword.
    Range S AP Type
    - +2 3 Melee, Master-crafted
    THE EMPEROR'S JUDGEMENT
    Legend has it that the golden, skull-faced death mask known as the Emperor's Judgement was crafted in the years following the Horus Heresy, and its crimson, crystal eye lenses are imbued with droplets of his own lifeblood. Regardless of the truth of its origins, several influential Masters of Sanctity have been granted the honour of wearing the Emperor's Judgement in battle. Both heretics and xenos cower in the face of its grim majesty.

    Primaris Chaplain only. The bearer of the Emperor's Judgement has the Fear special rule. In addition, enemy models within 12” of the bearer must make Morale checks, Pinning tests and Fear tests on 3D6, discarding the lowest result.
    MORTIS MACHINA
    Forged deep within the subterranean vaults of Mars, this axe hews through not just the metal armour of war engines and vehicles, but through their very machine spirit. Even a glancing blow can gut an enemy tank or walker.

    Primaris Techmarine only. Replaces the model's power axe.
    Range S AP Type
    - +2 2 Melee, Master-crafted, Ruination, Unwieldy
    Ruination: If a model equipped with this weapon attacks a vehicle or building in the Assault phase, roll a D6 after all of its Attacks have been resolved. If the result is a 4 or more, the target suffers a penetrating hit.
    NEURAL SHROUD
    A neural shroud is a specially modified psychic hood sometimes worn by the most senior members of a Chapter's Librarius. The resonating crystals within its neurokinetic housing have been supercharged with empyric energy. Though wearing such a device demands incredible focus and willpower, it projects an extremely potent anti-psychic field.

    Phobos Librarian or Primaris Librarian only. Replaces the model's psychic hood. The Neural Shroud is a psychic hood with a range of 24". Furthermore, the bearer has the Adamantium Will special rule.

    Last edited by Fox Of 9; 02-07-2022 at 09:56.

Page 2 of 2 FirstFirst 1 2

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •