Professional Documents
Culture Documents
Codex:
Heroes
Of the
Imperium
A Wrath & Glory Fan
Supplement
Introduction
Greetings Citizen!
What you see here is a project that started for my home game roughly 3 months after the Wrath & Glory RPG was released. I
realized the material that had been released was lacking in crunchy bits to make use in game. So, I started making my own! I have a great
bunch of guys in my play group. We are all lifers in regard to Warhammer 40K, I myself have been playing off and on since the Rogue
Trader Days of 1st edition!!!
I have always loved the universe and story of WH40k. And while other RPGs have done well with it, I feel the Wrath & Glory RPG
has captured that spirit very nicely. The way they balance using different power levels of pc’s together is great. But I can tell that the original
writers were role-players first, and wargamers second. Things were missing that I felt should have been included in the core book…. Like the
Chimera APC… I know that Ulysses Spiel probably had a score of books planned out before things went south and Cubicle 7 picked up the
game. I am glad Cubicle 7 is embracing the game and listening to players. I can’t wait to get ahold of the new Core Book! The book needed
a new layout to make things easier to find.
This document you see here is everything I felt was in the 40k Tabletop that needed to be added to the 40k RPG. Some things I have
had to use a judicious interpretation to make it RPG suitable. Somethings were just plain not converted because they were to centric to the
wargame and had no real amalgam in the RPG. The concept of using Stratagems in the RPG as new uses for Wrath and Ruin expands on
how to use those points. Warlord Traits and Relics to make NPC’s more colorful. New common abilities for the various Archetypes, and new
Species and Archetypes!!! And lots of guns and vehicles!!!
I pulled some material from older editions of the tabletop. Squats for instance, and more grenade types. While the titanic
warmachines exist in the tabletop, I have decided to hold off doing conversions for those vehicles and creatures until after I have done all the
Hero, Heretic, and Xenos conversions.
This is a living document! As new Codex and Datasheets are released, I will add the material to this document. I hope to remember
to update the document change log at the end of the doc when I make updates, but there will always be little editing things that are done that
will not be noted.
I plan on a companion document to this one tentatively called “Codex: Heretics of the Imperium” to cover Chaos, Genestealer Cults,
and various renegade IG. Then a “Codex: Xenos Threats to the Imperium” document. I already have Orks, Tyranids, and GSC converted at
time of this writing.
In addition to my conversion notes in the last section of this document, I have included a Character Creation rules section for new
and streamlined rules for making characters. Scattered throughout the document, especially in the Characters and Wargear sections are new
material of my own creation to fill in holes and such in what is available to the players for their characters. A good 90% of my conversion
adhere to these formulae. But really, a lot of it was common sense. I did end up expanding the weapon and armour traits by a ton just to
accommodate all the eccentricities of the WH40k tabletop. My biggest concern has been game balance when I am making these conversions.
Thankfully the feedback I get from my players is straightforward in that aspect. We did several game sessions to just test out rules and
conversions with a brainstorm session afterwards to discuss how to fix things.
So overall, I hope you are happy with what you see here and do please give me feedback!!!
Email: Ericdagamer@gmail.com
Section 1:
Characters
Bullgryn Squat
Build Point Cost: 30 Build Point Cost: 10
Base Tier: 2 Base Tier: 1
Speed: 6 Speed: 5
Attribute Modifications: +3 Strength, +3 Toughness Attribute Modifications: +1 Toughness
Size: Large (+1D) Size: Small (-1D)
Avalanche of Muscle: Bullgryns gain a +3 Bonus Dice instead of Outsider: +1DN to all Interaction tests with members of the
+1 when charging. Adeptus Astartes or Astartes Primaris.
Note: For the purposes of choosing Stratagems for use in game, a
Ogryn Squat <Brotherhood> member may use any Astra Militarum
Build Point Cost: 20 Stratagem that are not restricted to a <Regiment> and a Squat
Base Tier: 2 <Guild> member may use any Adeptus Mechanicus Stratagem
Speed: 6 that are not restricted to a <Forgeworld>.
Attribute Modifications: +2 Strength, +2 Toughness
New Archetype Abilities Zealot (See Common Abilities) Added to the Munistorum Priest
and Death Cult Assassin Archetype’s Benefits in the Wrath &
Authority of the Inquisition: Added to Inquisitor, Inquisitorial Glory Core RPG.
Acolyte, Inquisitorial Adept
New Keywords
Canticles of the Omnissiah Added to the abilities of both Tech- All Troops, Champions, Vehicles, Wargear, Powers and Abilities
Priest and Skitarius Player Characters in the Wrath & Glory are assumed to have the Imperium Keyword.
Core Book.
Commissars gain the Officio Prefectus Keyword.
Iron Will: Added to Inquisitor: If a threat Psyker would target an
Inquisitor who is not a Psyker with an ability, the Inquisitor may New Archetypes
use their Wisdom to attempt to Deny The Witch as if they were a
Psyker.
Adeptus Arbites
Master of Machines: Tech-Priest’s automatically reduce the
time by half for any Tech test. They receive +Rank on Tech tests Build Point Cost: 10
to fix or repair a damaged machine. When repairing a <Forge
World> Vehicle or Astra Militarum Vehicle, they receive +2 x Prerequisites
Rank on the Test. For a Questor Mechanicus vehicle, they receive Tier: 2
+1 1/2 x Rank on the test. (This Replaces the Rites of Repair Species: Human
ability for Tech-Priests in the Wrath & Glory Core Book) Attribute: Toughness 2, Willpower 4
Skill: Scholar (2)
Quarry Added to Inquisitor
Benefits
Shield of Faith (See Common Abilities) Added to the Sister of Keywords: Imperium, Adeptus Arbites, Champion
Battle, Sisters Hospitaller and Crusader Archetype’s Benefits
in the Wrath & Glory Core RPG. Influence: +2
Unquestionable Wisdom: Added to Inquisitor: All Imperium By the Emperor’s Law: A Champion with this ability gains
allies within 12m of this Champion use this Champions Wisdom +Rank Bonus Dice to Attack and Interaction tests when dealing
for any Wisdom based tests they must make. with or targeting any Heretic or Scum-type threats
War Hymns (See Common Abilities) Added to the Munistorum Voice of Command: A Champion with this ability may issue
Priest Archetype’s Benefits in the Wrath & Glory Core RPG. Combat Orders (see Astra Militarum Common Abilities) to ally
troops.
Canoness Prerequisites
Tier: 6
Build Point Cost: 60 Species: Adeptus Custodes
Attribute: Agility 3, Strength 6, Toughness 4, Willpower 4
Prerequisites Skill: Ballistic Skill (4); Weapon Skill (4), Scholar (2)
Tier: 4
Species: Human Benefits
Attribute: Strength 4, Agility 4, Toughness 3, Willpower 4 Keywords: Imperium, Adeptus Custodes
Skill: Scholar (3), Ballistic Skill (3), Weapon Skill (3)
Influence: +5
Benefits
Keywords: Imperium, Adeptus Ministorum, Adepta Sororitas, Aegis of the Emperor: A character with this ability gains a +*2
<Order>, Champion Armor Bonus. In addition, may soak any mortal wounds suffered
by a psychic power. The character suffers no shock when soaking
Influence: +3 in this manner.
Acts of Faith Inspirational Fighter: Allies within 12m of this Champion gain
+2 Bonus Dice for any one attack during their activation.
Purity of Faith: The Canoness and any allies within 15 meters
and line of sight add +Rank to Corruption tests. A Canoness Wargear: Auric Aquilla Armour, Misericordia, Castellan Axe,
gains +Rank to any dice pool to resist psychic powers and effects. Storm Shield
Shield of Faith
Cybernetica Datasmith
Lead the Righteous: Allies within 12m of this Champion gain +1
Build Point Cost: 50
Bonus Dice for attack rolls.
Prerequisites
Wargear: Sororitas Power Armor, Rosarius, Chaplet
Ecclesiasticus, Bolt Pistol, Chainsword, d3 ea of Frag Grenade Tier: 2
Species: Human
and Krak Grenade
Attribute: Toughness 4
Skill: Ballistic Skill (3); Stealth (2), Tech (3)
Custodial Guardian
Benefits
Build Point Cost: 50 Keywords: Imperium, Adeptus Mechanicus, Skitarii, <Forge
World>
Prerequisites
Tier: 6 Influence: +1
Species: Adeptus Custodes
Attribute: Agility 3, Strength 6, Toughness 4, Willpower 4 Canticles of the Omnissiah
Skill: Ballistic Skill (4); Weapon Skill (4), Scholar (2)
Master of Machines: Cybernetica Datasmiths automatically
Benefits reduce the time by half for any Tech test. They receive +Rank on
Keywords: Imperium, Adeptus Custodes Tech tests to fix or repair a damaged machine. When repairing a
<Forge World> Vehicle or Astra Militarum Vehicle they receive
Influence: +5 +2x Rank on the Test. For a Questor Mechanicus vehicle they
receive +1 ½ Rank on the test.
Aegis of the Emperor: A character with this ability gains a +*2
Armor Bonus. In addition, may soak any mortal wounds suffered Wargear: Cybernetic Enhancement with a Servo Arm and 2
by a psychic power. The character suffers no shock when soaking augments, Refractor Field, Gamma Pistol, Power Fist,
in this manner. Gamma Pistol (12+2ED; AP -3; Range 30m; Salvo 1;
Devastating vs Vehicles <Adeptus Mechanicus>)
Wargear: Auric Aquilla Armour, Misericordia, Guardian
Spear, Storm Shield Missionary
Benefits:
Naval Crewman Keywords: Imperium, Adeptus Mechanicus, Skitarii, <Forge
World>
Build Point Cost: 0
Influence: +1
Prerequisites
Tier: 1 Canticles of the Omnissiah
Species: Human
Attribute: None Heavily Augmented: The Skitarius’ body is designed to
Skill: Scholar <Naval> (2), Tech Use or Medicae (2) withstand the rigours of war. Skitarii do not bleed and gain +1/2
Rank to Soak tests.
Benefits
Keywords: Imperium, Champion Wargear: Galvanic Rifle, Skitarii Auto Cuirass
Skitarii Auto-Cauirass: Armour Rating 3, Rad Resistant
Influence: 0
Skitarii Vanguard
Void Born: You are as adept in Zero-G as you are on land. When
transitioning suddenly to changes in gravity you suffer no ill Build Point Cost: 50
effects.
Prerequisites
Wargear: Auto-Pistol, Uplifting Primer or equivalent. Tier: 2
Species: Human
Sister of Silence Attribute: Toughness 4
Skill: Ballistic Skill (3); Tech (3)
Build Point Cost: 10
Benefits
Keywords: Imperium, Adeptus Mechanicus, Cult Mechanicus,
Prerequisites
Skitarii, <Forge World>
Tier: 2
Species: Human
Influence: +1
Attribute: Toughness 2, Willpower 4
Skill: Scholar (2)
Canticles of the Omnissiah
Special: Always has a Psychic Mastery of 0, May never have the
Psyker Keyword from any source.
Heavily Augmented: The Skitarius’ body is designed to
withstand the rigours of war. Skitarii do not bleed and gain +1/2
Benefits
Rank to Soak tests.
A living conversion document by Eric A. Duckworth
Heroes of the Imperium
Wargear: Radium Carbine, Skitarii Auto Cuirass Tactical Versatility: Space Marine training prepares a soldier for
Skitarii Auto-Cauirass: Armour Rating 3, Rad Resistant any combat circumstance. When making a critical hit, they may
Radium Carbine (7+1ED; AP 0; Range 36m; Salvo 3; Assault, draw two Wrath Cards and choose one (if using the Critical Chart,
Rad 2 <Adeptus Mechanicus>) make two rolls and pick one).
Tactical Versatility: Space Marine training prepares a soldier for Build Point Cost: 60
any combat circumstance. When making a critical hit, they may
draw two Wrath Cards and choose one (if using the Critical Chart, PREREQUISITES
make two rolls and pick one). Tier: 4
Species: Adeptus Astartes or Primaris Astartes
Wargear: Astartes Power Armour of choice, Bolt Pistol, Attribute: Strength 4, Agility 4, Toughness 4, Willpower 5
Astartes Combat Knife, Chainsword, 1d3 Frag Grenades, 1d3 Skill: Ballistic Skill 3, Leadership 3, Scholar 1, Weapon Skill 4
Krak Grenades, and a Narthecium.
BENEFITS
Narthecium: As an action, a Narthecium grants a target a free Keywords: Imperium, Adeptus Astartes, <Chapter>
soak roll and removes all shock from the wounded target. The
Influence Bonus: +2
Narthecium also grants the target a new Defiance check to
recover from near death. The Narthecium can be used but once
Litanies of Battle: Before the start of combat, choose one of the
per target per wound set received. following Litanies of Battle to be in effect until combat ends:
Canticle of Hate: Increase the Speed of allies within
Space Marine Captain 12m by +4 when making charge attacks.
Catachism of Fire: When allies within 12m make a
Build Point Cost: 60 ranged attack against the closest visible threat to them, they add
+1ED to the damage roll.
PREREQUISITES Exhortation of Rage: When allies within 12m roll a
Tier: 4 critical on a melee attack, they can make an immediate second
Species: Adeptus Astartes or Primaris Astartes attack with the same weapon. This second attack does not
Attribute: Strength 4, Agility 4, Toughness 4, Willpower 3 generate any additional attacks.
Skill: Ballistic Skill 3, Weapon Skill 3, Leadership 4 Fortress of Resolve <Imperial Fists>: When an ally
within 12m attacks from a held action, they gain +2 Bonus Dice
BENEFITS to the attack.
Keywords: Imperium, Adeptus Astartes, <Chapter> Intonement For Guidance <Grey Knights>: Allies with
12m ignore all DN modifiers to their shooting attacks this turn.
Influence Bonus: +2 Invocation of Destruction <Blood Angels>: Choose an
ally with 12m. Until your next activation, whenever the selected
Rite of Battle: <Chapter> allies within 12m may reroll 1’s ally makes a melee attack, if they score a critical hit, the AP of
(except for Complications) made on attack rolls. their weapon is increased by 4.
A living conversion document by Eric A. Duckworth
Heroes of the Imperium
Invocation of Focus <Grey Knight>: Allies within 12m draw two Wrath Cards and choose one (if using the Critical Chart,
that are armed with Nemesis or PSI weapons have their weapons make two rolls and pick one).
AP increased by -1.
Litany of Faith: When allies within 12m make a Soak Spiritual Leader: All <Chapter> allies with 18m may use the
roll, they receive 1 less Shock from the roll. Chaplains’ Resolve instead of their own.
Mantra of Strength: You gain +2 to Strength and
Weapon Skill. Add +1ED to melee weapon damage rolls. Wargear: Aquilla Mark VII Armor (Armor Rating 5, Powered
March for Macragge <Ultramarines>: Allies within 3), Rosarius, Crozarius Arcanum, Boltgun, Bolt Pistol,
12m gain +2 Speed when Charging Astartes Combat Knife, Power Fist, 2d3 Frag Grenades and
Medusan Furore <Iron Hands>: Allies gain +2 Strength 2d3 Krak Grenades.
while within 12m of this Champion. Optional Jump Pack with Astartes Power Armour
Recitation of Focus: Allies within 12m receive +2 Optional Terminator Armor with the following weapon options:
Bonus Dice to Weapon Skill rolls Stormbolter
Recitation of Projection <Grey Knights>: Allies within Combi-Weapons
12m armed with Bolt or PSI weapons have their ranges increased Combi-Flamer: As Boltgun and Flamer
by 12m. Combi-Melta: As Boltgun and Melta Gun
Refrain of Convergence <Grey Knight>: This Combi-Plasma: As Boltgun and Plasma Gun
Champion gains +2 Bonus Dice for Deny the Witch Tests. Rosarius (Armour *4, Force Shield)
Selfless Saviors <Salamanders>: Troop allies within Crozarius Arcanum (8+3ED; AP -3; Range 2m; Brutal, Master
12m can become the target of any attack that targets a Champion Crafted, Power Field, Steadfast)
within 4 m of the troop.
Stoic Prosecution <Dark Angels>: When an ally within Space Marine Chapter
12m makes a ranged attack, they gain +2 ED to the damage.
Champion
Strike off The Head <White Scars>: When an ally
within 12m makes a melee attack, they gain +1 ED to the damage.
Swift as the Raven <Raven Guard>: Allies within 12m Build Point Cost: 60
gain +2 Speed when Charging.
Tale of the Wolf King and the Lord of the Deeps PREREQUISITES
<Space Wolves>: Allies within 12m gain +2 ED when using a Tier: 4
melee weapon versus a Monster or a Vehicle. Species: Adeptus Astartes
Words of Power <Grey Knights>: Allies within 12m Attribute: Strength 4, Agility 4, Toughness 4, Willpower 3
gain +1ED to damage rolls. Skill: Ballistic Skill 3, Weapon Skill 5, Leadership 4
Build Point Cost: 50 *: May replace the Boltgun or Bolt Pistol with any other similar
one-handed weapon, including combi-weapons.
PREREQUISITES Conversion Beamer: (14+1ED; AP 0; Range 60m; Salvo 1;
Tier: 4 Heavy 6; At half or greater range, 16+3ED AP 2)
Species: Adeptus Astartes or Primaris Astartes Thunderfire Cannon (13+6ED; AP -1; Range 180m; Salvo 5;
Attribute: Strength 4, Agility 4, Toughness 4, Willpower 3 Heavy 8, MBT, Indirect)
Skill: Ballistic Skill 3, Weapon Skill 3, Leadership 2
Space Wolves Iron Priest
BENEFITS
Keywords: Imperium, Adeptus Astartes, <Chapter>
Build Point Cost: 60
Influence Bonus: +1
PREREQUISITES
Tier: 4
Tactical Precision: Allies within 12m may reroll 1’s made on
Species: Adeptus Astartes
soak rolls.
Attribute: Intellect 3, Strength 4, Agility 4, Toughness 4
Skill: Ballistic Skill 3, Tech 3, Scholar 1, Weapon Skill 3
The Red Thirst <Blood Angels>: Blood Angels Primaris now Mission Tactic Xenos Threat Type
suffer the effects of The Red Thirst contrary to preconceived Furor Troop Level Tier Threat
notions of Geenseed Immunity to it! Venerator Bike, Jump Pack, or Land Speeder
(or equivalent) Threat
Rite of Battle: <Chapter> allies within 12m may reroll 1’s Dominatus Elite Tier Threat
(except for Complications) made on attack rolls. (Jarl of Fenris Malleus Vehicle, Walker, or Monstrous
for <Space Wolves>) Creature Threat
(non-Bike, Jump Pack, or Land
Rites of Medicae: Apothecaries automatically reduce the time by Speeder)
half for any Medicae test. Apothecaries heal a number of wounds Purgatus Adversary Tier Threat
equal to the number of icons generated on a Medicae Test plus Reptarus Fly Threat
their Rank.
Legacy of Dorn <Imperial Fists>: When resolving an attack
Rite of Repair: Tech-Priests automatically reduce the time by against a Vehicle or Building with a Heavy Weapon by a unit
half for any Tech test. Tech-Priests repair a number of wounds to with this ability, increase the damage by +2ED.
a vehicle or machine equal to the number of icons generated on a
Tech Test plus their Rank. (Battlesmith for <Space Wolves>) Masters of the Warp <Grey Knights> As Masters of the Warp,
Grey Knights in a unit (Character group or Threat) with 3 or more
Savage Echoes <Blood Angels>: Whilst the Assault Doctrine is members may, at the beginning of combat, choose which of the
active, a unit with this ability that is charged or charges gains +2 following Tides to apply to himself and his forces. At any time
Initiative. during combat, the commander can spend a Glory to change to
another Tide but may not choose a Tide that has already been
Shock Assault: When a Space Maine performs a Charge attack, used this combat. The effects of the current chosen Tide last until
he gains +1 Bonus Dice to his attack. the end of combat. These Tides only apply to Grey Knights.
• Tides
Space Marine Implants: Space Marines do not bleed. Space o Tide of Convergence: Attacks with a PSI
Marines gain +1 bonus dice as a situational modifier to any test if weapon are made at +2 Base Damage and
the Game Master deems it appropriate for one of the 19 implants. +2ED.
o Tide of Escalation: When this unit has this
Tactical Precision: <Chapter> allies within 12m may reroll 1’s Rites of Banishment ability and is manifesting
made on soak rolls. (Huskarl to the Jarl for <Space Wolves>)
A living conversion document by Eric A. Duckworth
Heroes of the Imperium
the Smite Psychic Power, the Smite does an (except for Heavy Bolter, Twin Heavy Bolter, or Hurricane
additions +2 mortal wounds of damage. Bolter) that is not <Chapter> specific listed in the Wargear
o Tide of Fury: Attacks with a Nemesis Weapon section.
are made at +2 Bonus Dice
o Tide of Shadows: This unit gains a +2DN Surgical Strikes <Raven Guard>: Whilst the Tactical Doctrine is
cover bonus even when it is not in cover. This in effect, all units with this ability gain 1 icon on Melee Attack
unit gains a +1DN to any cover bonus it already and Melee Damage Rolls.
is receiving.
Teleport Strike <Grey Knights>: One per game, a Grey Knight
Relentless Hunt <Dark Angels>: Whilst the Devastator Doctrine Troops may deploy to the battle via Teleportarium. This Grey
is in effect, all <Dark Angels> armed with Heavy or Rapid Fire Knights arrives within 6m of any Grey Knight Champion on the
weapons increase their ranges by 12m, and all Pistol or Assault battlefield.
weapons increase their ranges by 6m.
The Sisters of Silence common abilities are summarized below.
Rites of Banishment <Grey Knights>: Anytime a <Grey Knight>
manifests the Smite power, the range is reduced to 24m and the Psychic Abomination: A Character or unit with this ability
damage is 1 mortal wound. If the target of the power is a cannot be the target of a psychic power. Other Psykers within
<Daemon>, the damage is 3 mortal wounds instead of 1d3. 36m of this character or unit suffer a -2 Die penalty to any
Psychic Mastery test or Deny The Witch test.
Scions of Guilliman <Ultramarines>: An <Ultramarine> with
this ability that moved but did not charge on their activation may Witch Hunters: A character or unit with this ability gains a 2
make ranged attacks as if they did not move at all. Bonus Dice when attacking a threat with the Psyker keyword
with a melee weapon.
Special Issue Ammunition <Chapter>: Has access to any of the
Special Issue Ammunition when firing a bolter type weapon
Organizational Abilities
The Adepta Sororitas <Orders> abilities are
summarized below. Mars Glory to the Omnissiah: You may use one additional
different Canticle of the Omnissiah during your activation.
Argent Shroud Deeds Not Words: Each time a threat is reduced
to 0 wounds by a member of this Order, you gain 1 Faith. In Metalica Relentless March: When this member of the Adeptus
addition, When this unit charges, gain an additional +1 Bonus Mechanicus would charge, gain an additional +2 Bonus Dice on
dice to the attacks. attacks this activation. In addition, treat all Rapid Fire weapons as
Assault for the attack.
Bloody Rose Quick to Anger: Each time a member of this Order
Charges or is Charged, they gain +2 Strength, Agility, and Ryza Red in Cog and Claw: When this member of the Adeptus
Initiative. In addition, Melee weapons and Pistol weapons used Mechanicus attacks with a Melee Weapon, his attack gains
by this unit have their AP increased by +1. Lucky.
Ebon Chalice Daughters of the Emperor: Choose a new effect for Stygies VIII Shroud Protocols: When this member of the
your Acts of Faith Talent. In addition, if this unit performs a Adeptus Mechanicus is attacked by a ranged attack from 24m or
Miracle, you may discard a Miracle Die to have it be considered a more away, the attack suffers an additional +2DN penalty.
6 instead of what it would normally have been.
Triplex Phall Forge of the Eastern Frontier: Members of this
Our Martyred Lady The Blood of Martyrs: Each time a member Forge World receive + Rank to their Tech and Scholar skills when
of this Order is reduced to 0 wounds, you gain 1 Faith and 1 dealing with unknown technology.
Miracle Die. In addition, gain +1 Bonus Die to attacks if an ally
was killed this turn. Voss Prime The Right Hand of Mars: Members of this Forge
World receive + Rank to their Tech Skill when dealing with
Sacred Rose Devout Serenity: A member of this Order gains +1 vehicles.
Bonus Dice to attacks made when using a Hold Action. In
addition, when this unit performs an Act of Faith, roll a die. If an The Imperial <Regiment> abilities are summarized
icon is generated, then gain one Miracle Die. below.
Valorous Heart Stoic Endurance: Each time a member of this Each <Regiment> has a special ability and a Regimental Bonus.
Order wound lose a wound, roll a d6. If an icon is generated, the The Bonus grants ½ Rank bonus dice to the Skill or Resolve as
wound is not lost. In addition, reduce the AP of weapons used to listed.
attack this unit by 1.
Armageddon Industrial Efficiency: <Armageddon> Troops with
The Adeptus Mechanicus <Forgeworld> Dogma are Rapid Fire weapons have the listed Rapid Fire bonus increase
summarized below. by +1. <Armageddon> vehicles hit by AP -1 weapons, have the
AP reduced to AP 0. Regimental Bonus: Pilot
Agripinaa Staunch Defenders: When this member of the Adeptus
Mechanicus would attack using a held action, add +1 Bonus Dice Cadian Born Soldiers: Gain +2 Bonus Dice on attacks made by a
to the attack. <Cadian> soldier if he did not move this activation. Regimental
Bonus: Resolve
Deimos With the Emperor’s Blessing Do We Provide: Members
of this Forge World treat <Grey Knights> as <Gryphonne IV> for Catachan Brutal Strength: <Catachan> soldiers gain +2 to
the purposes of who they can target with their abilities or Strength. A <Catachan> vehicles gain +1ED to all weapons.
Stratagems. Regimental Bonus: Survival
Graia Refusal to Yield: When this member of the Adeptus Death Korps of Krieg Cult Sacrifice: <Death Korps of Krieg> do
Mechanicus would be slain, roll a d6, heal a number of wounds not suffer any DN penalties when making a Resolve Test.
equal to the number of icons generated. Regimental Bonus: Intimidation
Gryphonne IV The Lost Forge: When a member of this Forge Militarum Tempestus Militarum Tempestus Regiments choose
World attacks a Tyranid, they add + Rank to all attacks. from one of the following Doctrines below and apply it to their
Character:
Lucius The Solar Blessing: When this member of the Adeptus
Mechanicus is attacked by a weapon with AP -1, treat that
weapon as AP 0 instead.
A living conversion document by Eric A. Duckworth
Heroes of the Imperium
Crack Shots: Units with this Doctrine that are armed with Rapid Combined Auspex: Increase the bonus from using a Auspex by
Fire weapons have their ranges of hose weapons increased by +1 Bonus Dice to Awareness for every Friendly Astra Militarum
10m. vehicle within 12m of this Character.
Death From The Dark: Anytime a threat suffers a wound by a unit Disciplined Shooters: When shooting a Rapid Fire weapon at a
with this Doctrine, it must make pass a Resolve Test of DN3 or on target within 36m, you may make two shooting attacks with this
it’s next activation it must move up to its max speed in the most weapon at no multi-action penalty on your activation.
direct route away from this unit.
Fire From the Hip: Rapid Fire weapons may be fired as if they
Mobilized Infantry: Infantry with this Doctrine gain +1 Bonus also had the Assault weapons trait.
Dice for ranged attacks with Heavy Weapons.
Gunnery Expert: Heavy Weapons with a range of at least 60m
Predatory Strike: A unit with this Doctrine scores a critical hit on have their range increased by 10m.
a 5 or 6 on the wrath die.
Jury-Rigged Repairs: At the beginning of the turn, friendly
Prized Weaponry: Weapons a unit with this Doctrine are equipped vehicles with at least one infantry with this doctrine within 2m of
with have their AP increased by -1. it may roll a d6 and repair a number of wounds equal to the
number of Icons generated plus 1.
Resolute Heroism: When attacking with a ranged weapon against
the closes threat, a unit with this Doctrine gains +2 Bonus Dice to Lords’ Approval: Increase the AP of melee weapons by -1 if
the attack. another member of this Regiment is within 18m.
Storm Troopers: When making a shooting attack at ½ range or Monster Hunters: Heavy Weapon attacks Monster Threats are
less, and a 6 is rolled on the Wrath Die, a <Militarum Tempestus> made as if the weapons have the Mortal 2 weapon trait or Mortal
soldier may make an immediate attack with the same weapon. +2 if it already has the Mortal X trait.
This second attack does not generate more attacks.
Pyromaniacs: Increase the damage of Flame weapons used by
Militarum Tempestus Regimental Bonus: Intimidation this unit by +2ED.
Mordian Parade Drill: If all members of a <Mordian> Mob are Slum Fighters: Infantry that score a critical on a melee attack
with 2m of each other, that mob gains +2 bonus dice to their gain +2ED on the damage.
attack rolls. <Mordian> vehicles within 6m of each other gain the
same bonus. Regimental Bonus: Resolve Wilderness Survivors: This unit gains the benefit of -2DN cover
modifier if it did not move this turn when it is being shot at.
Tallarn Swift As The Wind: With any weapon, except a Heavy
Weapon, <Tallarn> gain +1 Bonus Dice when shooting and The Space Marine <Chapter> abilities are
moving. <Tallarn> vehicles may do so with any weapons. summarized below.
Regimental Bonus: Awareness
Abilities for some chapters are discussed in the W&G Core RPG
Valhallan Grim Demeanor: <Valhallan> soldiers may reroll any pg 95-98: Blood Angels, Dark Angels, Imperial Fists, Iron Hands,
dice when making a Resolve Test. Regimental Bonus: Resolve Raven Guard, Salamanders, Space Wolves, Ultramarines, and
White Scars. Additional <Chapter> abilities for other Chapters are
Vostroyan Heirloom Weapons: All Heavy and Rapid Fire listed below along with the additions announced for the 2019 SM
weapons increase their range by 12m. Regimental Bonus: Codex are listed below.
Leadership
If your desired <Chapter> is not listed below, you may create a
Creating Astra Militarum Regimental Combat Doctrines Successor Chapter (sew below for how to do so!)
To create Regimental Combat Doctrines you will first have to Black Templars Righteous Zeal: +2 Speed when charging. Black
choose one of the following skills to receive your Regimental Templars may soak mortal wounds.
Bonus in: Awareness, Intimidation, Leadership, Piloting, Resolve,
or Survival. Then you will choose any 2 of the following chapter Black Templars Lost Librarius: Black Templars cannot be
tactics to make your <Chapter> unique! Librarians.
The Regimental Combat Doctrines are: Blood Ravens Relentless Seekers: Enemies suffer the least
desirable of 2 complications when they roll a complicationon
Agile Warriors: Gain +2 Speed when Charging and reduce any attack rolls against members of this Chapter. In addition, Psykers
penalties to moving through terrain by ½. with this chapter ability may reroll 1s on the psychic test.
Grey Knights Purity of Soul: Grey Knights receive a bonus to all Duelists: When resolving a melee attack against an Infantry or
Willpower based Tests equal to their Rank x2. Biker threat, any Critical hit deals an additional +Rank icon of
damage. You cannot select this Tactic is you have already
Imperial Fists Siege Masters: <Gains> By spending a Wrath selected the Whirlwind of Rage Tactic.
point, ranged attacks made by an Imperial Fist ignore DN
modifiers based on cover. Any Exalted Icon generated on a Fearsome Aspect: Threats within 4m of a unit with this Tactic
ranged attack by a bolt weapon generates a mortal wound in must pass a DN2 Resolve Test or suffer Fear.
addition to any damage dealt.
Hungry For Battle: When a unit with this Tactic charges,
Iron Hands The Flesh is Weak: <Gains> An Iron Hand Marine increase that unit’s Speed and Initiative by 2.
gains a bonus to their Soak equal to the number of cybernetic
replacements he has up to Rank. Indomitable: A unit with this Tactic gains +2 Bonus Dice for
Resolve tests against Fear and Terror.
Raven Guard Shadow Masers: Attacks made against a Raven
Guard from more than 24m are treated as if the target had cover Inheritors of the Primarchs: If you select this Tactic you cannot
equal to +2 DN. If the target Raven Guard is not a vehicle and is select a second. Instead select one of the following <Chapters>
entirely within a terrain feature, the attack is made at a -2 dice and use their Chapter Tactic as your second choice: Ultramarines,
penalty to the Ballistic Skill of the shooter. Imperial Fists, White Scars, Raven Guard, Salamanders, Iron
Hands.
Salamanders Forged in Battle: Any Salamander that attacks from
a Held Action gains +1 Bonus Dice on attack rolls and +2 wounds Knowledge is Power: When a Psychic Mastery Test or a Deny
damage rolls. Weapon attacks with an AP of -1 made against a The Witch test is made by a unit with this Tactic, the unit gains +2
Salamander are made as if it had AP 0. Bonus Dice for the test.
Salamanders Promethean Cult: Whilst the Tactical Doctrine is in Long-Range Marksmen: A unit with this Tactic adds 6m to any
effect, when attacking with a Flame weapon, increase the Base weapon used to make a ranged attack with.
Damage by +1.
Master Artisan: A unit with this Tactic gains the Master
Steel Confessors Born of Steel: Gain Rite of Repair as a Tech Crafted weapon upgrade for any one weapon it possesses.
Priest.
Preferred Enemy: When this Tactic is chosen, select one of the
Steel Confessors The Flesh is Weak: As Iron Hands Chapter following keywords: Tyranids, Aeldari, Ork, Heretic Astartes,
Necrons, or Tau. When a unit with this Tactic resolves an attack
Space Wolves Hunters Unleashed: In any turn that a Space Wolf against a threat with the selected keyword, the attack gains the +2
charges, they gain +2 Bonus Dice to their Weapon Skill Tests. If Bonus Dice.
they are charged, the bonus lasts until end of their next activation.
Rapid Assault: A unit with this Tactic gains +1 Bonus Dice when
Ultramarines Codex Discipline: Ultramarines add 1 icon to firing an Assault type weapon.
resolve tests.
Scions of the Forge: Vehicle units with this Tactic do not suffer
White Scars Lightning Assault: White Scars on bikes units do not penalties for being Lightly or Heavily Wounded when making
suffer a DN penalty when they move and shoot heavy or assault attacks.
weapons.
Stratagems
The use of Stratagems is optional in Wrath & Glory play. If using Stratagems, each character will begin with Tier+1 Wrath Points instead of
the normal 2 Wrath Points. Each Stratagem lists the number of Wrath Points that must be spent to use the Stratagem and each Stratagem may
only be used once per game session (unless noted otherwise). Wrath Points may be gained through normal game play.
Any NPC’s under a PC’s control may have Stratagems used for their benefit but these must be paid for with Glory. Stratagems can be used by
the GM for NPC Threats, but these are paid for by Ruin.
Each Stratagem will list any keyword restrictions after the cost that must be met in full for the Stratagem to apply. Unless noted otherwise,
Stratagem effects end at the end of that character or threats activation.
The following Stratagems are generic to any faction or race and Use this Stratagem when a threat Psyker attempts to manifest a
may be used more than once per game: psychic power within 48m of a Grey Knights Psyker or Vehicle.
That Psyker of Vehicle may immediately attempt to Deny the
Command Reroll (Cost 1) Witch at +1 Bonus Dice.
Use this Stratagem to reroll all 1s (except for Complications) on
any Test. Aerial Spotter (Cost 2; Astra Militarum)
Use this Stratagem and target an ally Wyvern or Basilisk, that
Counter Offensive (Cost 2) vehicle gains +2 Bonus Dice for its ranged attacks on its next
Use this Stratagem after a threat has attacked, make an immediate activation this turn.
attack against that threat.
Ambush (Cost 3; Astra Militarum, Tallarn>)
Insane Bravery (Cost 2) Use this Stratagem and choose yourself or an ally that has not
Use this Stratagem in place of any Resolve or Conviction test, you activated this turn that has the benefit of any cover. That ally
pass that test. gains a +2 DN bonus when making any attacks on its next
activation.
The following Stratagems are available to Imperial units only and
may be used only once per game unless noted otherwise: Ambushing Fire (Cost 2; Adeptus Astartes, <Raven Guard>)
Use this Stratagem at the start of a turn that the Tactical Doctrine
Abhor the Witch (Cost 1; Adeptus Astartes, Black Templar) is in effect. Any attacks by you or an ally with an Assault or
Use this Stratagem when an enemy Psyker manifests a power Rapid Fire weapon gain +1 AP if the attack rolls a critical hit.
within 36m of you. Roll a 1d6, if an exalted icon is rolled the
power is negated by the sheer willpower of the Black Templar. Armour of Contempt (Cost 1; Imperium)
Use this Stratagem when an ally vehicle takes a one or more
Acquisition at any Cost (Cost 2; Adeptus Mechanicus) mortal wounds from an attack. Roll a d6 for each, if an icon is
Use this Stratagem and select an ally Troops with 12m of this rolled that mortal wound is ignored.
Champion. Until the end of the next turn, the selected Troops is
+2 Defense and Imitative. Armoured Fist (Cost 1; Astra Militarum, <Armageddon>)
Use this Stratagem and choose yourself or an ally that is
Acrobatic (Cost 1; Officio Assassinorum, <Callidus>) embarked upon a Transport. They gain+2 Bonus Dice when
Use this Stratagem and select a Callidus Assassin to gain +2 shooting on its next activation if it disembarks.
Speed and gain a +2DN bonus to all attacks directed against it
until the end of the turn. Auspex Scan (Cost 2; Imperium)
Use this Stratagem when a Threat moves to within 24m of you.
Adaptive Strategy (Cost 1; Adeptus Astartes) You interrupt that threats activation and make an immediate
Use this Stratagem at the beginning of a turn to change the current attack against it. The threat continues with their activation after
Combat Doctrine to any other. your attack is resolved.
Adaptive Tactics (Cost 2; Adeptus Astartes, <Deathwatch>) Avatars of the Emperor (Cost 1; Adeptus Custodes)
Use this Stratagem only if you are using the Mission Tactics Use this Stratagem to allow all allies within 12m you to use your
special rules. At the start of any of your turns, you may change the Willpower for any Willpower based tests they must take until the
mission tactic to any other mission tactic. end of the turn.
The Aegis (Cost 2; Adeptus Astartes, <Grey Knights>) Avenge the Fallen (Cost 1; Imperium)
Clavis (Cost 1; Adeptus Astartes, <Deathwatch>) Consolidate Squads (Cost 1; Astra Militarum)
Use this Stratagem if there is a threat vehicle with 4m of an ally Use this Stratagem to have 2 Troop squads form a new Mob. The
that is not a mob or vehicle. Roll a d6, do d3 mortal wounds to the squads must be within 6m of each other to do so. Move all
threat vehicle for each icon generated. members of this new mob to within 2m of each other member.
Cleansing Flames (Cost 2; Adepta Sororitas <Order of the Ebon Counter-Charge (Cost 1; Adeptus Astartes, <Space Wolves>)
Chalice >) Use this Stratagem when a threat declares a charge against you or
Use this Stratagem when you or an ally is attacking with a Flame an ally. When their charge is finished, the unit charged by the
Type weapon to gain +4ED to the attack. threat may immediately activate and attack them back.
Clearance Protocols (Cost 1; Adeptus Astartes, <Imperial Fists>) Courage and Honour (Cost 1; Imperium)
Use this Stratagem to have yourself and any allies within 6m Use this Stratagem at the start of a turn. You and all allies gain +2
equipped with Grenades to make an immediate Grenade attack Willpower until the end of the turn.
that does not count as an Activation this round.
Crush Them! (Cost 1; Astra Militarum)
Cloaked by the Storm (Cost 3; Adeptus Astartes, <Space Use this Stratagem and choose an ally vehicle. That vehicle gains
Wolves> +10m to its speed when making a charge attack and an additional
Use this Stratagem when a Rune Priest manifests a power. +1 Bonus Dice on any melee attacks it makes.
Threats suffer an additional +2 DN penalty to all ranged attacks
against this Rune Priest and all allies within 12m of him. Crushing Assault (Cost 1; Adeptus Astartes, <Space Wolves>)
Use this Stratagem when you or an ally perform a charge while
Close-Range Bolter Fire (Cost 2; Adeptus Astartes, <Imperial mounted as cavalry. When the charge move is finished, roll a d6
Fists> for each threat within 2m of those charging. The threat suffers a
Use this Stratagem and choose yourself or an ally within 12m, mortal wound for each Icon generated on the die.
when you or the selected ally shoot on their next activation, any
bolt type weapons they attack with gain the Pistol Trait in Cunning of the Wolf (Cost 1; Adeptus Astartes, <Space
addition to any other traits the weapon has. Wolves>)
Use this Stratagem to give yourself or ally unit a free move.
Cluster Mines (Cost 1; Adeptus Astartes)
Use this Stratagem after a Bike moves. Place a marker on the Cycle of War (Cost 1; Adeptus Astartes, <Ultramarines>)
battlefield to represent the Cluster Mines. When any threat moves Use this Stratagem at the beginning of any activation to have the
to within 6m of the marker, the mines detonate. Remove the current Combat Doctrine become Assault Doctrine until the end
marker and roll a d6 for each threat, if an icon is rolled, the threat of the turn.
takes 1d3 mortal wounds.
Datalink Telemetry (Cost 1; Adeptus Astartes)
Cogitated Martyrdom (Cost 1; Adeptus Astartes, <Iron Hands>) On your activation, select an ally vehicle within 24m of your
Use this Stratagem when you or an ally would lose a wound, position, that vehicles next attack automatically hits. Roll to hit as
select an ally within 6m and roll a die. If an icon is generated, the normal but transfer all exalted icons rolled to damage.
selected ally suffers the wound instead.
Dataspike (Cost 1; Adeptus Mechanicus)
Cognis Overwatch (Cost 1; Adeptus Mechanicus) Use this Stratagem after a Champion attacks. That champion may
Use this Stratagem before a held action attack with a Cognis make one immediate attack against any vehicle within 2m. If the
weapon, that attack is made at +2 Bonus Dice. attack is successful, deal an addition al d3 mortal wounds.
Concentrated Fire (Cost 1; Astra Militarum) Deadly Descent (Cost 1; Adepta Sororitas)
Use this Stratagem to have an ally with a Heavy Weapon make all Use this Stratagem if you or an ally is equipped with a Jump
their attacks on their next activation be made at +2ED. Pack to gain +12m range to any Pistol attacks.
Concussion Grenades (Cost 1; Imperium) A Deadly Prize (Cost 1; Adeptus Astartes, <Raven Guard>)
Use this Stratagem when a visible threat moves. The selected Use this Stratagem to place a Melta-Bomb IED on the battlefield
threat is affected by a Concussion Grenade attack. Concussion within 2m of this Champion. The IED will explode if any threat
Grenade (Toughness DN4 test or be knocked Prone and moves within 2m of it.
Staggered. Toughness or Medicae DN 4 test to recover. SBT.
Does not affect targets in sealed environments.) Death Grip Bite (Cost 1; Adeptus Astartes, <Space Wolves>)
Use this Stratagem when a beast ally activates to have their melee
Conqueror Doctrina Imperative (Cost 1; Adeptus Mechanicus) attacks gain +2ED.
A living conversion document by Eric A. Duckworth
Heroes of the Imperium
Death On The Wind (Cost 1; Adeptus Astartes) Deft Maneuvering (Cost 1; Astra Militarum)
Use this Stratagem when you or an ally is making a melee attack. Use this Stratagem when an ally vehicle is the target of a ranged
Gain +2 ED to all damage rolls made that activation by you or the attack to reduce the base damage of a threat’s weapons by half.
selected ally.
Descent of Angels (Cost 2; Adeptus Astartes, <Blood Angels>)
Death to the Alien (Cost 1; Adeptus Astartes, <Deathwatch>) Use this Stratagem when you or an ally equipped with a Jump
Use this Stratagem before an you or an ally makes a melee attack Pack declares a charge. Increase Speed by +6.
against any Xenos threat. If the attack roll generated a 6 on the
wrath die, then make an immediate second melee attack after this Desperate For Redemption (Cost 3; Adepta Sororitas)
attack is resolved. This second attack cannot generate more Use this Stratagem and choose yourself or an ally within 2m of a
attacks. threat. The chosen unit may make an immediate melee attack
against the threat.
Death to the Traitors (Cost 1; Adeptus Astartes)
Use this Stratagem before an you or an ally makes a melee attack Devastating Refrain (Cost 1; Adepta Sororitas)
against any Heretic Astartes threat. If the attack roll generated a Use this Stratagem when an ally vehicle is attacking to gain +2
6 on the wrath die, then make an immediate second melee attack Bonus Dice to the attack.
after this attack is resolved. This second attack cannot generate
more attacks. Devout Push (Cost 1; Adeptus Astartes, <Black Templars>)
Select an infantry or biker unit to have the selected unit gain +4
Death Visions of Sanguinus (Cost 1; Adeptus Astartes, <Blood speed.
Angels>)
Use this Stratagem at the beginning of the game and select a Direct Onslaught (Cost 1; Astra Militarum)
Blood Angels Champion that is not a Primarus. The selected Use this Stratagem to have a friendly vehicle gain +2 Bonus Dice
Champion gains the Death Company Keyword and the Black a=on all ranged attacks on its next activation.
Rage ability for the rest of the game.
Divine Chorus (Cost 2; Adeptus Mechanicus)
Deathwing Assault (Cost 2 or 3; Adeptus Astartes, <Dark Use this Stratagem and have the target Adeptus Mechanicus unit
Angels>) to be affected by a second Canticle of the Omnissiah.
Use this Stratagem when an ally arrives on the battlefield via
Teleportarium or Teleport Strike. If the unit contains 5 or fewer Divine Intervention (Cost 2; Adepta Sororitas)
this Stratagem costs 2, if more than 5, it costs 3. This unit may Use this Stratagem when a Champion is killed. Discard from 1-3
immediately move and make a ranged attack. Miracle Dice and return that Champion to play with a number of
wounds remaining equal to the number of Miracle Dice discarded.
Decapitating Blow (Cost 2; Adeptus Astartes, <Raven Guard>)
Use this Stratagem when a threat Champion is slain by your or an Dominatus Doctrine (Cost 1; Adeptus Astartes, <Deathwatch>)
ally’s attack. All threats within 12m of the slain Champion must Use this Stratagem when attacking an Elite Level Tier Threat, add
pass a DN4 Resolve Test or suffer the effects of Fear for the rest 1 icon to the damage roll against this threat
of the game.
Double Kill (Cost 1; Officio Assassinorum <Vindicare>)
Decapitation Doctrine (Cost 2; Adeptus Astartes, Use this Stratagem after a Vindicare Assassin makes a ranged
<Deathwatch>) attack. The Assassin may make a second attack at no additional
Use this Stratagem when you or an ally (non-mob or vehicle) penalties against a different target.
makes an attack against a non-mob or vehicle xenos threat. You
gain +2 wounds to any damage dealt by the attack. Drilled to Perfection (Cost 1; Astra Militarum, <Militarum
Tempestus>)
Deafening Assault (Cost 1; Adeptus Mechanicus, <Metalica>) Use this Stratagem when you or an ally makes a ranged attack
Use this Stratagem and select a threat within 12m of any ally. The using a held action. The attack is made at +2 Bonus Dice.
selected Threat is -2 to all Willpower based Tests till the end of
the turn. Dunestruders (Cost 1; Adeptus Mechanicus)
Use this Stratagem and choose a target Ironstrider Ballistarii or
Defensive Focus (Cost 2; Adeptus Astartes, <Ultramarines>) Sydonian Dragoon ally, they receive a +2 bonus to Speed when
Use this Stratagem after you or an ally is targeted by a charge charging this turn.
attack. You and up to 3 allies within 12m of the charging threat
may make an immediate ranged attack against the threat. Duty Eternal (Cost 1; Adeptus Astartes)
Use this Stratagem when an ally Dreadnaught is targeted by an
Defensive Gunners (Cost 1; Astra Militarum) attack, halve the number of wounds suffered by all attacks until
Use this Stratagem when an ally vehicle is the target of a Charge the end of the turn.
attack. The ally vehicle may immediately shoot any weapons at
the charging threat.
A living conversion document by Eric A. Duckworth
Heroes of the Imperium
Duty Unto Death (Cost 2; Astra Militarum, Death Korps of
Krieg) Ever Vigilant (Cost 2; Imperium)
Use this Stratagem when a Champion is reduced to 0 wounds, that Use this Stratagem after a threat activates. Select an ally or
Champion may make an immediate ranged attack. yourself that is visible to the threat to immediately make a ranged
attack against the threat. This does not count as your or your ally’s
Elimination Volley (Cost 2; Adeptus Mechanicus) activation for the turn.
Use this stratagem and target a <Forge World> Kataphron
Destroyer Troop and a <Forge World> Kastelen Robot Troop Ever Lapping Fields of Fire (Cost 2; Astra Militarum, Cadian)
within 12m of each other. Each of the target troops gain +2 Bonus Use this Stratagem when you or an ally inflicts one or more
Dice on attack rolls this turn. mortal wounds on a threat. Till the end of the turn you and all
other allies gain a -1 DN bonus when shooting that threat.
Elusive Hunters (Cost 1; Astra Militarum, <Militarum
Tempestus>) Experienced Eye (Cost 1; Astra Militarum)
Use this Stratagem when a threat would target you or an ally who Use this Stratagem to have an ally make all shooting attacks at -a
is not within ½ range of their ranged attack. The attack is made at 1 AP bonus on their next activation.
+2DN.
Exceptional Proficiency (Cost 2; Adepta Sororitas)
Embodied Prophecy (Cost 1; Adepta Sororitas) Use this Stratagem to have you or an ally gain +1 Bonus Dice and
Use this Stratagem to have a non-Flying unit gain +1 Bonus Dice +1ED acks until the end of the turn.
to attacks this turn with a melee weapon.
Explosive Judgement (Cost 1; Adeptus Astartes)
The Emperor’s Executioners (Cost 1; Adeptus Astartes, <Space Use this Stratagem when resolving an attack with a Bolt type
Wolves>) weapon. The attack gains +2 ED and the target does not receive
Use this Stratagem when you or an ally that attacking a Thousand any bonus from cover.
Suns unit rolls a critical on the attack. They may take an
additional activation after this one to attack the Thousand Suns Extremis Trigger Word (Cost 2; Adepta Sororitas)
unit again. Use this Stratagem and choose an ally. The selected ally may
make an immediate melee attack that does not count as that
The Emperor’s Judgement (Cost 1; Adepta Sororitas <Order of Troops activation for the turn.
the Sacred Rose>)
Use this Stratagem when you or an ally is attacking with a Bolt Faith And Fury (Cost 1; Adepta Sororitas)
Type weapon to gain +4ED to the attack. Use this Stratagem and select you or an ally, until the end of their
activation, the selected Champion or ally gains Devastating for
The Emperor’s Will (Cost 1; Adeptus Astartes, <Black their attacks.
Templars>)
Use this Stratagem when you or an ally activates and moves, Faith Is Our Shield (Cost 1; Adepta Sororitas <Order of the
make an immediate attack with any Pistol type weapons. These Argent Shroud>)
attacks do not count towards other attacks to incur a multi-attack Use this Stratagem when you or an ally would suffer a wound
penalty. from a mortal wound. Roll a d6 for each wound to be lost, if an
icon is generated then the wound is not lost.
Empyric Channeling (Cost 1; Adeptus Astartes, Psyker)
Use this Stratagem to add +1 Bonus Dice to your Psychic Fall Back and Re-Engage (Cost 2; Adeptus Astartes,
Mastery test. If within 10m of another ally Psyker, add an <Ultramarines>)
additional +1 bonus dice to the Psychic Mastery test for each Use this Stratagem to have yourself or an ally make an immediate
other ally Psyker in range. move at up to full speed away from a threat and them make an
immediate charge attack against the same threat.
Empyric Surge (Cost 1; Adeptus Astartes, <Grey Knights>)
Use this Stratagem after you manifest a psychic power, until the False Flight (Cost 2; Adeptus Astartes, <Raven Guard>)
end of the turn, all allies gain +2 to Willpower based Tests. Use this Stratagem whenever a Raven Guard moves. They may
move thru Threats as if they weren’t there but must end their
Engine Purge (Cost 2; Adeptus Astartes, <Iron Hands>) movement more than 2m away from any threat.
Use this Stratagem at the beginning of the turn if the Devastator
Doctrine is active. When you or an ally resolves an attack and Favour of the Imperium (Cost 2, Imperium)
generates a critical hit with either a heavy or grenade weapon, Use this Stratagem before the game and select one Champion to
increase the AP of the attack by 1. have any 1 piece of Special-Issue Wargear.
Even in Death (Cost 2; Imperium) Fight on the Move (Cost 1; Adeptus Astartes, <Grey Knights>)
Use this Stratagem when you or an ally Champion is reduced to 0 Use this Stratagem to have yourself or an ally with 12m to gain an
wounds. You or the selected ally may make 1 immediate ranged added+1 Bonus Dice on their attacks when Charging.
or melee attack as if it were your or the ally’s activation.
A living conversion document by Eric A. Duckworth
Heroes of the Imperium
Fight to the Death (Cost 1; Astra Militarum) Use this Stratagem to give your self and all allies on bikes within
Use this Stratagem when an Astra Militarum ally fails a Resolve 12m +4 Speed until the end of their next activation.
Test. That ally passes the test but takes d3 mortal wounds.
Furious Charge (cost 1; Astra Militarum)
Final Redemption (Cost 1; Adepta Sororitas) Use this Stratagem to have a charging ally gain the Mortal 1 trait
Use this Stratagem, until the end of the turn, roll a d6 for each on attacks made during their charge.
member of an ally Squad that is slain. Deal a number of mortal
wounds to the threat that slayed the squad member equal to the Furious Recital (Cost 1; Adepta Sororitas)
number of icons generated of the die roll. Use this Stratagem when attacking with a vehicle unit. The target
of the attack’s gains a -1D penalty to Wisdom-based Tests until
Finest Hour (Cost 2; Adeptus Astartes, <Grey Knights>) the end of the turn. If the target is a Chaos unit, the penalty is -2
Use this Stratagem at the beginning of the turn to double the range Dice.
of any Aura Abilities of target Champion till the end of the turn.
Furor Doctrine (Cost 1; Adeptus Astartes <Deathwatch>)
Fire on my position (Cost: 3; Astra Militarum) Use this Stratagem when attacking a Troops Level Tier Threat,
Use this Stratagem when an Astra Militarum Champion is reduced add 1 icon to the damage roll against this threat.
to 0 wounds. Target any threat within 6m of that ally, roll a d6, if
an icon is generated the threat takes 1 mortal wound, if an exalted Fury of the First (Cost 1; Adeptus Astartes)
icon is generated the threat takes d3 mortal wounds. Use this Stratagem when you or an ally in Terminator Armour
attacks, add +2 bonus dice to the attack.
Firstborn Pride (Cost 1; Astra Militarum, Vostroyan)
Use this Stratagem and choose yourself or an ally. That ally gains Fury of the Proven (Cost 1; Adeptus Astartes, <Grey Knights>)
a -1 DN bonus to Shooting attacks their next activation. Use this Stratagem to gain +2ED to a ranged attack.
Flakk Missile (Cost 1; Adeptus Astartes) Gene-Wrought Might (Cost 1; Adeptus Astartes)
Use this stratagem before shooting a threat with the Fly trait while Use this Stratagem and choose yourself or an ally Infantry
using a missile launcher. If the attack is successful, the attack Champion or Troop. The chosen Infantry gains the Mortal 2 Trait
deals 1d3 mortal wounds in addition to any other damage dealt. for all their melee attacks this turn.
Flamecraft (Cost 2; Adeptus Astartes, <Salamanders>) Gifts of the Mechanicus (Cost 1; Astra Militarum, <Militarum
Use this Stratagem when attacking with a Flame weapon. Add Tempestus>)
1d3 mortal wounds to the damage dealt. Use this Stratagem when you or an ally makes a ranged attack
with a Hot-Shot weapon. If a critical hit is rolled on the wrath die,
Focused Bombardment (Cost 1; Astra Militarum) the weapon gains the Mortal 2 weapon trait.
Use this Stratagem when an ally vehicle shoots with its main
weapon, the attack gains +2ED. Go! Recon! (Cost 1; Astra Militarum)
Use this Stratagem to have a Scout ally make an immediate move,
Forlorn Fury (Cost 2; Adeptus Astartes, <Blood Angles>) even if it has already activated this turn. This move does not count
Use this Stratagem to activate a Death Company Champion or against the ally for any purposes the rest of the turn.
ally. This does not count as that ally’s activation for the turn.
Gloria Mechanicus (Cost 2; Adeptus Mechanicus)
Fortress of Shields (Cost 1; Adeptus Astartes, <Dark Angels>) Use this Stratagem and change the Canticle of the Omnissiah
Use this Stratagem and select a unit equipped with at least 3 that is currently being used to any other Canticle.
Storm Shields. That unit receives 1 less wound from melee
attacks made against it. Godhammer Lascannons (Cost 2; Adeptus Astartes)
Use this Stratagem when you select a Land Raider to shoot. Your
Fresh Converts (Cost 1; Adeptus Mechanicus, <Agripinaa>) attacks with any LasCannon weaponry gain +2 Bonus Dice and
Use this Stratagem at the end of the turn, add any one +2 ED until the end of the turn.
<Agripinaa> Troops mob to the battlefield anywhere more than
24m from a Threat. This mob may activate as normal next turn. The Gorgon’s Rage (Cost 1; Adeptus Astartes, <Iron Hands>)
Use this Stratagem when you or an ally attacks with a melee
From Golden Light They Come (Cost 1 or 3; Adeptus Custodes) weapon. Add +2 Bonus Dice to the attack roll. If the melee attack
As Teleportarium below. is against an <Emperor’s Children> threat, add +4 Bonus Dice
instead.
Full Charge (Cost 1; Astra Militarum, <Militarum Tempestus>)
Use this Stratagem an ally vehicle makes a shooting attack against Gravatic Amplification (Cost 1; Adeptus Astartes)
a threat within 24m it, the attack gains +2 Bonus Dice. Use this Stratagem when yourself an ally is shooting with a Grav
Weapon, he may reroll the damage roll made for that weapon.
Full Throttle (Cost 1; Adeptus Astartes, <Dark Angels>)
Grenadiers (Cost 1; Astra Militarum)
A living conversion document by Eric A. Duckworth
Heroes of the Imperium
Use this Stratagem when an ally mob makes a ranged attack, each Holy Rage (Cost 1; Adepta Sororitas)
member of the mob may attack with a grenade of choice they are Use this Stratagem when you or an ally Charges to gain +2 Bonus
equipped with instead of one attack roll for the whole mob. Dice to attacks.
Resolve each attack separately.
Holy Trinity (Cost 1; Adepta Sororitas)
Hail of Fire (Cost 2; Astra Militarum) Use this Stratagem before shooting with a unit containing 1or
Use this Stratagem when an ally vehicle attacks a threat vehicle to more each of Bolt weapon, Flamer weapon, and a Melta weapon.
have all of the allies’ ranged attacks be made as the weapon had Add +1 icon to all damage rolls made for that unit this activation.
the Mortal 2 weapon trait.
Honour The Chapter (Cost 3, Adeptus Astartes)
Hammer Blow (Cost 2; Astra Militarum, <Militarum Use this Stratagem at the end of the Turn, select a Infantry or
Tempestus> Biker (individual or mob). The target Infantry or Biker may make
Use this Stratagem when a threat is destroyed by a ranged attack an immediate melee attack.
by an ally vehicle. All threats within 24m of the destroyed unit are
pinned and have all movement reduced by ½ and all raged attacks Honour The Martyrs (Cost 1; Adepta Sororitas <Order of the
they make are made at +1 DN. These effects last until the end of Martyred Lady>)
the next turn. Us this Stratagem when an ally Champion is killed to gain +2
Bonus Dice to all attacks till the end of the combat.
Hammer or Wrath (Cost 1; Adeptus Astartes)
Use this Stratagem when a you or an ally equipped with a Jump Honoured Sergeant (Cost 1; Imperium)
Pack finishes a charge move, target Threat receives d3 mortal Use this Stratagem at the beginning of the game to have a target
wounds. NPC Sergeant to have any one piece of Special Issue Wargear.
A Hated Foe (Cost 1; Adeptus Astartes, <Crimson Fists>) Howl of the Great Pack (Cost 2; Adeptus Astartes; <Space
Use this Stratagem when you or an ally is targeting an Ork threat Wolves>)
with an attack to gain +2 Bonus Dice on the attack. Use this Stratagem at the beginning of a turn. Choose a Wolf
Lord and have all allies within 24m automatically pass any
Head First (Cost 1; Astra Militarum) Resolve Tests this turn. All threats within 24m of this Wolf Lord
Use this Stratagem to increase an allies speed by 2 when they suffer a +2 DN penalty to all Resolve Tests this turn.
declare a charge attack.
Hunt the Fallen (Cost 1; Adeptus Astartes, <Dark Angel>)
Heed the Prognosticars (Cost 2; Adeptus Astartes, <Grey Use this Stratagem and select a threat Champion. That champion
Knights>) gains +2 Initiative. You and any allies that target the threat gain
Use this Stratagem and choose a Champion, that Champion gains Lucky on their melee rolls against the selected threat.
+3 Resilience till the end of the turn.
Hunter-Slayer Missile (Cost 1; Adeptus Astartes, <Primaris>)
Hellfire Shells (Cost 1; Adeptus Astartes) Use this Stratagem and select a Repulsor Tank, then select a
Use this Stratagem when attacking with a Heavy Bolter or the threat vehicle or monstrous (or larger) creature within 96m of the
Heavy Bolter profile of a combi/multi weapon. Add 1d3 mortal selected Repulsor. Roll a d6, deal d3 mortal wounds to the target
wounds to the damage dealt. threat for each icon generated.
Hero of the Chapter (Cost 1; Adeptus Astartes) Hypermetabolism (Cost 1; Officio Assassinorum, <Eversor>)
Use this Stratagem before the game to give any one Champion a Use this Stratagem at the beginning of a turn and select an
Warlord Trait if it does not already have one. Eversor Assassin. Each time the selected Assassin would suffer a
wound or mortal wound, roll a d6. If an icon is generated, then the
Heroic Intervention (Cost 1; Imperial) wound is not lost.
Use this Stratagem when an ally within 6m of this Champion is
the target of an attack. The attack targets this Champion instead. Indomitable Guardians (Cost 1; Adeptus Astartes, Adeptus
This Stratagem cannot be used by a Champion embarked in a Custodes, Adepta Sororitas)
vehicle or fortification. This Stratagem may be used multiple Use this Stratagem when a threat resolves a melee attack. Choose
times in a game. an ally within 6m of the threat to immediately activate and charge
the threat.
Heroine In The Making (Cost 1; Adepta Sororitas)
Use this Stratagem before the game to give a Adepta Sororitas Inescapable Vengeance (Cost 2; Adeptus Custodes)
Champion a Warlord Trait. Use this Stratagem when you or an ally is making a ranged attack
against a threat Champion. The ranged attack gains +2 Bonus
High-Speed Focus (Cost 1; Adeptus Astartes, <Dark Angels>) Dice.
Use this Stratagem and choose yourself or an Ally on a Bike, gain
+2 Defense until the end of the round. Infiltrators (Cost 1; Adeptus Astartes, <Raven Guard>)
Inspire Fear (Cost 1; Adeptus Astartes, Adeptus Custodes, Last Rites (Cost 1; Adepta Sororitas)
Adepta Sororitas) Use this Stratagem to have you or an ally gain +2 Bonus Dice to
Use this Stratagem on your activation to force a visible threat any Wisdom based Test.
within 6m of you to make a Resolve Test (DN 4) or suffer Terror
till the end of the turn. Laugh in the Face of Death (Cost 1; Adeptus Astartes, <Space
Wolves>
Inspired Tactics (Cost 1; Astra Militarum) Use this Stratagem when you or an ally is subject to an effect by a
Use this Stratagem to have any Champion with the Voice of threat that reduces their Resolve, you or the ally gains +1 Bonus
Command ability to issue an Order, even if he has done so Dice for all attacks on their next activation.
already this turn.
Lay Low The Tyrants (Cost 1; Imperium)
Inspiring Command (Cost 1; Adeptus Astartes) Use this Stratagem whenever an ally attacks a threat Champion,
Use this Stratagem to have a chosen Champion’s aura abilities increase the damage done by 2 icons.
increased by +6m in range.
Legio Teleportarium (Cost 1; Adeptus Mechanicus, <Lucius>)
Intercepting Volley (Cost 2; Adeptus Astartes, <Deathwatch>) Use this Stratagem at the end of the turn, add any one <Lucius>
Use this Stratagem immediately after an Eldar or Aeldari threat Troops mob to the battlefield anywhere more than 24m from a
with Fly moves. Choose yourself or any ally with 24m of the Threat. This mob may activate as normal next turn.
threat and they make an immediate ranged attack against the
threat. The attack is made at a -1DN penalty. Linebreaker Bombardment (Cost 1; Adeptus Astartes)
On your activation, select a Vindicator within 24m of your
Intractable (Cost 2; Adeptus Astartes, <Dark Angels>) position, that Vindicator may target a threat within 150m. Roll to
Use this Stratagem to have yourself or an ally unit make an hit as normal for the Vindicator, but the damage done is 3d3
immediate ranged attack. This attack does not count as their Mortal Wounds instead of normal damage.
activation this turn.
The Lion and the Wolf (Cost 1; Adeptus Astartes, <Dark
Judgement Of The Faithfull (Cost 2; Adepta Sororitas) Angels>)
Use this Stratagem to activate yourself or an ally even if you or Use this Stratagem at the beginning of the game if your unit
they have activated already in the turn. contains both a Dark Angels Infantry and a Space Wolves
Infantry. Roll a d6 for each, and they suffer a mortal wound for
Jury Rigging (Cost 1; Astra Militarum) each icon generated on the die roll. For each mortal wound
Use this Stratagem at the beginning of the turn. Choose a target suffered, the unit gains +2 Willpower, Strength, Initiative, and +2
ally vehicle. That vehicle may not activate this turn but instead is Bonus Dice to Weapon Skill tests until the end of the game or
repaired 1d6 wounds. healed in any manner.
Keen Senses (Cost 1; Adeptus Astartes, <Space Wolves>) The Lions Pounce (Cost 1; Adeptus Custodes)
Use this Stratagem and choose yourself or an ally to suffer no Use this Stratagem when declaring a charge attack that only
range or cover penalties on their ranged attacks this turn. targets threat vehicles, increase your speed by 2 and gain an
additional +1 Bonus Dice to the attack.
Killing Zone (Cost 1; Astra Militarum, <Militarum Tempestus>)
Use this Stratagem after your or an ally deals 1 or more wounds to Living Storm (Cost 1; Adeptus Astartes, <Space Wolves>)
a threat. For the rest of the turn, any further attacks that deal Use this Stratagem when a Psyker manifests the Living Lightning
wounds to the same threat deal one additional wound. power when within 12m of 2 ally Psykers. The damage done by
the power is d6 instead of d3 base.
Killshot (Cost 1; Adeptus Astartes)
Lone Wolf (Cost 1; Adeptus Astartes, <Space Wolves>)
A living conversion document by Eric A. Duckworth
Heroes of the Imperium
Use this Stratagem when an ally Infantry Troops is reduced to one
member, that member gains +4 Wounds, is a Champion, and all Mental Focus (Cost 1; Adeptus Astartes, <Grey Knights>)
attacks for the remainder of the game gain +1 Bonus Dice and +1 Use this Stratagem to allow yourself or an ally Psyker to attempt
ED. to manifest a Psychic Power.
Lucifer-Pattern Engines (Cost 1; Adeptus Astartes, <Blood Mentor’s Guidance (Cost 1; Adeptus Astartes, <Space Wolves>)
Angels>) Use this Stratagem and choose a Champion within 12m of a Wolf
Use this Stratagem and select a vehicle other than a Dreadnaught Priest. The selected Champion gains Devastating on their ranged
or a Fly vehicle. Increase this vehicles speed by 12m until the end attacks until the end of the turn.
of the turn.
Mercy is Weakness (Cost 1; Adeptus Astartes, <Iron Hands>)
Machine Empathy (Cost 1; Adeptus Astartes, Iron Hands) Use this Stratagem at the start of the turn and choose an Ally and
Use this Stratagem when an ally Vehicle attacks. All attacks for a Threat. Each time this threat is attacked by the selected ally and
the vehicle are made at no penalty to shooting heavy or assault the attack is a critical, the attack does double damage.
weapons when the vehicle moves this turn.
Methodical Firepower (Cost 1; Adeptus Astartes, <Iron Hands>)
Machine Spirit Resurgent (Cost 1; Adeptus Mechanicus) Use this Stratagem at the beginning of the turn if the Devastator
Use this Stratagem and select an ally vehicle, that vehicle may Doctrine is not in effect. Choose yourself or an ally and have the
make 1 additional attack this turn with any one weapon at a Devastator Doctrine be in effect for their next activation.
Ballistic Skill of 10.
Mobile Command Vehicle (cost 1; Astra Militarum)
Machine Spirit’s Revenge (Cost 1; Adeptus Mechanicus) Use this Stratagem to have any Champion with the Voice of
Use this Stratagem when an ally Vehicle is destroyed, do not roll Command ability who is embarked in a Chimera to issue an
a die, that vehicle Explodes doing an additional d3 mortal wounds Order, even if he has done so already this turn. The target of this
in damage. Order may be up to 150m away from the Chimera.
Malleus Doctrine (Cost 1; Adeptus Astartes, <Deathwatch>) Moment of Grace (Cost 1; Adepta Sororitas)
Use this Stratagem when attacking a Vehicle, Walker, or Use this Stratagem when making an attack roll or a Soak roll.
Monstrous Creature Threat (non-bike, jump pack, or land speeder Discard from 1-3 Miracle Dice to add 1 Bonus Die to the roll for
of equivalent), add 1 icon to the damage roll against this threat. each die discarded.
Martial Precision (Cost 1; Adeptus Astartes, <Ultramarines> Networked Machine Spirits (Cost 1; Adeptus Custodes)
Use this Stratagem before you or an ally attacks, their ranged Use this Stratagem if there are 2 or more allied vehicles with a
attacks gain the Spread Trait. Machine Spirit ability within 12m of each other. All of these
vehicles gain an additional +2 Bonus Dice for ranged attacks until
Martyr’s Immolation (Cost 1; Adepta Sororitas) the end of the turn while they are within 12m of each other.
Use this Stratagem when an ally Vehicle is destroyed to have it
explode immediately. Never Forgive, Never Forget (Cost 1; Adeptus Astartes, <Dark
Martyred (Cost 1; Adepta Sororitas) Angels>)
Use this Stratagem when a Champion is killed to have that Use this Stratagem when a Dark Angel targets a Heretic Astartes
Champion make one attack with any weapon and gain d3 Wrath. threat with a melee attack. If a critical hit is made with the attack,
then the Dark Angel may make an immediate additional attack
Martyrdom (Cost 1; Adepta Sororitas) against the same threat. This additional attack does not count as
Use this Stratagem when an ally Champion is reduced to 0 an activation.
wounds, gain d3 Faith. If the slain Champion was a Warlord, gain
3 Faith instead. Oaths of Honour (Cost 1; Adeptus Astartes, <Black Templars>)
Use this Stratagem when an ally attacks with a melee weapon,
Master of the Trifold Path (Cost 3; Adeptus Astartes) that ally gains +2 Bonus Dice to the attack.
Use this Stratagem before the game to have a Champion gain 1
Warlord Trait of their choice to be in effect till the end of the Officio Prefectus Command Tank (Cost 2; Astra Militarum)
game. Use this Stratagem before the game session. Choose an ally
Leman Russ, all ally troops within 6m of this vehicle have +2
Masterful Marksmanship (Cost 1; Adeptus Astartes) bonus dice for Resolve Tests.
Use this Stratagem with shooting a Bolter weapon with Special
Issue Ammunition. The attack does 1d3 mortal wounds in Only In Death Does Duty End (Cost 2; Imperium)
addition to any other damage dealt. Use this Stratagem when an ally Champion is reduced to 0
wounds, that Champion may make an immediate ranged or melee
Masters of Combat (Cost 2; Adeptus Astartes, <Grey Knights>) attack at no wound penalties.
Use this Stratagem to gain +2Bonus Dice on your next melee
attack.
A living conversion document by Eric A. Duckworth
Heroes of the Imperium
Optimal Repulsion Doctrines (Cost 1; Adeptus Astartes, <Iron Use the Stratagem and select a Calexus Assassin to have all of
Hands>) their ranged weapons base damage increased by d3+1 until the
Use this Stratagem when you or an ally is resolving an attack end of the turn.
using a Held Action. The attack scores a critical hit on a 5-6 on
the Wrath Die. If you or the ally has the The Flesh is Weak ability, Percussive Blast (Cost 1; Astra Militarum)
then score a critical hit on a 4-6 on the Wrath die. Use this Stratagem when a threat vehicle suffers a wound by a
Battle Cannon attack and halve that vehicles movement until the
Optimized Salvo (Cost 1; Adeptus Astartes, <Deathwatch>) end of their next activation
Use this Stratagem when a <Deathwatch> mob is using Special
Issue Ammunition. Each member of the mob may choose a Piercing Strike (Cost 1; Adeptus Custodes)
different type of Special Issue Ammunition to fire. Roll all Use this Stratagem when you or an ally makes a melee attack. The
attacks separately then. attack generates 2 extra icons on the damage roll.
Orbital Bombardment (Cost 3; Adeptus Astartes) Plasma Specialists (Cost 1; Adeptus Mechanicus, <Ryza>)
This Stratagem may only be used once per game. During your Use this Stratagem and chose a Champion, Troop, or Vehicle
activation, choose a visible point on the battlefield, target it as a attacks with a Plasma type weapon. Attacks using any Plasma
Huge Blast Template. Roll a die for each target (individual threat type weapons are made at +2 Bonus Dice and +2 to the weapons
or mob) in the area of effect. If no Icon is rolled the target takes Base Damage until the end of the turn.
1d3+1 wounds, if 1 Icon is rolled the target takes 1d3 mortal
wounds, if an exalted icon is rolled the target takes 2d3 mortal Plant the Vexilla (Cost 1; Adeptus Custodes)
wounds. Use this Stratagem to increase the range of all of your aura
abilities by 12m until the end of the turn.
Outnumbered But Never Outmatched (Cost 1; Adeptus
Astartes, <Dark Angels>) Point-Blank Efficacy (Cost 1; Astra Militarum, <Militarum
Use this Stratagem when you or any allies within 12m are Tempestus>)
attacking a mob, gain +2 Bonus Dice on all attacks against the Use this Stratagem when you or an ally is making an attack with a
mob until the end of the round. Hot-Shot weapon. For the rest of the turn, all ranged attacks
against threats within ½ range are made at +2 Base Damage.
Overkill (Cost 1; Adeptus Astartes, <Deathwatch>)
Use this Stratagem at the end of the turn when battling a Necron Powerful Adept (Cost 1; Adeptus Astartes, <Grey Knights>)
threat. Any Reanimation Protocol rolls made during the next Use this Stratagem to have the range of all manifested powers
turn are made at a -1DN penalty. increased by 12m until the end of your turn.
Overwhelming Assault (Cost 1; Adeptus Astartes, <Grey Praetorian’s Wrath (Cost 2; Adeptus Astartes, <Imperial Fists>)
Knights>) Use this Stratagem at the start of a turn that the Devastator Tactic
Use this Stratagem and choose an ally or yourself to gain +2 is in effect. Any attacks by you or your allies with a Heavy or
Bonus Dice and +2ED on your next ranged attack. Grenade weapon that scores a Critical hit has the AP of the attack
increased by 1.
Overwhelming Impetuosity (Cost 1; Adeptus Astartes, <Space
Wolves>) Precision Drop (Cost 1; Astra Militarum, <Militarum
Use this Stratagem and choose yourself or an ally that charged. Tempestus>)
The ally’s melee attacks for the rest of the turn gain +1 Bonus Use this Stratagem to have you and any ally with 20m to
Dice. automatically pass a Pilot Test for a Jump Pack or a Grave Chute.
Overwhelming Savagery (Cost 1; Adeptus Astartes, <Space Preliminary Bombardment (Cost 2; Astra Militarum)
Wolves>) This Stratagem may only be used once per game. During your
Use this Stratagem and choose yourself or an ally. That ally gains activation, choose a visible point on the battlefield, target it as a
+2 ED on all attacks on their next activation. Huge Blast Template. Roll a die for each target (individual threat
or mob) in the area of effect. If an no Icon is rolled the target
Pack Hunters (Cost 1; Adeptus Astartes, <Space Wolves>) takes 1d3+1 wounds, if 1 Icon is rolled the target takes 1d3 mortal
Use this Stratagem when a beast ally activates and is within 6m of wounds, if an exalted icon is rolled the target takes 2d3 mortal
an ally. The beast ally gains +2 Bonus Dice or all attacks made on wounds
their activation.
Preternatural Senses (Cost 1; Adeptus Astartes, <Grey
Pain Is A Lesson (Cost 1; Adeptus Astartes, <Imperial Fists>) Knights>)
Use this Stratagem when you or an ally within 12m would be the Use this Stratagem when making an attack from a held action.
target of an attack. If you or the selected ally suffers damage, you Gain +2 Bonus Dice to the attack.
suffer no shock for Soaking any wounds from the attack.
Priority Threat Neutralised (Cost 1; Imperium)
Pariah’s Gaze (Cost 1; Officio Assassinorum, <Calexus>)
A living conversion document by Eric A. Duckworth
Heroes of the Imperium
Use this Stratagem after a threat Champion has been killed. Gain Use this Stratagem before a Champion makes a melee attack.
3 Wrath, Glory, or Ruin points. Increase this Champions Initiative by 6 til the end of the turn.
Protector Doctrina Imperative (Cost 1; Adeptus Mechanicus) Refusal To Die (Cost 1; Adeptus Astartes)
Use this Stratagem and select yourself or an ally to gain +1 Bonus Use this Stratagem and select an ally Death Company unit. For
Dice on their melee attacks this turn. If they have a Data-Tether the rest of the turn if this unit were to suffer a wound, roll a d6. If
of some type, increase to +2 Bonus Dice. an Icon is generated the wound is not lost.
Psybolt Ammunition (Cost 2; Adeptus Astartes, <Grey Knights> Reject The Flesh, Embrace The Machine (Cost 1; Adeptus
Use this Stratagem when attacking with a Bolt type weapon. The Astartes, <Iron Hands>)
weapon gains the Bane <Daemon & Psyker> Trait. Use this Stratagem when you or an ally is chosen as the target for
an attack. Until the end of the turn, if you or the chosen ally suffer
Psychic Channeling (Cost 1; Adeptus Astartes, <Grey Knights> a wound, roll a d6, if an exalted icon is generated the wound loss
Use this Stratagem when a yourself or an ally Psyker is making a is ignored.
Psychic Mastery Test, add +2 Bonus Dice to the Test.
Relentless (Cost 1; Astra Militarum)
Psychic Conclave (Cost 1; Astra Militarum) Use this Stratagem to have a friendly vehicle within 24m ignore
Use this Stratagem and select an ally Psyker, on that Psykers next any damage modifiers for the rest of the turn.
activation it gains +2 Bonus Dice to all Psychic Tests and can
attempt to manifest one additional psychic power. Relics of The Imperium (Cost 1 or 2; Imperium)
Use this Stratagem before the game session. For 1 Wrath, your
Psychic Onslaught (Cost 2; Adeptus Astartes, <Grey Knights> character begins play with a weapon they are equipped with to
Use this Stratagem when yourself or an ally attacks with a have the Master Crafted Trait added to it. For 2 Wrath, your
Gatling Psilencer, Heavy Psycannon, Psilencer, or Psycannon. character beings play with a weapon with the Master Crafted
Increase the Base Damage and AP by 2 for the attack. trait and may increase any one numerical value of the weapons
stat line by 1.
Purgatus Doctrine (Cost 1; Adeptus Astartes, <Deathwatch>)
Use this Stratagem when attacking an Adversary Level Tier Rolling Death (Cost 1; Astra Militarum)
Threat, add 1 icon to the damage roll against this threat Use this Stratagem and select an ally vehicle. On the selected
vehicle’s next activation, if that vehicle moves only up to half
Purity of Faith (Cost 1; Adepta Sororitas) speed, it gains +2 Bonus Dice to all attacks it makes that
Use this Stratagem when an enemy Psyker attempts to manifest a activation.
psychic power within 48m of an Adepta Sororitas unit. Roll a d6,
on a 4+ that psychic power is resisted, and the effects negated. Rotate Ion Shields (Cost 1; Adeptus Mechanicus and Questor
Mechanicus)
Rage of the Machines (Cost 1; Adeptus Mechanicus) Use this Stratagem at the beginning of the turn. When a threat
Use this Stratagem and select an ally Vehicle, until the end of the attacks any Vehicle with armor that provides an Invulnerable save
turn, that vehicle gains +1 Bonus Dice on all attacks when (ie. Can Soak Mortal Wounds), increase the armor rating of the
moving. armor by +2 till the end of the turn.
Rally the Faithful (Cost 1; Adepta Sororitas) Sacred Banner of the Order Militant (Cost 1; Adepta Sororitas)
Use this Stratagem when an ally fails a Willpower based test. Use this Stratagem before the game and select an ally with a
That ally passes the test instead. Simulacrum Imperialis. It is upgraded to Sacred Banner. In
addition to its normal abilities, the power of the banner can be
Rapid Fire (Cost 2; Adeptus Astartes, <Primaris>) used once per game at the start of any Turn. When used, until the
Use this Stratagem and select yourself or an ally, all Bolt Type end of the Turn, the Invulnerable save from that units Shield of
weapons you or the ally are equipped with gain the Rapid Fire 2 Faith ability is increased by +2.
trait.
Sacred Rites (Cost 1; Adepta Sororitas)
Raptoris Doctrine (Cost 1; Adeptus Astartes, <Deathwatch>) Use this Stratagem at the start of your activation to gain 1 Faith.
Use this Stratagem when attacking a Fly Threat, add 1 icon to the
damage roll against this threat Sappers (Cost 1; Adeptus Astartes, <Imperial Fists>)
Use this Stratagem to gain +2ED when you or an ally within 12m
The Raven’s Blade (Cost 1; Adeptus Astartes, <Raven Guard>) is attacking a building or fortification.
Use this Stratagem and select a threat. Anytime you or an ally
charges the selected threat they gain +2 Speed and an added +1 Scion of Guilliman (Cost 1, Adeptus Astartes, <Ultramarines>)
Bonus Dice to the attack. Use this Stratagem when an Infantry Mob or Bike Squad is
selected to attack, that Mob or Squad gains +1 Bonus Dice on all
Red Rampage (Cost 1; Adeptus Astartes, <Blood Angels>) attacks rolls till the end of the turn. If the selected Mob or Squad
Sentinel Storm (Cost 2; Adeptus Custodes) Speed of the Raven (Cost 1; Adeptus Astartes, <Dark Angels>)
Use this Stratagem and select a visible ally to make an immediate Use this Stratagem and select yourself or an all that is charging to
ranged attack against a threat that is visible to them. This does not gain +2 Speed and +1 Bonus Dice for attacks until the end of its
count as the ally’s activation this turn. activation.
Shield of Flesh (Cost 1; Astra Militarum) Splash Damage (Cost 1; Astra Militarum)
Use this Stratagem and select a friendly unit that is closer to a Use this Stratagem to have an ally vehicles attacks gain the
threat than a friendly unit being attacked at range by the threat Spread Trait for attacks made on its next activation.
attacking it. The selected unit is the new target of the threat.
Squad Doctrines (Cost 1; Adeptus Astartes, <Ultramarines>)
The Shield Unwavering (Cost 2; Adeptus Astartes, <Imperial Use this Stratagem at the start of an activation to have yourself or
Fists>) an ally Infantry or Bike ally be subject to a different Combat
Use this Stratagem at the beginning of a turn. Select an ally to Doctrines that is currently active until the end of the turn.
gain +2 Bonus Dice on all attacks rolls and +2ED to all damage
rolls on their next Activation. Stand Firm (Cost 1; Adeptus Astartes, <Dark Angels>)
Use this Stratagem when yourself or an ally is targeted by an
Shock and Awe (Cost 1; Adeptus Astartes, <Black Templars>) attack to have gain +1 Defense against the attack.
Use this Stratagem when you or an ally is disembarking from a
vehicle. Threats cannot use held actions to attack you. You or Stasis Shell (Cost 1; Adeptus Astartes, <Dark Angel>)
your allies that disembarked gain + Bonus Dice to attacks for the Use this Stratagem when yourself or an ally attacks with a
rest of the turn. grenade launcher to gain +1 Bonus Dice to the attack and if it hits,
the target suffers d3 mortal wounds.
Shoulder the Mantle (Cost 3; Imperium)
Use this Stratagem before the game to allow any 1 character to Steady Advance (Cost 1; Adeptus Astartes)
have 1 Warlord Trait. Use this Stratagem when you or an ally shoots using the Bolter
Discipline ability, increase the Rapid Fire Trait value by an
Skilled Riders (Cost 2; Adeptus Astartes) additional +1.
Use this Stratagem when an ally Bike or Land Speeder moves.
Till the end of the turn, that ally gains +2 to their Defense. Steel Mind, Iron Logic (Cost 1; Adeptus Mechanicus, <Graia>)
Upon Wings of Fire (Cost 1; Adeptus Astartes, <Blood Angels>) Vicious Executioners (Cost 1; Adeptus Astartes, <Space
Use this Stratagem and select yourself or an ally equipped with a Wolves>)
Jump Pack to be removed from the battlefield and placed back Use this Stratagem when you or an ally is attacked in in melee
on the battlefield anywhere no closer than 18m of a threat. combat. Until the end of their next activation, you or the ally that
was attacked will cause 1 mortal wound in addition to any other
Venator Doctrine (Cost 1; Adeptus Astartes, <Deathwatch>) damage you deal in melee combat.
Use this Stratagem when attacking a Bike, Jump Pack, or Land
Speeder (or equivalent) Threat, add 1 icon to the damage roll Vicious Riposte (Cost 1; Adeptus Astartes, <Black Templars>)
against this threat. Use this Stratagem when you or an ally is attacked by a threat
with a melee weapon that rolls a Complication on the attack. The
Venerated Saint (Cost 1; Adepta Sororitas) threat suffers d3 mortal wound in addition to any other effects of
Use this Stratagem to use an Act of Faith ability without the Complication.
spending Faith to do so.
Vicious Traps (Cost 1; Astra Militarum, Catachan)
Vengeance for Cadia! (Cost 1; Astra Militarum) Use this Stratagem when you or an ally who has the benefit from
Use this Stratagem and choose yourself or an ally to gain +1 a cover bonus is attacked by a threat within 4m. Roll a die, if an
Bonus Dice and +1 ED when targeting a Chaos threat this turn. Icon is rolled the threat takes 1 mortal wound, if an exalted icon is
rolled the threat takes d3 mortal wounds
Vengeance for Calth (Cost 1; Adeptus Astartes, <Ultramarines>)
Use this Stratagem when you or an ally makes an attack against a Visage of the Damned (Cost 1; Adeptus Astartes, <Blood
<Word Bearers> threat, the attack gains +1 Bonus Dice and +1 Angels>)
ED. Use this Stratagem and select an ally with the Death Mask ability.
All attacks made against the selected ally for the rest of the turn
Vengeance for Isstvan V (Cost 1; Adeptus Astartes, <Raven are made at an additional +1 DN penalty.
Guard>)
Use This Stratagem and select yourself or an ally to make any Volley Fire (Cost 1; Astra Militarum, Mordian)
attacks against <World Bearers>, <Iron Warriors>, <Night Use this Stratagem and choose yourself or an ally, when they
Lords>, or <Alpha Legion> units to be made at +1 Bonus Dice. make a ranged attack this turn, if it rolls a 6 on the Wrath Die, it
may make an immediate second attack with the same weapon.
Vengeance for Sanguinus (Cost 1; Adeptus Astartes, <Blood This second attack does not generate more attacks.
Angels>)
Use this Stratagem when you or an ally makes a melee attack Vortex Missile (Cost 3; Astra Militarum)
against a Heretic Astartes unit. If the attack scores a critical, then Use this Stratagem and choose an ally that is equipped with a
they may make an immediate second attack the same Heretic Deathstrike Missile Launcher, that ally may make an immediate
Astartes unit at no multi-action penalty. If the attack is made attack even if it has already activated.
against a Black Legion unit, the second attack is made if the wrath
die generates an icon and not just an exalted icon. Weapons From The Dark Age (Cost 1; Adeptus Astartes, <Dark
Angels>)
Vengeance of the Machine Spirit (Cost 2; Adeptus Astartes) Use this Stratagem when you or an ally attacks with a Plasma
Use this Stratagem when an ally vehicle with the Machine Spirit weapon. The Plasma weapon gains +2 Base Damage until the end
ability is reduced to 0 wounds. The vehicle may do one of the of the turn.
following: automatically explode, make one ranged attack with
any one weapon, or make one melee attack with any one weapon. Wisdom of the Ancients (Cost 1; Adeptus Astartes, Adeptus
Custodes)
Vessel of the Emperors Will (Cost 2; Adepta Sororitas) Use this Stratagem at the start of the turn. You and any allies
Use this Stratagem to have the chosen Act of Faith effect all within 12m of target Space Marine Dreadnaught gain +1 Bonus
allies within 12m. Dice on all attack rolls until the end of the turn.
A living conversion document by Eric A. Duckworth
Heroes of the Imperium
The Wolf’s Eye (Cost 1; Adeptus Astartes, <Space Wolves>)
Use this Stratagem when you or an ally is making a ranged attack to gain either +1 Bonus Dice or +1 ED on attacks this activation.
Section 2:
Wargear
Force Shield: Bearer can soak mortal wounds. This armour rating Rad Resistant: This armour adds its rating to Toughness rolls
is Invulnerable and cannot be reduced by AP. made to resist radiation, corrosion, and environmental energy
hazards.
Invulnerable: This armors’ rating cannot be reduced by AP.
These are noted by an ‘*’. Shield: This armour grants its rating to attacks coming from the
front and side as the GM sees fit. Some Shields are Invulnerable
Phobos: Increases the DN to notice or locate the wearer by and are denoted by an *.
+2DN.
Acidic: Weapons with this trait deal the listed number of Mortal Heavy Sidearm: A Heavy weapon with this trait gains the Pistol
Wounds, Shock, and any other damage effects to all threats in the trait in addition to any other traits when the character or walker
area of effect. using it is within 2m of a threat.
Agonizing: For every wound this weapon inflicts, the victim Indirect: A weapon with this trait may target threats outside of
suffers 1 shock. An exhausted character who suffers more shock line of site and ignores any cover modifiers for all targets
is rendered unconscious.
Invulnerable: A the Armour Trait.
Anti-Air: A weapon with this trait gains +2 bonus dice when
targeting a threat with Fly Lance: When a weapon with this trait is used in a charge attack,
double the users Strength and use that as the base damage instead.
Arc X: A weapon with this trait gains +X ED when targeting a
Vehicle Limit X: Weapons with the Limit trait may only be fired X
number of times before they are effectively permanently out of
Assault: Assault weapons can be fired as part of a run action, ammo. If there is no X listed assume a Limit of 1.
increasing the DN of the attack by +2.
Lucky: Weapons with add +2 Bonus Dice to attack rolls
Bane <X>: Weapons with the Bane trait deal damage as mortal
wounds to threats with the <X> Keyword. In addition, if a Macro: This weapon cannot be fired in the same activation that
weapon with the Bane <Psyker> trait wounds a Psyker, that the bearer moved. Conversely, the bearer of this weapon cannot
Psyker automatically suffers Perils of the Warp at a level equal to move if they fired this weapon this activation. Macro Weapons
half the number of wounds suffered (after soak if any) to a deal double damage versus Titanic size threats.
minimum of 1
Melta; Melta weapons add +1ED at close range against vehicles
Blast (Size): Noted as SBT, MBT, LBT, and HBT for small, and an additional +1 to the ED result at close range against
medium, large, and huge blast template. If an attack with a blast vehicles and fortifications
weapon misses it deviates. If a weapon with the blast and fire
keywords miss, the weapon hits the area intended but no damage Mortal X: Attacks with this weapon that score a critical hit on the
is dealt, Weapons with the blast and fire keywords ignore cover attack roll inflict 1 or more mortal wounds as indicated, in
bonuses to defense. A pistol weapon with the blast keyword only addition to any other damage dealt.
damages the target the welder is engaged with and no one else.
Natural: Attacks made with this weapon do not incur a Multi-
Brutal: When rolling dice for the damage of a brutal weapon, add Attack penalty when combined with any other attacks made by
+1 to the result of each die rolled before calculating icons this threat. If a threat is equipped with 2 or more of the same
generated. A 6 still only generates 2 icons. weapons, that weapon automatically gains the Natural trait.
Fast: When attacking with a weapon with this trait, you may OTH (Over The Horizon): A Weapon with this trait has a
make a second attack with it at no multi-attack penalty. minimum range and no maximum range.
Final Attack: A Threat armed with this weapon can, upon being Parry: A weapon with this trait grants +1 to the wielder’s defense
reduced to 0 wounds, make one attack with this weapon against against melee attacks.
any for nearby.
Penetrating X: When a weapon with Penetrating has any icons
Force: A Psyker wielding a force weapon adds ½ Willpower to shifted to damage, increase the AP of the weapon by X
the weapon’s base damage in addition to Strength.
Pistol: A Pistol weapon can be fired while in close combat using
Devastating: Weapons with trait deal +1 wound if the target of the Weapon Skill instead of Ballistic Skill.
the attack takes 1 or more wounds from the attack.
Psi: A weapon with this trait adds the users Psychic Mastery to
Heavy X: For each point of Strength less than X, the wielder the weapons base damage.
suffers a +2 DN penalty on ranged attacks with tis weapon. A roll
of 1 o the wrath die knocks the user prone as well. Character in Rad X: Weapons with this trait add +X to the ED rolls.
powered armor ignore the Heavy Trait of weapons used.
Regen X: When a creature kills a threat with this weapon it heals Thunderstrike: When an attack with this weapon reduces a
X wounds. vehicle or Monstrous Creature to 0 wounds, choose a threat within
18m and roll d6. The chosen threat suffers a number of mortal
Seismic: A Weapon with this trait deals double damage to wounds equal to the number of icons generated plus 1.
structures.
Toxic X: A character who is damaged by a weapon with this trait
Shield-Breaker: A Weapon with this trait may reduce becomes Poisoned. The character must make a Toughness Test
invulnerable armor ratings with it’s AP. (DN X) at the end of each turn or suffer X wounds. A Medicae
Test (DN X-2) will cause the effect to end along with making the
Sniper X: A weapon with this trait increase the bonus from Toughness Test.
Aiming to +2d and ignore the penalty for firing into close combat.
In addition, after aiming, increase the weapons ED by X. Twin: A weapon with this trait doubles the salvo of the weapon
(or gains Salvo 2 if it has no Salvo) and is Heavy +2 (or Heavy 2
Spread: When a weapon with Spread kills a troop in a mob, the if it was not a Heavy weapon)
remaining damage is applied to the next nearest troop I the mob
and continues till no damage remains. Unwieldly X: Wielder’s of a weapon with trait suffer an addition
penalty to their attacks equal to -X DN.
Steadfast: Each combat, ignore the first Complication for this
weapon. All repair tests made for this weapon are made at +1 Venomous X: Any threat that suffers a wound by a weapon with
Bonus Dice. this trait suffers an additional DN penalty to all Tasks till the end
of their next activation equal to X.
Bayonet Lug: This upgrade allows the weapon to be used in Las Projector: Gain a -1DN modifier for all ranged attacks at
melee with an attached knife or bayonet. This upgrade does not short range.
count against the weapons maximum number of upgrades.
Master-Crafted: This upgrade grants +2 Bonus dice to attacks
Chem Darts: (Needle Weapons only): Allows for the delivery at made with this weapon and the weapon gains Steadfast.
range of a chemical substance.
Megathoule Accelerator (Lucious Pattern): A weapon with this
Distinction: A weapon with this upgrade grants +1 Bonus Dice to upgrade gains +2 Salvo and loses Steadfast (if it possessed it).
Intimidation rolls. Distinction does not count against the weapons Las weapons only.
maximum number of upgrades.
Monoscope: This weapon reduces range DN penalties by 2.
Dueling: This upgrade grants +1 Bonus Dice to attacks made with
this weapon. This upgrade may only be applied to pistols and one- Preysense Sight: This weapon upgrade allows the wielder to see
handed melee weapons. pitch-black darkness by tracking ambient heat.
Focusing Crystals: (Las Weapons Only, except LasCannon): Red-Dot Sight: This upgrade grands +1 Bonus Dice to ranges
Increase weapon AP by -2. attacks.
Gene-Grip Bio-Veritor: A weapon with this upgrade will only Silencer: Weapons with this upgrade are +4DN to Awareness to
function for the designated user. It will lock up and cease to hear. Bolt and Projectile Weapons only, Not available for Heavy
function if used by anyone else. Weapons.
Gun Shroud: Increase the Awareness Test to hear this weapon Suspensors: Remove the Heavy trait from a weapon with this
fire by +2DN. upgrade.
Hot-Shot Las Pack: Turns a normal Laspistol or Lasgun into a Telescopic Sight: This upgrade reduces the range DN modifier by
Hot-Shot Las weapon. 3 at medium or long range.
Man-Portable Weapons
Launchers
Please note that if there are any discrepancy between the listings in this section and those elsewhere in this document, that the
information presented in this section takes precedence.
Rocket Launchers
Blackstar Rocket Launchers (Damage as Rocket Type; AP As
Rocket Type; Range 5km; Salvo 3; <Deathwatch>)
Cerebus Launcher (Damage As Cerebus Rocket; AP As
Cerebus Rocket; Range 72m; Salvo 1; Heavy 4)
Deathwind Launcher (Damage As Deathwind Rocket; AP As
Deathwind Rocket; Range 20m; Salvo 2)
Exorcist Conflegration Rocket (11+16ED; AP -2; Range 10km;
Salvo 0; LBT, Indirect; Limit 4)
Gatling Rocket Launcher (Damage As Gatling Rocket; AP As
Gatling Rocket; Range 150m; Salvo 4; Anti-Air <Adeptus
Mechanicus>)
Icarus Rocket Launcher (Damage As Rocket; AP As Rocket;
Range 1km; Salvo 2; Heavy 6)
Storm Eagle Rocket Launcher (Damage As Storm Eagle
Rocket; AP As Storm Eagle Rocket; Range 10km; Salvo 0;
Indirect; Limit 4)
Stormspear Rocket Pod (Damage As Stormspear Rocket; AP
As Stormspear Rocket; Range 120m; Salvo 0; <Ad Mech>)
Whirlwind Castellan Rocket Launcher (Damage As Castellan
Rocket; AP As Castellan Rocket; Range 10km; Salvo 0;
Indirect)
Whirlwind Vengeance Rocket Launcher (Damage As
Vengeance Rocket; AP As Vengeance Rocket; Range 10km;
Salvo 0; Indirect)
Aquila Macro-Canon (20+6ED; AP -3; Range 100m; Salvo 4; Twin Assault Cannon (14+2ED; AP -1; Range 48m; Salvo 12;
Brutal, Heavy 10, Indirect, Macro, OTH) Heavy 8)
Avenger Gatling Cannon (12+2; AP -2; Range 90m; Salvo 4; Twin Cognis Autocannon (14+2ED; AP -1; Range 120m; Salvo
Brutal, Heavy <Adeptus Mechanicus>) 6; Assault, Heavy 6 <Adeptus Mechanicus>)
Battle Cannon (16+3ED; AP -2; Range 140m; Salvo -; Heavy 6, Twin Cognis Lascannon (18+3ED; AP -3; Range 150m; Salvo
LBT) 2; Assault, Heavy 8; Steadfast <Adeptus Mechanicus>)
Chem Cannon (1d3 mortal wounds, 1d6 shock, Staggered; Twin Grenade Launcher (Damage As Grenade; AP As Grenade;
Range 10m; LBT, Acidic) Range 60m; Salvo 2)
Demolisher Cannon (20+3ED; AP -3, Range 50m; Salvo -; LBT) Twin Heavy Bolter (12+2ED; AP -1; Range 60m; Salvo 6;
Dual Turbo-Laser Destructor (22+12ED; AP -3; Range 48m; Brutal; Heavy 6)
Mortal 4, OTH) Twin Heavy Plasma Cannon (16+4ED, AP -3, Range 60m;
Earthshaker Cannon (15+3ED; AP -2; Range 60m; Salvo 3; Salvo 6; Supercharge, Heavy 6)
Heavy 8, Brutal, Indirect, HBT, OTH) Twin Hellfrost Cannon (14+6ED; AP -4; Range 60m; Salvo 2;
Eradicator Nova Cannon (12+3ED; AP -2; Range 70m; Salvo 1; Heavy 4, Brutal, Mortal 2 <Space Wolves>)
LBT, Melta) Twin Icarus Autocannon (13+2ED; AP -1; Range 90m; Salvo 6;
Executioner Plasma Cannon (13+3ED; AP -3; Range 70m; Brutal, Heavy 6 <Adeptus Mechanicus>)
Salvo 1; LBT; Supercharge) Twin Ironhail Autocannon (16+2ED; AP -1; Range 96m; Salvo
Heavy Laser Destroyer (16+6ED; AP -4; Range 180m; Salvo 3; 6; Heavy 6)
Devastating, Heavy 6; Steadfast <Primaris>) Twin Lascannon (18+5ED; AP -3; Range 150m; Salvo 3; Heavy
Hydra Quad Autocannon (20+4ED; AP -1; 3km; Salvo 4) 10, Steadfast)
Icarus Lascannon (16+6ED; AP -3; Range 240m; Salvo 2; Anti- Twin Multi-Melta (16+3ED; AP -4; Range 48m; Salvo 2; Heavy
Air, Steadfast) 2, Melta)
Las-Talon (18+3ED; AP -3; Range 60m; Salvo 1; Heavy 4; Twin Heavy Phosphor Blaster (12+1ED; AP -2; Range 90m;
Steadfast) Salvo 4; Heavy 4, No Cover Saves vs this weapon <Adeptus
Macro-Plasma Incinerator (15+2ED, AP -4, Range 90m; Salvo Mechanicus>)
3; Macro, Supercharge, Heavy 10 <Primaris>) Twin Plasma Cannon (15+2ED, AP -3, Range 48m; Salvo 4;
Onslaught Gatling Cannon (11+1ED; AP -1; Range 60m; Salvo Heavy 2, Rapid Fire 1, Supercharge)
4; Brutal; Heavy 4 <Primaris>) Vanquisher Battle Cannon (16+3ED; AP -3; Range 140m;
Orbital Array (16+6ED; AP -4; Range 180m; Salvo 3; Heavy 6; Salvo -; LBT; Penetrating 10)
LBT, Indirect, Limit 1)
Plasma Obliterator (14+2ED; AP -3; Range 180m; Salvo 3;
Heavy 10, Supercharge)
Predator Autocannon (16+2ED; AP -1; Range 90m; Salvo 4;
Brutal; Heavy 8)
Punisher Gatling Cannon (12+2ED; AP 0, Range 40m; Salvo 5;
Rapid Fire 10; Spread)
Quad-Gun (13+1ED; AP -1; Range 120m; Salvo 4; Brutal,
Heavy 8, Anti-Air)
Quad Icarus Lascannon (18+3ED; AP -3; Range 150m; Salvo 6;
Heavy 8; Steadfast, Anti-Air)
Rapid Fire Battle Cannon (14+3ED; AP -2; Range 180m; Salvo
3; Heavy 12; LBT <Adeptus Mechanicus>)
Taurox Battle Cannon (13+3ED; AP 1; Range 120m; Salvo -;
MBT)
Taurox Gatling Cannon (10+1ED; AP 0; Range 60m; Salvo 8;
Spread)
Thermal Cannon (15+6ED; AP -4; Range 90m; Salvo 2; Heavy
8, Melta <Adeptus Mechanicus>)
Torsion Cannon (14+6ED; AP -4; Range 60m; Salvo 0; Brutal,
Heavy 4 <Adeptus Mechanicus>)
Twin Autocannon (16+1ED; AP -1; Range 96m; Salvo 6)
Weapons: Munitions
Please note that if there are any discrepancy between the listings in this section and those elsewhere in this document, that the
information presented in this section takes precedence.
Grenades wounds, SBT; 4-5: A few more live worms. D3 mortal wounds,
Throw Range is STR x4m unless noted otherwise. LBT; 6: A can full of worms!. 2d3 mortal wounds. LBT)
Mortar Rounds
Frag Round (12+2ED; AP 0; LBT; Value 5 Rare)
Krak Round (16+2ED; AP -3, MBT; Value 7 Rare)
Mole Round (12+1ED; AP -2; SBT)
Plasma Round (12+1ED; AP -1, MBT, Blaze; Value 9 Rare)
Special Issue Battle Cannon Ammunition Gas Round: Gains SBT and can deliver a gas compound,
generally Toxic 2.
(Battle Cannon, Taurox Battle Cannon, Vanquisher Battle Gatebreaker Bolts <Imperial Fists>: Weapon is AP -5 and gains
Canon only) +3 ED.
Gunk Bolts: Weapon gains the Toxic 2 trait.
All Special Issue Battle Cannon Ammunition is Value 8 Very Haywire Bolts <Iron Hands> When used against a vehicle, deal
Rare an additional d3 mortal wounds for each icon generated on the
Wrath Die.
Anti-Armour Ammunition: When fired this attack gains the Arc Hellfire Round <Deathwatch>: Weapon gains +2ED, +3ED vs
4 Trait. organic targets
Cannister Ammunition: When fired, the attack loses the Blast Hellfury Bolts <Ultramarines>: Deals 1 mortal wound in addition
Template Trait and gains the Brutal and Spread Traits. to any other damage done.
Chemical Ammunition: When fired, choose one of the following Hyperfrag Round: Increase Salvo of weapon by +2
grenade types for the effect but the attack is a HBT: Anti-Plant, Korvidari Bolts <Raven Guard> Increase the weapons range by
Choke, Hallucination, Tanglefoot. 12m and this weapon gains the Indirect Trait.
Extended Range Ammunition: When fired, increase the Range Kraken Bolt <Deathwatch>: Weapons AP is increased by -2
of the attack by ½. Manstopper: +1ED; Projectile Weapons only, not available for
Illumination Ammunition: When fired, an area 36m in radius Heavy Weapons.
does not suffer any penalties for darkness penalties for 2d3 Turns Morkai’s Teeth Bolts <Space Wolves>: Single attack only.
Radium Ammunition: When fired the attack gains the Rad 3 Weapon gains Mortal 1. All further attacks the threat hit by this
Trait. weapon are made at a -1DN Bonus.
Mortis Round: Improve AP by -2, Gains +1ED, on a critical hit,
Special Issue Primitive Bow/Crossbow Ammo deals 1 mortal wound in addition to any other damage done.
Penetrator Round: Weapon gins Penetrating 2.
Bows use arrows, Crossbows use Bolts. Pistol Crossbows use Psybolt <Grey Knights>: A bolter firing this ammo gains the
normal bolts but reduce the Base Damage of the ammunition by - Bane <Daemon & Psyker> Trait.
2. Quake Bolts <Blood Angels>: A bolter firing this ammo gains +1
Bonus Dice to the attack. If a hit is scored, the target is knocked
Standard Arrow (81ED; AP -1) prone in addition to any other damage that may be dealt.
Standard Bolt (9+2ED; AP 1) Shatter Rounds: Weapon gains SBT
Frag Arrow/Bolt As Frag Grenade Stormwrath Bolts <White Scars>: Increase the weapons base
Krak Arrow/Bolt As Krak Grenade damage by +3, improve the AP by -1. If the target of the attack is
a Monstrous Creature, increase the ED by +3.
Turbo-Penetrator Round: When you make a damage roll for an
Special Issue Bolter Ammunition attack with this weapon, the damage for the attack becomes 2d3+2
mortal wounds.
(Bolter type weapon only, not usable in Heavy Bolter, Twin Vengeance Bolt <Deathwatch>: Weapon gains Spread Trait and
Heavy Bolter, or Hurricane Bolter). May also be used in Sniper ignores any cover bonus to the target’s Defense.
Projectile weapons. Witchseeker Bolts <Black Templar>: This weapon has the Bane
<Psyker> trait in addition to any other traits when firing this
All Special Bolter Ammunition is Value 10 Very Rare round.
Bolt of Judgement <Dark Angels>: Weapon gains AP -2 and Special Issue Projectile Weapon Ammunition
+3ED.
Dragonfire Bolt <Deathwatch>: Weapon gains Blaze Trait and (Projectile Type weapons only. May not be used in Assault
ignores any cover bonus to the target’s Defense. Cannon, Autocannon and Stubcannon unless noted in the
Dum-Dum Rounds: Weapon gains +1 Base Damage. entries below)
Executioner Round: Improve AP by -1, Attack Ignores Cover
Modifier All Special Issue Projectile Weapon Ammunition is Value 6 Very
Fragmentation Rounds: Weapon is -1 Base Dame, but gains - Rare
1AP.
Weapons: Melee
Please note that if there are any discrepancy between the listings in this section and those elsewhere in this document, that the
information presented in this section takes precedence.
Vehicle Weapons incorporate the vehicles inherent strength into the Base Damage already.
• 6: Increase the DN of the Psychic Mastery Test by +3 • Medi-Skull: Ads +2 Dice to Medicae Tests of owner.
Equipped with a Bio-Scanner.
Psychic Focus: User gains +1 Bonus Dice for Psychic Mastery
Tests. • Repair Skull: An ally vehicle (or this one) within 24m is
Psychic Hood: provides +1 Icon for Deny the Witch Tests and the repaired d3 wounds.
user does not need to use a Hold Action to perform a Deny the
Witch test, but is limited to one Deny the Witch test per turn per • Sensor Skull: Adds +2 Bonus Dice to Awareness Tests
Tier Level. of owner. Is equipped with a Bio-Scanner.
Adamantine Mantle When this Champion uses their Blessings of the Omnissiah
When this Champion would take any wound, roll a d6. If you roll ability, roll 2 dice and discard one result.
an exalted icon, ignore that wound.
Headtaker’s Trophies
Angel’s Ambit <Dark Angels> Threats within 12m of this Champion are -2 Willpower.
The wearer of this helmet has their aura abilities increased by
12m. Icon of the Angel <Blood Angels>
A Champion with this Icon grants allies making a charge an
Arbiter’s Gaze <Dark Angels> additional +1 Bonus Dice to their attacks if they start their charge
This bionic eye grants this Champion the ability to ignore within 6m of this Champion.
negative modifiers to ranged attacks.
Reliquary of Vengeance
Arridian Drakehide Cloak Once per game, this Champion can reveal the reliquary. All allies
When a Champion with this cloak is hit by an attack, reduce the gain +2 Initiative while within 12m of this character.
damage dealt by 1 to a minimum of 1 before rolling Soak.
Seal of Oath
Artificer Armour Once per game, at the start of any activation, select a visible
Armour Rating 6; Cumbersome, Powered 3. The bearer of this threat. This character and any allies within 12m gain +1 Bonus
armour may soak mortal wounds. Dice and +2 ED for the attacks against the chosen threat.
The Adamantine Arm <Adeptus Mechanicus> <Metalica> This Artificer Armour is Armour Rating 7; Cumbersome,
Replaces one of this Champion’s arms and has the following Powered 4. The bearer of this armour may soak mortal
profile when making a melee attack (15+3ED; AP -3; Ranged wounds.
Melee; May not add Strength to Base Damage)
The Armour of Graf Toschenko <Astra Militarum>
The Aegis Ferrum <Adeptus Astartes> <Iron Hands> <Vostroyan>
As Tactus Mk X Powered Armour (Armour Rating 7, Agmetic Armour: Armour Rating 6, +2 Toughness
Cumbersome, Powered 5 <Primaris>) but adds +2 Toughness
and reduces wounds suffered by 1, to a min of 1. The Armour of Konor <Adeptus Astartes> <Ultramarines>
Terminator Armour equipped Champion only. All Damage
Aetheric Conduit <Adeptus Astartes> <Grey Knights> suffered is reduce by half, rounded up.
Tech Marine Only. This Champion increases the result of his
Blessing of the Omnissiah ability by d3 wounds regained. The Armour of Russ <Adeptus Astartes> <Space Wolves>
This Artificer Armour is Armour Rating 7; Cumbersome,
Agripinaa-Class Orbital Tracker <Astra Militarum> Powered 4. The bearer of this armour may soak mortal
Basilisks, Hydras, and Wyverns within 12m of this wounds.
Champion do not suffer cover modifiers to their attack rolls
when targeting threats in cover. The Armour of Shadows <Adeptus Astartes> <Raven
Guard>
Ancient Breviary <Adeptus Astartes> <Black Templars> This Aquilla Mark VI Armor (Armor Rating 4, Powered 3)
This ancient prayer book allows the Chaplain that bears it to grants +2Bonus Dice to Stealth. All ranged attacks made
use one more Litany a turn than normal. against a Champion wearing this armour generate a
Complication on a 1-3 on the Wrath Die. This armour makes
Angel Artifice <Adeptus Astartes> no noise when articulated or from its power pack.
This Aquilla Mark VI Armor (Armor Rating 6, Powered 3)
is also +*2 Armour. Artisan Nullifier Matrix <Adeptus Astartes> <Grey
Knights>
The Angels Wing <Adeptus Astartes> <Blood Angels> Librarian Only. When an ally makes a Psychic Mastery Test
As a Master Crafted Jump Pack that adds +4 to the bearer’s within 12m of this relic, the ally may increase the result of any
speed and threats suffer an additional +1DN penalty when 1 die they rolled for the test by 1.
attacking the bearer.
Augurium Scrolls <Adeptus Astartes> <Grey Knights>
Annunciation of the Creed <Adepta Sororitas> <Order of the When the Bearer and allies within 12m score a critical hit,
Ebon Chalice > draw 2 Wrath Cards and apply the results of both. Exalted
As a Master Crafted Condemnor Boltgun but is (11+3ED; Icons used to increase the severity of a critical must be done
AP -2; Range 40m; Salvo 2; Brutal, Rapid Fire 2, +3ED vs for each card separately.
Psykers)
Auric Aquilas <Adeptus Custodes>
Anzion’s Pseudodegenetor <Adeptus Mechanicus> As a Master Crafted Jetbike but has a +*4 Armour Bonus
A Champion with this Relic may use the following and has +2 Speed when charging.
Mechandendrites in melee combat: (10+1ED, AP -1; Range
Melee; Devastating vs infantry) Auric Shackles <Adeptus Custodes>
Any sentient that is put into these shackles has their Wisdom
Aquittal <Adeptus Astartes> reduced to 1.
As a Master Crafted Bolt Pistol but is (11+1ED; AP -3;
Range 20m; Salvo 1; Brutal, Pistol) Against non-vehicles, this The Aurillian Shroud <Adeptus Astartes> <Black Templars>
weapon is +d6 ED instead of +1ED. When revealed, the bearer and all allies with 6m of the bearer
gain a +*3 Armour Bonus. This bonus lasts until the start of
The Archangel’s Shard <Adeptus Astartes> <Blood Angels> the bearers next activation.
As a Master Crafted Power Sword but is (5+1ED; AP -3;
Range Melee; Parry, Power Field). Against a Monstrous Autocauduseus of Arkhan Land <Adeptus Mechanicus>
Creature, the sword is 5+4ED. Against a Daemon Mostrous The Champion with this relic heals 1 wound at the start of his
Creature, the sword is 5+6ED. activation. In addition, when this Champion uses an ability to
repair a vehicle, roll the dice twice for how many wounds are
The Armour Indominitus <Adeptus Astartes> to be repaired and choose one of the results.
Cypra Mundi Null-Emitter <Astra Militarum> The Emperor’s Benediction <Astra Militarum>
If this Champion is targeted by a psychic power, roll a d6, if As a Master Crafted Bolt Pistol but is (10+3ED; AP -1;
an icon is generated, the power has not effect. Range 24m; Salvo 1; Brutal, Pistol). Bearer gains +2 Bonus
Dice when targeting a Threat Champion.
The Dagger of To’Sokh <Astra Militarum>
This Champion and one other non-vehicle <Regiment> ally The Emperor’s Fury <Astra Militarum> <Militarum
may attack from ambush if they have not activated yet this Tempestus>
game. When they do so, set them up within 6m of a threat. As a Master Crafted Plasma Pistol but is (14+2ED; AP -3;
They may move and attack as normal. Range 24m; Salvo 1; Pistol, Supercharge)
Decimator <Adeptus Astartes> <Blood Angles> The Emperor’s Judgement <Adeptus Astartes>
As a Master Crafted Auto Bolt Rifle but is (11+2ED; AP -1; When the Champion bearing this Aquilla Armour Helm that is
Range 60m; Salvo 2, Brutal, Assault <Primaris>) attacked by a threat using a melee weapon, the threat does not
benefit from any bonus dice to the attack or damage nor may
The Deathmask Of Ollanius <Astra Militarum> the threat re-roll any dice for the attack or damage. In addition,
This Champion may soak mortal wounds. Once per game he all threats withing 12m must pass a DN 4 Resolve test to
may heal d6 wounds. attack this champion. If they fail they are Terrified until the
start of their next activation.
Destroyer of Crys’yllk <Adeptus Astartes> <Grey Knights>
As a Master Crafted Nemesis Daemon Hammer but is The Emperor’s Light <Adeptus Custodes>
(12+4ED; AP -3; Range Melee; Bane <Daemon>, Brutal, As a Master Crafted Misericordia but is (6+1ED; AP -2;
Unwieldly 1 <Grey Knight>) Range Melee; Penetrating 4 <Adeptus Custodes>)
Doctrina Foreas Servo-Skill <Adeptus Mechanicus> Ex Tenebris <Adeptus Astartes> <Raven Guard>
Friendly units of Cybernetica or Kastalan Robots within 18m As a Master Crafted Bolt Rifle but is (10+2ED; AP -2;
of this Champion can attempt to change their Battle Protocols Range 90m; Salvo 2; Brutal, Assault, No DN Modifiers for
each activation. targets in cover)
Domina Liber Daemonica <Adeptus Astartes> <Grey The Eye of Hypnoth <Adeptus Astartes> <Imperial Fists>
Knights> Friendly Imperial Fists troops within 12m of this Champion
All Daemons within 12m of this Champion have their gain Lucky on ranged attacks.
Willpower reduced by 2.
The Eye of the Unseen <Adeptus Astartes> <Dark Angels>
Dominus Aegis <Adeptus Astartes> <Deathwatch> Threats within 6m of this Champion suffer -2 to their Wisdom.
This Storm Shield is Armour Rating *3, Bulk 1, Force Threat Champions within 6m must activate last in the turn.
Shield, Shield. In addition, if the bearer does not move during
his activation, any ally <Deathwatch> Marines within 6m may The Eye of Xi-Lexum <Adeptus Mechanicus> <Agripina>
soak mortal wounds till the end of the turn. Is a Servo-Skull that grants an ally <Agripina> vehicle
Devastating vs target threat vehicle within 36m of this
Drake Smiter <Adeptus Astartes> <Salamanders>
A Wrath & Glory Fan Supplement written by Eric A. Duckworth
Heroes of the Imperium
Champion. If the target threat vehicle is Chaos, then all ally The Gorgon’s Chain <Adeptus Astartes> <Iron Hands>
<Agripina> within 36m gain Devastating vs the target vehicle. A Champion with this relic gains a +*2 Armour Bonus and
has any wounds they suffer reduced by 1 to a minimum of 1.
Figure of Death <Adeptus Astartes> <Blood Angels>
As a Master Crafted Crozius Arcanum but is (7+2ED; AP - The Hammer of Baal <Adeptus Astartes> <Blood Angels>
-2; Range 2m; Brutal, Master Crafted, Power Field, Steadfast) As a Master Crafted Thunder Hammer but is (10+3ED; AP
When this weapon successfully deals damage to a threat, that -3; Range 2m; Brutal, Power Field, Unwieldly 2)
threat is also Terrified.
Hammer of Sunderance <Astra Militarum>
Fire of Judgement <Astra Militarum> <Militarum As a Master Crafted Battle Cannon but is (14+3ED; AP -2;
Tempestus> Range 180m; Salvo -; Heavy 6, LBT)
As a Master Crafted Hot-Shot Laspistol but is (7+1ED; AP
-2; Range 24m; Salvo 1; Mortal 2, Pistol, Steadfast) Healer’s Aegis <Adeptus Astartes>
This champion and any allies within 2m of this Champion
The Fist of Vengeance <Adeptus Astartes> <Crimson Fists> gain a +*2 Armour Bonus.
As a Master Crafted Power Fist but is (10+3ED; AP -3;
Range Melee; Brutal, Power Field, Unwieldly 2) Heavenfall Blade <Dark Angels>
As a Master Crafted Power Sword but is (6+3ED; AP -3;
Foe-Smiter <Adeptus Astartes> <Dark Angels> Range Melee; Parry, Power Field) Each activation that this
As a Master Crafted Storm Bolter but is (10+2ED; AP 1; Champion make a melee attack with this weapon, they may
Range 60m; Salvo 4, Brutal, Rapid Fire 2) make a second attack with it at no multi-action penalty.
Frostfury <Adeptus Astartes> <Space Wolves> Helm of Censure <Adeptus Astartes> <Ultramarines>
As a Master Crafted Storm Bolter but is (10+2ED; AP -1; This Champion gains Lucky on all attacks and Devastating
Range 60m; Salvo 4, Brutal, Rapid Fire 2, Mortal 2) on all damage rolls. Against Adeptus Astartes or Heretic
Astartes this Champion gains +2 Bonus Dice to attacks and
Fury of Demos <Adeptus Astartes> <Grey Knights> damage rolls.
As a Master Crafted Storm Bolter but is (11+1ED; AP -1;
Range 40m; Salvo 5, Brutal, Rapid Fire 3) Helm of Durfast <Adeptus Astartes> <Space Wolves>
A Champion with this Wolf Helm gains Lucky on their
Gallian’s Staff <Adeptus Astartes> <Blood Angels> ranged attacks and threats do not benefit from cover from this
As a Master Crafted Force Stave but is (6+3ED; AP -1; Champions ranged attacks.
Force, Parry). The Bearer gains +1 icon for any Psychic
Mastery Test he has to make. The Holy Orb <Adeptus Astartes> <Black Templar>
Once per game, instead of a normal ranged attack, the bearer
Gatekeeper <Adeptus Custodes> may throw the Orb at a visible target within (Str x 5m). If hit,
As a Master Crafted Guardian Spear but is: Ranged roll a d6 for every 10 members of the targeted unit. Deal a
(10+2ED, AP -1; Range 60m; Salvo 2; Rapid Fire 3); Melee number of mortal wounds equal to the number of icons +1
(5+3ED, AP -3; Range 60m; Salvo 2; Rapid Fire 2). Attacks rolled on each die.
made from held actions with this weapon are made at +2
Bonus Dice. The Hound’s Teeth <Astra Militarum> <Militarum
Tempestus>
The Gene-Cog Corpus <Adeptus Mechanicus> As a Master Crafted Chain Sword but is (5+2ED; AP -2;
As a Master Crafted Omnissiah Axe but is (5+2ED; AP -2; Range Melee; Bane <Aeldari>, Brutal, Parry)
Range Melee, 2m; Mortal 3, Power Field, Two-Handed)
The Hounor Vehement <Adeptus Astartes>
Ghost Weave Cloak Ally <Chapter> Space Marines within 12m of this Champion
As a Camo Cloak, but also reduce the damage done to the increase the bonus dice from the Shock Assault ability to +2.
bearer by 1.
The Hunter’s Eye <Adeptus Astartes> <White Scars>
Glaive of Vengeance <Adeptus Astartes> <White Scars> Select an ally <White Scars> Marine within 12m of the bearer.
As a Master Crafted Khan’s Spear but is (5+3ED; AP -3; Until the end of the Turn, the selected ally does not suffer any
Range Melee. Lance). Add the base damage of this weapon to penalties from cover when targeting a threat with a ranged
twice the Champions Strength instead of using just 2x attack
Strength for the base damage.
Iron Surplice of Saint Istaela <Adepta Sororitas>
Gleaming Pinions <Adeptus Astartes> <Blood Angels> As Adepta Sororitas Power Armour but has a +5* Armour
Jump Pack equipped Champion only. This Champion gains Bonus.
+4m to their movement.
Lion’s Roar <Adeptus Astartes> <Dark Angels> Neural Shroud <Adeptus Astartes>
As a Master Crafted Combi-Plasma but is Boltgun A Champion with this relic gains +24m to their Psychic Hood
(10+1ED; AP 0; Range 60m; Salvo 2; Brutal, Rapid Fire 2) abilities.
and Plasma Gun (14+2ED; AP -3; Range 48m; Salvo 2;
Assault, Supercharge) Obliteratum <Adeptus Custodes>
As a Master Crafted Balistus Grenade Launcher but
Litanies of Faith <Imperial> increases the AP of grenade fired by +2.
Whenever an Act of Faith is successfully used within 12m of
this Champion roll a d6. Gain a number of Faith equal to the The Omniscient Mask <Adeptus Mechanicus>
number of icons generated on the die roll. Friendly Skitarii within 12m of this Champion gain Lucky for
their melee attack rolls.
Litanies of the Holy Synod <Astra Militarum>
Ally Infantry within 12m of this Champion gains Lucky on The Omnissiah’s Hand <Adeptus Mechanicus> <Stygies
their Resolve Tests. If this Champion is slain and there is an VIII>
ally Infantry unit within 12m, that unit may pick up the At the end of each of this Champion’s activations, roll a die
Litanies and will automatically pass all Resolve tests and gain for each threat within 2m. Deal a number of mortal wounds to
+2 Initiative for the rest of the game. that threat equal to the number of icons generated.
Mace of Redemption <Adeptus Astartes> <Dark Angels> Oppressor’s End <Adeptus Astartes> <Raven Guard>
Order of the Iron Star of Mordia <Astra Militarum> Raiment of Sorrows <Adeptus Custodes>
<Mordian> If an Infantry or a Biker ally is reduced to 0 wounds and
Each time the bearer suffers a wound or mortal wound, roll a within 12m of this Champion, then roll a d6. If an icon is
die for each wound or mortal wound and on a 6 that wound or generated the ally may make 1 last attack.
mortal wound is ignored.
Raiment of the Technomartyr <Adeptus Mechanicus>
The Osseus Key <Adeptus Astartes> <Deathwatch> Each time this Champion suffers a wound, roll a d6, on a 6
Enemy Vehicles suffer a -1DN penalty on attacks when with that wound is ignored. In addition, when a friendly <Forge
18m of the bearer. In addition, the bearer can make a Melee World> Troop attacks with a held action and rolls a critical
attack with the Key, if he hits, he does d3 mortal wounds for hit, this Champion may make one immediate attack that does
damage. not count as an activation for the turn.
Pater Cog-Tooth <Adeptus Mechanicus> The Raven Skull of Korvaad <Adeptus Astartes> < Raven
As a Master Crafted Omnissiah Axe but is (6+3ED; AP -2; Guard>
Range Melee, 2m; Power Field, Two-Handed) Once per activation this Champion may use the Lucky or the
Devastating Trait for any one attack you make. If this
Pennant of Remembrance <Adeptus Astartes> <Dark Champion is slain, then all attacks by allies this turn against
Angels> the threat that killed this Champion are made as if the attack
When an ally within 12m of this Champion would lose 1 or had Brutal.
more Wounds, roll a d6, the ally regains a number of wounds
equal to the number of Icons generated. Raven’s Fury <Adeptus Astartes>
Master Crafter Jump Pack: Bearer gains +4 to Speed and
Pennant of the Fallen <Adeptus Astartes> may reroll 1s (except Complications) on any Pilot Test when
Allies within 12m of this Champion can make one additional using this Relic.
melee attack at no added penalties.
The Red Axe <Adeptus Mechanicus> <Mars>
Pertrov’s MK 45 <Astra Militarum> <Valhallan> As a Master Crafted Omnissiah Axe but is (5+2ED; AP -5;
As a Master Crafted Bolt Pistol but is (10+3ED; AP -1; Range Melee, 2m; Power Field, Two-Handed)
Range 20m; Salvo 1; Brutal, Pistol). Ally <Vallhalan> Troops
within 12m gain +2 Bonus Dice for Resolve Tests. Refractor Field Generator <Imperium>
This relic grants a +4* Armor Bonus up to 6m in diameter.
Phosphoenix <Adeptus Mechanicus>
As a Master Crafted Phosphor Serpenta but is (11+1ED; Relic of Lost Cadia <Astra Militarum> <Cadian>
AP -3; Range 46m; Salvo 2; Assault, No Cover Saves vs this At the start of any Turn, the bearer can unveil this Relic to
weapon <Adeptus Mechanicus>) allow all ally <Cadians> within 24m to reroll 1s (except for
Complications) on attack rolls and damage rolls till the end of
Plume of the Planesrunner <Adeptus Astartes> <White the Turn.
Scars>
Ally <White Scars> Troops within 12m of this Champion add Reliquary of Gathalamor <Adeptus Astartes> <Primaris>
+2 to their Speed when charging. When a Psychic Mastery Test is made by a threat within 36m
of this Champion, the test suffers a +1 DN penalty. If a threat
The Praetorian Plate <Adeptus Custodes> Psyker fails a Psychic Mastery Test while within 36m of this
As Allarus Terminator Armour but once per game, this Champion, roll a d6 and they suffer a number of mortal
Champion may Teleport to anywhere on the battlefield that is wounds equal to the number if icons generated on the die roll.
no closer than 4m of any threat.
Reliquary of the Repentant <Adeptus Astartes> <Dark
Primarch’s Wrath <Adeptus Astartes> Angels>
As a Master Crafted Boltgun but is (12+3ED; AP -1; Range Threats within 6m of this Champion have their Resilience
40m; Salvo 2; Brutal, Rapid Fire 2) reduced by 2.
The Sanctic Halo <Adeptus Astartes> <Ultramarines> Soul Glaive <Adeptus Astartes> <Grey Knights>
The bearer can soak mortal wounds. In addition, the bearer As a Master Crafted Nemesis Force Halberd but is (7+3ED;
can attempt a Deny The Witch action (using their Willpower) AP -3; Range Melee; Bane <Daemon>, Devastating, Force,
as if they were a Psyker. Lucky <Grey Knight>)
Scimitar of the Great Khan <Adeptus Astartes> <White The Spartean <Adeptus Astartes> <Imperial Fist>
Scars> As a Master Crafted Bolt Pistol but is (10+3ED; AP -1;
As a Master Crafted Power Sword but is (5+2ED; AP -3; Range 24m; Salvo 1; Brutal, Pistol). The Bearer gains +2
Range Melee; Parry, Power Field). In addition, when a critical Bonus Dice when targeting a threat Champion.
hit is rolled when attacking with this weapon increase the ED
to +5ED. The Standard of Macragge Inviolate <Adeptus Astartes>
<Ultramarines>
Severer of Threads <Adeptus Astartes> <Flesh Tearers> Friendly <Ultramarines> with 12m of this Champion gain +2
As a Master Crafted Chainsword but is (5+1ED; AP -1; Initiative and Agility. Those within 24m automatically pass
Range Melee; Brutal, Mortal 1, Parry) Resolve Tests.
The Shield Eternal <Adeptus Astartes> Standard of Righteous Hatred <Adeptus Astartes>
Acts as a Storm Shield, but any damage suffered is halved Allies within 12m of this Champion gain +1 Bonus Dice to all
before any rolls to Soak are made. attacks.
The Shield of Mortwald <Astra Militarum> The Standard of Sacrifice <Adeptus Astartes> <Blood
As a Combat Shield but provides Armour Rating *3; Force Angels>
Shield, Shield Any time a Blood Angels Infantry and Bikers within 12m of
this Champion lose a wound, roll a d6, if an icon is generated,
Shroud of Heroes <Adeptus Astartes> <Dark Angels> the wound is not lost.
This champion gains +2 Defense versus melee attacks.
Standard of the Emperor Ascendant <Adeptus Astartes>
Skull Mask of Acheron <Astra Militarum> <Armageddon> The bearer of this standard, on any activation, unfurl this
Threats within 6m of this Champion suffer a -2DN penalty to Standard. Any ally Space Marines within 12m gains +2 Bonus
Willpower based tests. Orks suffer a -4 penalty instead. Dice to any Resolve Tests while the Standard is flying.
The Skull of Elder Nikola <Adeptus Mechanicus> Standard of the Ultima Founding <Adeptus Astartes>
Once per game on their activation, this Champion may The bearer of this standard may plant it on the battlefield on
unleash the power of the Skull. Rolla die for each threat their activation. Until the end of their next activation, all
within 4d6m of this Champion and deal a number of mortal Primaris troops within 12m gain Lucky on attacks and
wounds equal to the number of icon generated on the die roll. Devastating on damage rolls.
Skull of the Cacodominus <Adeptus Astartes> <Black Standard of the Unforgiving Hunt <Adeptus Astartes>
Templar> <Dark Angels>
A threat Psyker within 24m of this skill that manifests a This Champion and all allies within 12m gain +2 Speed when
power must roll a d6 and suffer 1 mortal wound for each Icon charging.
generated on the die roll.
Stave of Supremacy <Adeptus Astartes> <Grey Knights>
Soldier’s Blade <Adeptus Astartes> <Ultramarines> A threat within 36m of this relic suffers Perils of the Warp
As a Master Crafted Power Sword but is (5+2ED; AP -4; automatically when manifesting a psychic power.
Range Melee; Parry)
Stormsong <Adeptus Astartes> <Space Wolves>
The Solar Flare <Adeptus Mechanicus> <Lucius> As a Master Crafted Stalker Bolt Rifle but is (12+3ED; AP -
Once per game on this Champions activation, instead of 3; Range 120m; Brutal, Heavy 3, Sniper 3)
moving as normal, this Champion may teleport anywhere up
to 60m from his starting position. He may be no closer than Sword of Judgment <Adeptus Astartes> <Black Templars>
18m of any threat As a Master Crafted Power Sword but is (5+3ED; AP -3;
Range Melee; Parry, Power Field)
Sorrow’s Genesis <Adeptus Astartes> <Flesh Tearers>
As a Narthecium but with the following abilities instead of
normal abilities: Sorrow’s Genesis restores 3 wounds to any
A Wrath & Glory Fan Supplement written by Eric A. Duckworth
Heroes of the Imperium
The Tactical Auto-Reliquary of Tyberius <Astra Vengeful Arbiter <Adeptus Astartes> <Crimson Fists>
Militarum> <Militarum Tempestus> As a Master Crafted Bolt Pistol but is (11+2ED; AP -1;
This Champion may issue 1 additional Order with his Voice of Range 30m; Salvo 2; Pistol, Brutal). If an attack with this
Command ability. Roll a d6 when issuing this second order, weapon hits but is not a Complication, make an immediate
on a 1 the Reliquary issues contradictory nonsense and second attack against the target with no added penalties. This
nothing happens. second attack does not generate additional attacks.
Talisman of Storms <Adeptus Astartes> <Space Wolves> Vengeance of Ultramar <Adeptus Astartes> <Ultramarines>
Rune Priest Only. After resolving the first Psych Mastery Test As a Master Crafted Storm Bolter but is (10+1ED; AP 0;
of a Turn, each threat within 24m suffers d2-1 Mortal Range 60m; Salvo 6, Brutal, Devastating, Rapid Fire 4)
Wounds.
The Veritas Vitae <Adeptus Astartes> <Blood Angels>
Tarentian Cloak <Adeptus Astartes> <Ultramarines> Each time this Champion uses a Stratagem, roll a d6, if an
This Champion gains a +*2 Armour Bonus. At the start of icon is generated, gain +1 Wrath/Glory/Ruin as appropriate.
each of this Champions activation, he gains d3 lost wounds.
Vinculem Vitae <Adeptus Astartes>
Teeth of Terra <Adeptus Astartes> As a Master Crafted Force Sword but is (5+3ED; AP -3;
As a Chainsword but is (6+3ED; AP -2; Range Melee; Brutal Force, Parry) Any critical hit scored with this weapon deals
Parry) 2d3 mortal wounds instead of any other damage.
The Tempered Helm <Adeptus Astartes> <Iron Hands> The Vox Esperitum <Adeptus Astartes> <Primaris>
Each time you use a Wrath/Glory/Ruin Point while this Increase this Champions aura abilities by 6m. This does not
Champion is on the battlefield, roll a d6. If an icon is affect psychic powers or Litanies of Battle that are aura
generated the Point is refunded. You may only have 1 point abilities
refunded a turn.
Weapon XCIX <Adeptus Mechanicus> <Ryza>
The Thief of Secrets <Adeptus Astartes> <Deathwatch> As a Master Crafted Volkite Blaster but is (13+2ED; AP -1;
As a Power Sword but is (7+2ED; AP -3; Range Melee; Range 60m; Salvo 2, Brutal, Heavy 6, Mortal 1 <Adeptus
Parry, Power Field) At the beginning of the game session, Mechanicus>)
choose one of the following keywords: Ork, Tyranid, Tau,
Aeldari, or Necron. You may rereoll 1s on the damage rolls Wolf Tail Talisman <Adeptus Astartes> <Space Wolves>
against threats with this keyword. Threat Psykers within 36m of a character with tis relic suffer a
-2DN penalty to their Psychic Mastery Tests.
The Tome of Ectoclades <Adeptus Astartes> <Deathwatch>
At the start of this Champions activation, choose a Mission Wrath of Baal <Adeptus Astartes> <Blood Angels>
Tactic. Until the end of the Turn, this Champion may choose A Champion bearing this banner grants ally Jump Pack
to use the effects of the current Mission Tactic or that of the equipped units a bonus of +4m to their movement.
Mission Tactic for the Tome of Ectoclades to apply to target
ally <Deathwatch> Troop or Vehicle within 12m when they Wrath of the Emperor <Imperium>
attack. As a Master Crafted Bolt Pistol but is (11+2ED; AP -1;
Range 46m; Salvo 3; Brutal, Pistol.
Tome of Malcaador <Adeptus Astartes>
Psyker only. The Bearer knows any one other Psyker Power. Wrath of the Heavens <Adeptus Astartes> <White Scars>
A Champion with this relic on a Bike has his Cruising Speed
Tryptych of the Macharian Crusade <Imperial> increased to 32m an ignores intervening terrain and allies
When the bearer would lose a wound, roll a d6, if an Icon is when moving.
generated the wound is not lost.
Wyrdbane <Adeptus Astartes> <Space Wolves>
The Uncreator Gauntlet <Adeptus Mechanicus> As a Master Crafted Runic Sword but is (7+3ED; AP -4;
As a Master Crafted Power Fist but is (10+3ED; AP -3; Range Melee; Brutal, Parry, Power Field, Name <Psyker>
Range Melee; Brutal, Power Field, Unwieldly 1, Mortal 1 vs <Space Wolves>)
Vehicles)
Wyrmspitter <Adeptus Astartes> <Space Marines>
The Veiled Blade <Adeptus Custodes> As a Master Crafted Power Axe but is (7+2ED; AP -2;
As a Master Crafted Sentinel Blade but is: Ranged Range Melee; Penetrating 1, Power Field; Value 6 Rare) This
(10+1ED; AP -0; Range 30m; Salvo 2; Pistol, Brutal), Melee weapon gains +2 ED vs Vehicles.
(4+3ED; AP -3; Range Melee; Brutal)
Section 3:
NPCs
The following Warlord Traits are available to any Imperial on the die roll. This Champion may use a second Act of Faith
Champions unless noted otherwise restricted. each activation.
Adept of the Codex <Adeptus Astartes> <Ultramarines> Bellowing Firebrand <Adeptus Astartes>
Whilst this Champion is alive, roll a d6 whenever a Ruin Point Chaplain Champion Only. Add 6m to this Champions
is spent, on a 6, that point is refunded. Spiritual Leader Ability and all Litanies.
Adept of the Legio Cybernetica <Adeptus Mechanicus> Bellowing Voice <Astra Militarum>
Once per game, when this Champion uses their Master of This Champions Aura of Discipline and Voice of Command
Machines ability to repair a Vehicle, increase the damage abilities are increased by 6m.
repaired by an addition d3+1 wounds.
Blazing Ire <Adepta Sororitas> <Order of the Bloody Rose>
Adept of the Omnissiah <Adeptus Astartes> <Iron Hands> This Champion gains +3 Speed when Charging and +2
This Champion may repair an ally vehicle within 2m of 1 Initiative.
wound. If this Champion is a Techmarine, when he uses the
Blessings of the Omnissiah ability, he repairs an additional d3 Brilliant Strategist <Adeptus Astartes> <Dark Angels>
wounds. Once per battle this Champion gains +2 Bonus Dice or +2 ED
for any one attack roll, damage roll, or Resolve test.
All Flesh is Weakness <Adeptus Astartes> <Iron Hands>
When this Champion loses a wound roll a d6, if an icon is Calm Under Fire <Adeptus Astartes> <Ultramarines>
generated the wound is not lost. When resolving an attack by an ally within 12m of this
Champion that suffered enough wounds to be considered
Angels of Death <Adeptus Astartes> Wounded or Heavily Wounded previously this turn, may make
Threats within 12m suffer a -1DN penalty to Resolve or attacks as if it we not wounded until the end of the turn.
Convictions Tests
Castellan of the Black Vault <Adeptus Astartes>
Anvil of Strength <Adeptus Astartes> <Salamanders> <Deathwatch>
This Champion gains +2 Strength. Choose any one weapon used by the Champion, that weapon’s
damage is increased by +2ED. This does not affect a weapon
Architect of War <Adeptus Astartes> <Imperial Fists> using the Banebolts of Eryxia Relic.
Allies within 12m that are receiving the benefit from being in
cover receive a +1 bonus to that benefit is attacked with a Champion of Humanity
weapon that has an AP of -1. When this Champion is targeting a threat Champion with an
attack, add +2 bonus dice and +2ED to the attack.
Armour Slayer <Astra Militarum>
This Champion gains +2 ED when targeting a threat vehicle Champion of the Imperium
Infantry, Bike, and Dreadnaught allies within 24m of this
Artisan of War <Adeptus Astartes> <Blood Angels> Champion gain +2 Speed when Charging.
Increase the Base Damage of one weapon carried by this
Champion by +2. This may not be a Relic of Baal. Chogorian Storm <Adeptus Astartes> <White Scars>
When this Champion makes a charge attack, increase its
Autocauduseus of Arkhan Land <Adeptus Mechanicus> Weapons skill by +3.
The Champion with this relic heals 1 wound at the start of his
activation. In addition, when this Champion uses an ability to Chorister Technis <Adeptus Mechanicus>
repair a vehicle, roll the dice twice for how many wounds are This Champion may choose two Canticle of the Omnissiah
to be repaired and choose one of the results. abilities each turn to be subject to.
Bane of Monstrosities <Adeptus Astartes> <Deathwatch> Courage of the First Legion <Adeptus Astartes> <Dark
This Champion gains +2 Bonus Dice when attacking Vehicles Angels>
and Monstrous Creatures. Allies within 24m automatically pass Resolve Tests.
Beacon of Faith <Adepta Sororitas> Cretacian Born <Adeptus Astartes> <Flesh Tearers>
At the start of each of this Champion’s activations, roll a d6. This Champion cannot me surprised.
Gain a number of Faith equal to the number of icons generated
Daemon-Slayer <Adeptus Astartes> <Grey Knights>
A Wrath & Glory Fan Supplement written by Eric A. Duckworth
Heroes of the Imperium
If this Champion wounds a Daemon with a melee attack, that Threats within 12m of this Champion must pass a DN4
Daemon suffers a -2 penalty to Resilience for the remainder of Resolve Test or suffer Fear until passing a subsequent
the combat. Resolve Test.
Deadly Hunter <Adeptus Astartes> <White Scars> Feigned Flight <Adeptus Astartes> <Raven Guard>
When this Champion makes a charge attack, add 1 mortal This Champion may move through terrain and units as if they
wound to the damage dealt. were not there. This Champion must end its movement more
than 2m from a threat.
Defensive Gunner <Astra Militarum>
When attacking threat infantry, gain +2 Bonus Dice for all Fiery Denouncer <Astra Militarum>
ranged attacks for the vehicle this Champion is embarked This Champion and ally Infantry troops within 12m gain +1
upon. Bonus Dice on melee attacks.
Draconian Disciplinarian <Astra Militarum> First-Hand Field Training <Adeptus Mechanicus> <Ryza>
Ally Troops within 12m of this Champion gain +2 Bonus Dice Choose one weapon that your Champion is equipped with,
on Resolve Tests. increase that weapons Base Damage and ED by +2.
Echo of the Ravenspire <Adeptus Astartes> <Raven Guard> First In The Fray <Adeptus Astartes> <Grey Knights>
Once per battle, at the beginning of this Champions activation, This Champion gains +2 Speed when Charging. All allies gain
if it is not within 12m of a threat remove it from the the same bonus if their start their charge within 12m of this
battlefield. Then set it up anywhere more than 18m from a Champion.
threat and continue with this Champions activation.
Fleetmaster <Adeptus Astartes> <Imperial Fists>
Emotionless Clarity <Adeptus Mechanicus> <Graia> Once per battle, if this Champion has not attacked on their
Ally Troops within 12m of this Champion gain the Pistol Trait Activation, this Champion may use the Orbital Bombardment
for any Assault or Rapid Fire weapons they have. Stratagem for no cost. This does not count as a use of the
Stratagem for other uses during play.
The Emperor’s Companion <Adeptus Custodes>
This champion gains +2 ED on all attacks. Front-Line Commander <Adeptus Astartes> <Black
Templars>
Epitome of Piety (Adeptus Astartes> <Black Templars> When an ally with 12m of this Champion would make a
This Champion may resist one Psychic Power per turn as a Charge attack, increase their speed by +2.
Psyker by Deny The Witch but gains +1 Bonus Dice to the test.
Fury of the Lion <Adeptus Astartes> <Dark Angels>
Ex-Gang Leader <Astra Militarum> <Armageddon> Allies within 12m of this Champion gain +2 Strength until the
This Champion gains +2 Strength and +1ED to melee end of the turn whenever this Champion Charges or is
damage rolls. Charged.
Executioner of Heretics <Adepta Sororitas> Gift of Foresight <Adeptus Astartes> <Blood Angels>
Threats within 12m of this Champion are -2 to Wisdom based Roll a d6 each time this Champion suffers a wound. Rerolling
Tests. 1s, on a exalted icon, the wound is ignored. If this Champion
has the Black Rage ability, the wound id ignored if any icon is
Expert Instructor <Adeptus Astartes> <Crimson Fists> generated.
One target ally troops within 18m of this Champion gains +1
Bonus Dice on attacks on their next activation this turn. Grand Strategist <Astra Militarum>
Once per game, this Champion may reroll any number of dice
Faithful Servant of the Throne <Astra Militarum> for any one Test (including 1s). Whenever this Champion uses
<Militarum Tempestus> a Ruin Point, roll a d6, on a 6 gain a Ruin Point.
This Champion may attempt a Deny The Witch action (using
their Willpower) as if a Psyker. Grav-Chute Commando <Astra Militarum>
Allies gain +2 Bonus Dice on attacks when they disembark
Father of the Future <Adeptus Astartes> from a Valkyrie with12m of this Champion.
Apothecary Champion only. Ally infantry or biker units within
12m of this champion who lose a wound do not do so if they Hammer of Righteousness <Adeptus Astartes> <Grey
roll a 6 on a d6. If they have the Flesh is Week chapter tactic Knights>
they do not lose the wound on a 5+. When this Champion charges, he adds +1 ED to his damage
rolls.
Fear Made Manifest <Adeptus Astartes>
Hand of Dorn <Adeptus Astartes> <Imperial Fists>
This Champion gains 2d3 Wrath Points before game begins.
A Wrath & Glory Fan Supplement written by Eric A. Duckworth
Heroes of the Imperium
Indomitable Spirit <Astra Militarum>
Heroic Bearing <Adeptus Astartes> <Blood Angels> If this Champion would lose a wound, roll a d6, if an Exalted
Allies within 12m of this Champion automatically pass Icon is generated, ignore the wound loss. At the beginning of
Resolve Tests. each of this Champion’s Activations, regain one lost wound.
High Scholar of the Librarius <Adeptus Astartes> Inexorable <Adeptus Astartes> <Dark Angels>
Librarian Champion Only. This Champion may choose Any attack against this Champion that rolls a 1 or 2 on the
psychic powers from any Adeptus Astartes discipline Wrath Die is a Complication.
regardless of chapter restriction.
Inspirational Fighter <Adeptus Astartes> <Black Templars>
Honoured Duelist <Astra Militarum> <Vostroyan> Allies within 12m of this Champion who score a critical hit
This Champion gains +1 Bonus Dice and +1 ED on Melee with a melee weapon have the AP of the weapon used
Attacks and Melee Damage. increased by +1.
Hunter’s Instincts <Adeptus Astartes> <White Scars> Inspiring Orator <Adepta Sororitas>
This Champion receives +2 Bonus Dice and +2ED when Allies within 12m of this Champion gain +2 Bonus Dice on
making an attack against a threat Vehicle or Monstrous their Resolve Tests.
Creature.
Iron Discipline <Astra Militarum> <Mordian>
Huntsman <Adeptus Astartes> <Dark Angels> Ally Troops within 12m of this Champion gain +2 Bonus Dice
This Champion gains +2 Bonus Dice when attacking with a to Resolve Tests.
Pistol, Assault, Rapid Fire, or Grenade weapon against a
threat Champion. Iron Resolve
This Champion gains +2 Wounds. In addition, when this
Impeccable Mobility <Adeptus Astartes> <Dark Angels> Champion would suffer a wound, roll a d6 for each wound, on
This Champion and any allies within 12m on bikes gain +6m a 6 the wound is ignored.
to their Speed.
Keys to the Armoury <Astra Militarum> <Militarum
The Imperium’s Sword Tempestus>
This Champion gains +2 Speed when Charging and 2 Bonus Allies within 12m of this Champion gain +1 Bonus Dice to
Dice to his attack rolls the same activation he charged. Ranged Attacks.
Impervious to Pain <Adepta Sororitas> <Order of the Lay Low The Mighty <Adeptus Astartes> <Dark Angels>
Valourous Heart> This Champion gains +2 Bonus Dice when making melee
When this Champion would suffer a wound, roll a d6, if an attacks against threat Champions.
Icon is generated, the wound is not lost.
Lead from the Front <Astra Militarum> <Catachan>
Implacable Determination <Astra Militarum> If an ally Champion with 12m suffers damage from a threat’s
During this Champions activation, if he makes a charge attack, charge attack, this Champion may be moved to within 2m of
select an ally within 12m to make a charge attack at the same that Champion and takes the damage instead.
time as this Champion. Add +4 the speed of both this
Champion and the ally Troops. Light of the Emperor <Adepta Sororitas> <Order of the
Sacred Rose)
Impregnable Mind <Adeptus Custodes> When this Champion or an ally performs an Act of Faith that
This Champion may attempt to Deny The Witch as if a affects this Champion, this Champion gains 1 Miracle Die.
Psyker.
Lightning Fast Reactions <Adeptus Astartes> <Dark
Indomitable I <Adeptus Astartes> <Imperial Firsts> Angels>
If this Champion did not move this activation, all friendly This Champion always activates first in the Turn and threats
troops within 12m of this Champion automatically pass any cannot Steal the Initiative from him.
Resolve Tests and receive a +1DN bonus for being in cover.
Lord of Deceit <Adeptus Astartes> <Primaris>
Indomitable II <Adeptus Astartes> <Imperial Fists> Once per game, instead of and on this Champions activation in
When resolving an attack against this Champion, a roll of 1-3 a turn, remove up to 3 ally Phobos units from the game and
on the Wrath die is always a Complication. place them anywhere on the battlefield greater than 24m from
any threat.
Indomitable Belief <Adepta Sororitas>
Allies within 12m of this Champion with the Shield of Faith Lord of Fire <Adeptus Astartes> <Salamanders>
ability, gain +2 Resilience. Allies within 12m of this Champion that attack with a Flame
weapon gain +2 Icons on any damage rolls.
A Wrath & Glory Fan Supplement written by Eric A. Duckworth
Heroes of the Imperium
Lord of Hidden Knowledge <Adeptus Astartes> Master of Maneuver <Adeptus Astartes> <Dark Angels>
<Deathwatch> Allies within 12m of this Champion gain +2 Speed when
Once per game, this Champion may reroll any number of dice Charging.
for any one Test (including 1s). Whenever this Champion uses
a Ruin Point, roll a d6, on a 6 gain a Ruin Point. Master of Snares <Adeptus Astartes> <White Scars>
When a threat within 2m of this Champion moves, roll a d6,
Lord of Ordinance <Astra Militarum> on a 4+ that threat cannot move.
Basilisks, Hydras, and Wyverns within 12m of this
Champion gain +1AP on their attacks if a Critical Hit is rolled Master of Strategy <Adeptus Astartes> <Ultramarines>
on their attack rolls. Once per turn, if this Champion is on the battlefield, select one
ally within 12m. Until the end of the turn, the selected ally is
Lore Master <Adeptus Astartes> <Grey Knights> considered to have the Tactical Doctrine in effect for it when it
This Champion knows any one other Psychic Power not makes an attack.
restricted to him.
Master of the Vanguard <Adeptus Astartes> <Primaris>
Magos Biologis <Adeptus Mechanicus> Add +2 to the Speed of any ally Phobos units within 12m of
This Champion gains +2 ED against threat Troops and this Champion.
Monstrous Creatures.
Master of Vigilance <Adeptus Astartes> <Raven Guard>
Marksman’s Honour Whenever this Champion rolls a critical on a melee attack, the
Weapons used by this Champion have a +2ED bonus. This attack inflicts 1 mortal wound in addition to any other damage.
does not apply to Relics or Grenade-Type weapons.
Master Rider <Adeptus Astartes> <White Scars>
Master Duelist <Adeptus Astartes> Biker only. Increase this Champions Speed by +4 when he
When a threat rolls a Complication on a melee attack against makes a charge attack. Attacks that target this Champion
this Champion, they suffer 1 mortal wound. suffer a -2DN penalty if this Champion moved his last
activation.
Master Exemplar <Adeptus Astartes>
Allies within 12m of this Champion gain +2 Speed when Master Swordsman <Adeptus Astartes> <Black Templar>
Charging. This Champion gains +2 Initiative and each time a critical is
rolled for a melee attack, draw an extra Critical Card and add
Master of Ambush <Adeptus Astartes> <Raven Guard> it to the damage dealt.
At the beginning of any turn, select this Champion and any
one ally. Remove them from the battle and replace them Master Vox <Astra Militarum> <Militarum Tempestus>
anywhere on the battlefield that is more than 18m away from a This Champions Voice of Command ability is increased to
threat and within 6m of each other. This counts as both unit’s 48m. In addition, he may use this ability while embarked in a
movement on their activations for the turn. This ability may vehicle.
only be used once a game and neither unit can be engaged in
melee combat. Master Work Bionics<Adeptus Mechanicus> <Lucius>
This Champion gains a +*4 Armor Rating. This replaces the
Master of Arms <Adeptus Astartes> <Black Templars> Champions Bionics ability if it already has one.
This Champion always activates first in a turn. Threats cannot
steal initiative from this CHmapion. Mechadominator <Adeptus Mechanicus>
Any vehicles that target this Champion suffer a +1 DN Penalty
Master of Biosplicing <Adeptus Mechanicus> in addition to any other DN penalties currently suffered on
When a unit of Kataphron Breachers or Destroyers suffers a their attacks.
casualty and there is a unit of Servitors within 12m them,
This Champion may immediately slay a Servitor to return a Mechanised Commander <Astra Militarum>
slain Kataphron to its unit. Both units of Kataphron and This Champion’s Voice of Command Ability is usable when
Servitors must be within 12 m of this Champion. embarked on a Chimera or Taurox and is considered to have
a range 36m.
Master of Command <Astra Militarum>
This Champion gains the Voice of Command ability. If he Merciless Butcher <Adeptus Astartes> <Flesh Tearers>
already has this ability, he may issue 2 orders instead of the When this Champion attacks a mob he can make one
normal 1 order per turn. additional attack with no added penalties for each 5 members
of the mob up to 3 added attacks.
Master of Machines <Adeptus Astartes>
Techmarine Champion Only. Ally vehicles within 12m gain Merciless Logic <Adeptus Astartes> <Iron Hands>
+1 Bonus Dice on attacks.
A Wrath & Glory Fan Supplement written by Eric A. Duckworth
Heroes of the Imperium
Any time this Champion rolls a 6 on the Wrath Die for an Paragon of Fury <Adeptus Astartes> <Black Templar>
attack, immediately make a second attack using the same After this Champion performs a Charge Attack, each threat
weapon. This second attack does not generate additional within 2m suffers 1 mortal wound.
attacks.
Peerless Warrior <Adeptus Custodes>
Monitor Malevolus <Adeptus Mechanicus> Each time this Champion scores a critical hit on an attack they
One per game this Champion gains +2 Bonus Dice or +2 ED may make an immediate second attack against the same threat.
for any 1 attack or damage roll. In addition, each time a These second attacks do not generate additional attacks.
Stratagem is used, roll a d6, on a 6 you gain one Glory or Ruin
as appropriate. Precision Targeting <Astra Militarum> < Militarum
Tempestus>
Necromechanic <Adeptus Mechanicus> At the beginning of the Turn, select a threat that is visible to
Each time this Champion repairs a vehicle, it gains one this Champion. The threat does not benefit from any cover DN
additional wound. modifiers to tanged attacks made by allies within 12m of this
Champion.
Nemesis Lord <Adeptus Astartes> <Grey Knights>
Your melee weapons gain +2 Base damage. If you wield a Prime Hermeticon <Adeptus Mechanicus>
Relic, choose another Warlord Trait. Ally Troops within 12m of this Champion gain +1 Bonus Dice
on their melee attacks.
Nobility Made Manifest <Adeptus Astartes> <Ultramarines>
When this Champion would be dealt damage from an attack, Psychic Mastery <Adeptus Astartes>
you may have an ally Infantry within 6m make a DN4 Librarian Champion only. The first time a turn that this
Conviction test. If it passes the test, the selected Infantry champion makes a Psychic Mastery Test he gains +1 Bonus
suffers the damage from the attack instead of the Champion. Dice to the test.
Move the selected Infantry to within 2m of this Champion.
Pure of Will <Adepta Sororitas>
Nowhere to Hide <Adeptus Astartes> <Deathwatch> This Champion can attempt a second Deny The Witch attempt
At the beginning of this Champions activation each turn, each turn. Any threat Psykers within 24m of this Champion
choose a visible threat. Until the beginning of the is gain a +2DN penalty to their Psychic Tests.
Champions next activation, that Threat does receive the
benefit of cover modifiers to attacks made against it. Radiant Mantle <Adeptus Custodes>
All threats suffer an additional +1DN penalty when attacking
Oathkeeper <Adeptus Astartes> <Black Templar> this Champion
If an ally Champion within 12m suffers damage, this
Champion may be moved to within 2m of that Champion and Raiment of the Technomartyr <Adeptus Mechanicus>
takes the damage instead. Each time this Champion suffers a wound, roll a d6, on a 6
that wound is ignored. In addition, when an ally Troop attacks
Of Wrath and Rage <Adeptus Astartes> <Flesh Tearers> with a held action and rolls a critical hit, this Champion may
When this Champion scores a critical hit with a melee make one immediate attack that does not count as an
weapon, he may make a second attack at no added penalties. activation for the turn.
This second attack does not generate added attacks.
Refuse to Die <Adeptus Astartes> <Crimson Fists>
Old Grudges <Astra Militarum> When this Champion is reduced to 0 wounds, make a Soak
At the beginning of the game session, choose one of the Roll and heal a number of wounds equal to icons generated
following keywords: Chaos, Ork, Tyranid, Tau, Aeldari, or plus 1. This roll does not incur any Shock.
Necron. You gain +2 Bonus Dice on damage rolls against
threats with this keyword. Reinforced Exoskeleton <Adeptus Mechanicus>
<Agripinaa>
Ordered Efficiency <Adeptus Mechanicus> <Metalica> When this Champion suffers damage, reduce it by 2. Reduce
Ally Troops that start a charge while within 12m of this any mortal wounds suffered by 1. All damage reduced in the
Champion gain a +1 DN Bonus to their attacks. manner is to a minimum of 1.
Outrider <Adeptus Astartes> < Dark Angels> Righteous Rage <Adepta Sororitas>
Once per battle, this Champion may double the Speed that a This Champion gains +2 ED for damage rolls when Charged
bike he is riding moves. or Charging
Saga of the Bear <Adeptus Astartes> <Space Wolves> Siege Master <Adeptus Astartes> <Imperial Fists>
This Champion gains +2 Wounds. Increase the damage this Champion does against a vehicle or
building by +2ED.
Saga of the Beastslayer <Adeptus Astartes> <Space Wolves>
This Champion adds +2 bonus dice to damage rolls against Silent Stalker <Adeptus Astartes> <Raven Guard>
Vehicles and Monstrous Creatures. Threats that target this Champion from a Hold Action suffer a
-1DN penalty to their attacks.
Saga of the Hunter <Adeptus Astartes> <Space Wolves>
This Champion gains +1DN to any cover modifier he has. Singular Presence <Adeptus Astartes>
Allied infantry, biker, and Dreadnaught units within 6m of this
Saga of the Savage <Adeptus Astartes> <Space Wolves> Champion may use the Heroic Intervention Stratagem as if
This Champion gains +2 Initiative when they declare a charge. they were a Champion. This Warlord Champion pays he cost
of the Stratagems use.
Saga of the Warrior Born <Adeptus Astartes> <Space
Wolves> Skilled Tracker <Astra Militarum> <Militarum Tempestus>
This Champion gains the Counter Strike Talent. Gain +1 Bonus Dice to all Awareness or Survival Tests
Saga of the Wolfkin <Adeptus Astartes> <Space Wolves> Soul Warden <Adeptus Astartes> <Blood Angels>
Friendly Wolfen, Cavalry or Beasts within 12m of this This Champion may attempt Deny the Witch as a Psyker. If
Champion may make one free melee attack each activation. In this Champion is a Psyker, he may attempt to Deny The Witch
addition, these units do not need to take Resolve Tests when one additional time each turn.
within 12m of this Champion.
Speed of the Primarch <Adeptus Astartes> <Blood Angels>
Sanctity of Spirit <Astra Militarum> <Militarum Tempestus> This Champion always activates first in a turn and initiative
When a threat Psyker rolls a Perils of the Warp, that Psyker cannot be stolen from him.
generates an additional level 1 Peril in addition to any others
generated. Static Psalm-Code <Adeptus Mechanicus> <Mars>
This Champions aura abilities have their range increased by
Selfless Healer <Adeptus Astartes> 6m
Apothecary Champion only. This champion can provide
medical attention to 2 allies at once or to the same ally twice Stealth Adept
in the same activation as long as they are within4m of this All attacks made against this Champion are made at an
champion. additional -2 DN penalty.
Selfless Heroism <Adepta Sororitas> <Order of the Argent Stoic Defender <Adeptus Astartes> <Crimson Fists>
Rose> All allies within 12m of this Champion gain +1 Defense.
When an ally is attacked, this Champion may move up to 12m
towards the attacker and be subject to the attack instead of the Storm of Fire <Adeptus Astartes>
ally. Allies within 12m that roll a 6 on the Wrath Die when
attacking improve the AP or their attack by -1.
Selfless Valour <Adeptus Astartes> <Blood Angels>
If an ally Champion within 12m suffers damage, this Stubborn Heroism <Adeptus Astartes> <Imperial Fists>
Champion may be moved to within 2m of that Champion and This Champion must attack the nearest Champion Threat.
takes the damage instead. Reduce any damage this Champion receives from troops by
half before rolling to Soak.
Shadowmaster <Adeptus Astartes> <Raven Guard>
Enemy units cannot attack using held actions against this Stubborn Tenacity <Adeptus Astartes> <Dark Angels>
Champion. Roll a die whenever this Champion would lose a wound. Add
1 to the die roll if the Champion did not move this turn. If an
Shield Bearer <Adepta Sororitas> <Order of Our Martyred icon is generated the Champion does not lose the wound.
Lady>
This Champion gains +3 Wounds. Student of History <Adeptus Astartes> <Iron Hands>
This Champion may move up to 4m anytime a threat moves
Shoot and Fade <Adeptus Astartes> <Primaris> closer to him.
At the start of this Champions activation, choose an ally
Phobos unit within 12m of this Champion. The chosen unit Superior Creation <Adeptus Custodes>
Terrible Knowledge <Adepta Sororitas> <Order of the Ebon You may give any Astra Militarum Champion who is a tank
Chalice> crew on of the following Warlord Traits from the list below
This Champion gains d3 Wrath and 1 Miracle Die that is s ‘6’ instead of one of the traits listed above.
at the beginning of the game.
Main Battle Tank Ace (Leman Russ only)
Trophy Taker <Adeptus Astartes> <White Scars>
When this Champion defeats a threat Champion, increase its Armored Rush: This Champions vehicle may use the
Ballistic Skill and Weapon Skill by +2 until the end of the Grinding Advance ability no matter what amount it moved on
combat for each Champion they defeat. its activation.
Uncompromising Prosecution <Astra Militarum> Master Mechanic: Reduce the weapon base damage of
<Militarum Tempestus> ranged weapons made against this Champions vehicle is
Allies within 12m have the AP of their Hot-Shot weapons reduced by 2.
increased to -4.
Slow and Purposeful: If this Champions vehicle did not move
Unflinching Resolve <Astra Militarum> or moved up to half speed on its activation, it gains +2 Bonus
This Champion and ally Leman Russ within 12m gain Lucky Dice to ranged attacks until it’s next activation.
on ranged attacks when holding your action.
Steel Commander: This Champion may issue one extra Tank
Unyielding Anvil <Adeptus Astartes> <Grey Knights> Order each time it does so.
A Wrath & Glory Fan Supplement written by Eric A. Duckworth
Heroes of the Imperium
If it fails it must immediately move away from this vehicle by
Up-Armoured: This Champions vehicle gains a +3* Armor the most direct route at the full speed.
bonus.
Well-Stocked Magazines: This Champions vehicle may
Weapons Expert: Increase the AP of turret weapons this ignore the first Complication rolled in each game.
Champions vehicle is equipped with by -1.
Super-Heavy Aces (Titanic keyword vehicles only)
Support Aces (Basilisk, Destroyer, Hydra, Manitcore, and
Wyvern only) Inspiring Might: Friendly units within 12m of this
Champions vehicle gain +2 Bonus Dice to Resolve Tests.
Full Payload: Weapons that this Champions vehicle are
equipped with gain +1 Base damage for every ED the weapon Hull-Down Deployment: The first turn that this Champions
has. vehicle moves, it receives a +2 DN cover bonus to all attacks
made against it.
Shatterer of Will: After resolving an attack by this
Champions vehicle, select one threat that suffered at least on Steadfast Leviathan: This Champions vehicle gains +2
wound from the attack. That unit must make an immediate wounds.
Resolve test vs a DN of 2 plus the number of wounds suffered.
Wargear Weapons
Is equipped with Synskin: Armour Rating 3, Sealed, +4 Is armed with a choice of ranged weapon and a melee weapon
Bonus Dice to Survival in Hostile Environments. plus d3 ea of Frag Grenade and Krak
Bolt Pistol (10+1ED; AP 0; Range 20m; Salvo 1; Brutal,
Weapons Pistol)
Neural Shredder ((20-Targets Willpower)+0ED; AP –(10- Boltgun (10+1ED; AP 0; Range 40m; Salvo 2; Brutal, Rapid
Targets Intellect); Range 24m; Salvo 0; Agonizing, Assault, Fire 2)
Shield Breaker) Chain Sword (12+1ED; AP 0; Range Melee; Brutal, Parry)
Phase Sword (9+2Ed; AP -3; Range Melee; Parry, Shield- Eviscerator (13+2ED; AP -4; Range 2m; Brutal, Unwieldly
Breaker) 2)
Poison Blades (8+2ED; AP -1; Range Melee; Penetrating 1, Grenades
Toxic 4) Frag Grenade (10+1ED; AP 0; MBT)
Krak Grenade (14+2ED; AP -2, SBT)
Special Abilities
Independent Operative Special Abilities
Lightning Reflexes Acts of Faith
Polymorphine: This Champion may enter the battle on any Purity of Faith: The Canoness and any allies within 15
turn by taking the place of any threat troop. Remove the Troop metres and line of sight add +Rank to Corruption tests. A
model and replace with this Assassin. This Champion may Canoness gain +Rank to any dice pool to resist psychic
activate as normal. powers and effects.
Hit and Run: This Champion can move and attack without Shield of Faith
incurring any DN penalties. Lead the Righteous: Friendly <Order> Allies within 12m of
Reign of Confusion: For the rest of the turn, all uses of this Champion gain Lucky for attack rolls.
Wrath, Glory, or Ruin but a threat cost one additional point to (Ruin) Champion: This champion may take Ruin Actions
use.
(Ruin) Champion: This champion may take Ruin Actions Commissar
Grey Knights Chaplain Traits: Walker, Monstrous Creature, Explodes, Size: Huge
As a Chaplain above with the following changes: (+2D)
Member of the <Grey Knights>, has Psychic Mastery 10, and
may attempt to manifest two psychic powers a turn during Key Words: Imperium, Adeptus Astartes, <Chapter>
their activation.
Wears Aegis Armor Weapons:
Has the following Special Abilities: Assault Cannon (14+2ED; AP -1; Range 48m; Salvo 6;
And They Shall Know Know Fear Heavy 8)
Daemon Hunters Dreadnaught Combat Weapon (20+5ED; AP -3; Range
Rites of Banishment Melee; Brutal)
Teleport Strike Heavy Flamer (12+2ED; AP -1; Range 16m; Salvo 2; LBT,
Is armed as follows: Blaze, Heavy 6, Spread)
Storm Bolter (10+1ED; AP 0; Range 40m; Salvo 4, Heavy Plasma Cannon (16+4ED, AP -3, Range 60m; Salvo
Brutal, Rapid Fire 2) 3; Supercharge)
Crozarius Arcanum (18+3ED; AP -3; Range 2m; Missile Launcher (Damage Missile, AP As Missile, Range
Brutal, Master Crafted, Power Field, Steadfast) 150m; Salvo --; Heavy 6)
d3 ea of the following Grenades: Frag Misile (10+2ED; AP 0; Range --; Salvo --;
Frag Grenade (10+1ED; AP 0; MBT) LBT)
Krak Grenade (14+2ED; AP -2, SBT) Krak Missile (16+3ED; AP -2; Range --, Salvo --;
Psyk-Out Grenade (8+1ED; AP 0; SBT, SBT)
Bane <Psyker or Daemon>) Multi-Melta (16+3ED; AP -4; Range 48m; Salvo 1; Melta)
Wargear Weapons
Laspistol (7+1ED; AP 0; Range 24m; Salvo 1; Pistol,
Steadfast)
A Wrath & Glory Fan Supplement written by Eric A. Duckworth
Heroes of the Imperium
Omnissian Axe (9+2ED; AP -2; Range Melee, 2m; Power
Field, Two-Handed) Threat Classification: Tier 1+: Adversary
Special Abilities
Voice of Command
Tempestus Command Rod: A Tempestus Prime with a
Tempestus Command Rod may use the Voice of Command
ability twice during a turn instead of once. Resolve the effects
of the first order before resolving the effects of the second.
(Ruin) Champion: This champion may take Ruin Actions
Vindicare Assassin
A Wrath & Glory Fan Supplement written by Eric A. Duckworth
Heroes of the Imperium
Troops
Troops encompass the infantry of the Armies of the Imperium.
Troop squads are led by a Sergeant. These squad leaders have the same profile as the troops they lead except as follows:
• Is considered a Champion and can use Ruin
• +2 Initiative and +2 Willpower
• Is armed with a Pistol-type weapon and a Power or Chain type Sword of choice depending on the Tier of the Troop in
addition to a primary weapon of the Troop they lead.
Weapons Variants
Electro-Static Gauntlets (11+1ED; AP 0; Range 30m; Salvo
3; Assault <Adeptus Mechanicus>) Allarus Wardens
Electro-Static Gauntlets (5+1ED; AP 0; Range Melee; As Custodial Guardians except as follows:
Devastating <Adeptus Mechanicus>) Wears Wears Allarus Terminator Armour (Armour Rating
7; Cumbersome; Powered 6; Crux Terminatus: Allows the
Special Abilities wearer to soak mortal <Adeptus Custodes>); and is equipped
Canticles of the Omnissiah with a Balistus Grenade Launcher (Damage As Grenade;
Fanatical Devotion: Each time a Corpuscarii Electro-Priest AP As Grenade; Range 30m; Salvo 2; Assault, <Adeptus
loses a wound, roll a d6, if an icon is generated, that wound is Custodes>) (Balistus Grenade (10+1ED; AP -3; MBT)
not lost. May be equipped with a Castellan Axe or Guardian Spear
Voltagheist Field: Armour Rating *2, Force Shield Castellan Axe (10+2ED; AP -1; Range 60m; Salvo
(MOB) Mob Up: Corpuscarii Electro-Pirests may form a 2; Rapid Fire 2 <Adeptus Custodes>)
mob. Castellan Axe (20+3ED; AP -2; Range Melee,
Brutal <Adeptus Custodes>)
Custodian Guard Has the Slayers of Tyrants Special Ability:
Slayers of Tyrants: Allarus Wardens gain +6 speed
Threat Classification: Elite at Tier 1+ if they Charge a threat Champion.
Strength 13 Intellect 8
Agility 9 Willpower 10 Custodial Wardens
Toughness 8 Fellowship 10 As Custodial Guardians except as follows:
May be equipped with a Castellan Axe
Initiative 8 Defense 7
Castellan Axe (10+2ED; AP -1; Range 60m; Salvo
Speed 6 Wounds 13
2; Rapid Fire 2 <Adeptus Custodes>)
Shock 8 Soak 8
Castellan Axe (20+3ED; AP -2; Range Melee,
Resolve 11 Conviction 10 Brutal <Adeptus Custodes>)
Has the Binding Oaths Special Ability:
Passive Awareness: 6 Binding Oaths: Custodial Wardens roll a d6 each
Resilience: 15 (Auric Aquila Armour: Armour Rating *6, time they suffer a wound. If an exalted icon is generated, the
Powered 3) would is not lost.
Skills: Default 12; Weapon Skill 14; Ballistic Skill 14
Size: Average
Keywords: Imperium, Adeptus Custodes Daemonhost
Threat Classification: Tier 1-2: Elite; Tier 3+: Adversary Bullgryns: As Ogryns with the following changes
Add +2 Strength and Toughness
Strength 7 Intellect 3 Equipped with either a Bullgryn Maul or a Grenadier
Agility 4 Willpower 3 Gauntlet and either a Brute Shield or Slabshield
Toughness 7 Fellowship 3 (Mob) Mob Up: A Bullgyn Mob is led by a Bullgryn Bone
Initiative 4 Defense 3 ‘Ead with the following changes:
Add +1 to Intellect and Willpower
Speed 6 Wounds 7
Shock 3 Soak 7
Resolve 2 Conviction 3 Primaris Aggressor
Passive Awareness: 4 Marine
Resilience: 11 (Flak Armour Armour 3)
Skills: Default 8; Weapon Skill 12; Ballistic Skill 10 Threat Classification: Tier 1-2: Adversary; Tier 3+: Elite
Size: Large (+1D)
Keywords: Astra Militarum
Strength 8 (14) Intellect 3
Agility 5 Willpower 4
Wargear
Toughness 6 Fellowship 2
Flak Armour: Armour Rating 3; Ripper Gun; and 1d3 Frag
Initiative 5 Defense 4
Bombs
Speed 7 Wounds 14
Weapons Shock 10 Soak 6
Frag Bomb (10+1ED; AP 0; Range: Str x4m; LBT) Resolve 4 Conviction 4
Ripper Gun (12+1ED; AP 0; Range 36m; Salvo 3; Assault) Passive Awareness: 5
Primaris Hellblaster Threat Classification: Tier 1-2: Adversary; Tier 3+: Elite
Marine Strength 8 (14) Intellect 3
Agility 5 Willpower 4
Threat Classification: Tier 1-2: Adversary; Tier 3+: Elite Toughness 6 Fellowship 2
Initiative 5 Defense 4
Strength 8 (13) Intellect 3 Speed 7 Wounds 14
Agility 5 Willpower 4 Shock 10 Soak 6
Toughness 6 Fellowship 2 Resolve 4 Conviction 4
Initiative 5 Defense 4 Passive Awareness: 5
Speed 7 Wounds 14 Resilience: 14 Tactus Mk X Gravis Powered Armour
Shock 10 Soak 6 (Armour Rating 7, Cumbersome, Powered 6 <Primaris>)
Resolve 4 Conviction 4 Skills: Default 10; Weapon Skill 12; Ballistic Skill 12
Passive Awareness: 5 Size: Average
Resilience: 14 Tactus Mk X Powered Armour (Armour Keywords: Adeptus Astartes, <Chapter>
Rating 7, Cumbersome, Powered 5 <Primaris>)
Skills: Default 10; Weapon Skill 12; Ballistic Skill 12 Wargear
Weapons Weapons
Astartes Combat Knife (3+1ED; AP 0; Range Melee; Bolt Pistol (10+1ED; AP 0; Range 20m; Salvo 1; Brutal,
Steadfast) Pistol)
Bolt Pistol (10+1ED; AP 0; Range 20m; Salvo 1; Brutal, Frag Grenade (10+1ED; AP 0; MBT)
Pistol) Krak Grenade (14+2ED; AP -2, SBT)
A Wrath & Glory Fan Supplement written by Eric A. Duckworth
Heroes of the Imperium
Marksman Bolt Carbine (10+1ED; AP 0; Range 60m; Salvo Bolt Rifle (10+1ED; AP -1; Range 60m; Salvo 2; Brutal,
2; Brutal, Mortal 1 <Primaris>) Rapid Fire 2)
Smoke Grenade (Provides +2DN smoke-based cover to Frag Grenade (10+1ED; AP 0; MBT)
ranged attacks made through the area of effect) Krak Grenade (14+2ED; AP -2, SBT)
Stalker Bolt Rifle (12+3ED; AP -2; Range 120m; Brutal,
Special Abilities Heavy 3, Sniper 3)
And They Shall know No Fear
Tactical Versatility: When making a critical hit, they may Special Abilities
draw two Wrath Cards and choose one (if using the Critical And They Shall know No Fear
Chart, make two rolls and pick one). Tactical Versatility: When making a critical hit, they may
Infiltrator Comms Array: A unit equipped with this wargear draw two Wrath Cards and choose one (if using the Critical
is always considered in range of a Captain or Lieutenant in Chart, make two rolls and pick one).
Phobos armor for their Rites of Battle and Tactical Precision Angel of Death: Space Marines add +1/2 Rank icons to any
abilities. successful attack against a Mob.
Angel of Death: Space Marines add +1/2 Rank icons to any (MOB) Interceptor Squad: Troop may form a mob of up to
successful attack against a Mob. 10 troops. For every 5 members of the squad, one may take a
(MOB) Infiltrator Squad: Troop may form a mob of up to 10 Grenade Launcher in addition to any other weapon they carry.
troops. Grenade Launcher (Damage As Grenade; AP As Grenade;
The Squad may also contain an Infiltrator Helix Adept with Range 60m; Salvo 1)
the following additions: (MOB) Combat Squad: This mob may break down into two
Has Medicae 12 Combat Teams of up to 5.
Rites of Medicae: Infiltrator Helix’s automatically reduce
the time by half for any Medicae test. Infiltrator Helix’s heal Primaris Intercessor
a number of wounds equal to the number of icons generated
on a Medicae Test plus their Rank.
Marine
(MOB) Combat Squad: This mob may break down into two Threat Classification: Tier 1-2: Adversary; Tier 3+: Elite
Combat Teams of up to 5.
Strength 8 (13) Intellect 3
Agility 5 Willpower 4
Primaris Interceptor
Toughness 6 Fellowship 2
Marine Initiative 5 Defense 4
Speed 7 Wounds 14
Threat Classification: Tier 1-2: Adversary; Tier 3+: Elite Shock 10 Soak 6
Resolve 4 Conviction 4
Strength 8 (13) Intellect 3 Passive Awareness: 5
Agility 5 Willpower 4 Resilience: 14 Tactus Mk X Powered Armour (Armour
Toughness 6 Fellowship 2 Rating 7, Cumbersome, Powered 5 <Primaris>)
Initiative 5 Defense 4 Skills: Default 10; Weapon Skill 12; Ballistic Skill 12
Speed 7 Wounds 14 Size: Average
Shock 10 Soak 6 Keywords: Adeptus Astartes, <Chapter>
Resolve 4 Conviction 4
Passive Awareness: 5 Wargear
Resilience: 14 Tactus Mk X Powered Armour (Armour Tactus Mk X Powered Armour (Armour Rating 7,
Rating 7, Cumbersome, Powered 5 <Primaris>) Cumbersome, Powered 5 <Primaris>), 1 Ranged Weapon, 1
Skills: Default 10; Weapon Skill 12; Ballistic Skill 12 Melee Weapon, d3 Frag Grenades, and d3 Krak Grenades
Size: Average
Keywords: Adeptus Astartes, <Chapter> Weapons
Astartes Combat Knife (13+1ED; AP 0; Range Melee;
Wargear Steadfast)
Tactus Mk X Powered Armour (Armour Rating 7, Auto Bolt Rifle (10+1ED; AP 0; Range 60m; Salvo 2, Brutal,
Cumbersome, Powered 5 <Primaris>), 1 Ranged Weapon, 1 Assault <Primaris>
Mele Weapon, d3 Frag Grenades, and d3 Krak Grenades Bolt Rifle (10+1ED; AP -1; Range 60m; Salvo 2; Brutal,
Rapid Fire 2)
Weapons Chain Sword (18+1ED; AP 0; Range Melee; Brutal, Parry)
Astartes Combat Knife (13+1ED; AP 0; Range Melee; Hand Flamer (7+1ED; AP 0; Range 12m; Salvo 4; SBT,
Steadfast) Blaze, Pistol, Spread)
Auto Bolt Rifle (10+1ED; AP 0; Range 60m; Salvo 2, Brutal, Frag Grenade (10+1ED; AP 0; MBT)
Assault <Primaris> Krak Grenade (14+2ED; AP -2, SBT)
Weapons
Strength 5/7 Intellect 8
Executioner Greatblade (12+3ED; AP-3; Range Melee;
Agility 5 Willpower 8
Brutal, Parry, Power Field)
Toughness 5 Fellowship 8
Psyk-Out Grenade (8+1ED; AP 0; SBT, Bane <Psyker or
Initiative 5 Defense 4 Daemon>)
A Wrath & Glory Fan Supplement written by Eric A. Duckworth
Heroes of the Imperium
Size: Average
Special Abilities Keywords: Imperium, Adeptus Ministorum, Adepta
Psychic Abomination Sororitas, <Order>
Witch Hunters
(MOB) Mob Up: Prosecutors may form a mob of up to 10 Wargear
members.. Equipped with a Penitant Eviscerator.
Weapons
Sisters Repentia Galvanic Rifle (10+1ED; AP 0; Range 60m; Salvo 2; Rapid
Fire 1, Penetrating 1 <Adeptus Mechanicus>)
Threat Classification: Adversary at Tier 1-2; Elite at Tier 3-
4; Troops at Tier 5+ Special Abilities
Bionics
Strength 5 Intellect 8 Canticles of the Omnissiah
Agility 5 Willpower 8 Heavily Augmented: The Skitarius’ body is designed to
Toughness 5 Fellowship 8 withstand the rigours of war. Skitarii do not bleed and gain
Initiative 5 Defense 4 +1/2 Rank to Soak tests.
Speed 6 Wounds 5 Omnispex: Negate the penalty to attack rolls for attacking a
Shock 8 Soak 5 threat in cover upto 72m
Resolve 7 Conviction 8 Enhanced Data-Tether: A Mob with a Data-Tether in it may
Passive Awareness: 5 reroll 1s (except for Complications) for Resolve Tests.
Resilience: 6 Provides +1 Bonus Dice for Resolve Tests.
Skills: Default 10; Weapon Skill 12; Ballistic Skill 12 (MOB) Mob Up: Skitarii Rangers may form a mob.
A Wrath & Glory Fan Supplement written by Eric A. Duckworth
Heroes of the Imperium
Resolve 4 Conviction 4
Skitarii Vanguard Passive Awareness: 5
Resilience: 17 (Centurion Armour: Armour Rating 10;
Cumbersome; Powered 7)
Threat Classification: Adversary at Tier 1-2; Elite at Tier 3-
Skills: Default 10; Weapon Skill 12; Ballistic Skill 12
4; Troops at Tier 5+
Size: Large (+1D)
Keywords: Adeptus Astartes, <Chapter>
Strength 5 Intellect 5
Agility 6 Willpower 5 Wargear
Toughness 5 Fellowship 5 Centurion Armour (Armour Rating 10; Cumbersome;
Initiative 6 Defense 5 Powered 7). Each Centurion is armed with Siege Drills, two
Speed 6 Wounds 14 Flamers, and Centurion Assault Launchers (If this
Shock 5 Soak 4 Centurion charges, any threat within 6m of this Centurion at
Resolve 4 Conviction 5 the end of the charge takes d3 mortal wounds). Optionally, the
Passive Awareness: 5 Flamers can be replaced with two Melta-Guns or the
Resilience: 12 (Skitarii Auto-Cauirass: Armour Rating 3; Centurion Assault Launchers replaced with Hurricane
Bionics *4 Armor Rating;) Bolters.
Skills: Default 10; Weapon Skill 10; Ballistic Skill 12
Size: Average Weapons
Keywords: Imperium, Adeptus Mechanicus, Cult Flamer (10+1ED, AP 0; Range 16m; Salvo 1; Assault, MBT,
Mechanicus, <Forge World> Blaze, Spread)
Hurricane Bolter (10+1ED; AP 0; Range 60m; Salvo 12;
Wargear Brutal; Heavy 6)
Equipped with Skitarii Auto-Cauirass: Armour Rating 3; Meltagun (16+2ED; AP -4; Range 24m; Salvo 1; Assault,
Bionics: Armour Rating *3; Armed with a Radium Carbine. Melta)
Has an Omnispex or Enhanced Data-Tether. Siege Drill (34+3ED; AP -4, Range Melee; Brutal)
Threat Classification: Tier 1-2: Adversary; Tier 3+: Elite Threat Classification: Tier 1+ Adversary
Section 4:
Vehicles
Immobile: A vehicle with this trait cannot move after it is Walker: A walker takes no penalty from rough terrain when
deployed and has a Defense of 0. Nothing may embark upon moving up to half its Cruising Speed, can ascend sharp
this vehicle after it has disembarked its passengers. inclines, and can perform a ram stunt without moving against
targets within 1m by “stomping” them.
Traits: Hover, Fly, Gyro-Stabilised, Open Top, Explodes, Space Marine Repulsor-
Transport, Size: Huge (+2D)
Class Armored
Key Words: Imperium, Adeptus Astartes, <Chapter> Transport
Key Words: Adeptus Mechanicus <Forge World> Traits: Open Top, Walker, Size: Huge (+1D)
Cruising Speed: 30
Space Marine Corvus only be attacked by other vehicles or creatures with the Fly
trait. This vehicle gains the Hard to Hit ability while
Blackstar-Class Airbourne.
Gunship Hover Jets: At the beginning of this vehicles activation it can
declare to be using Hover Jets. This vehicles Cruising Speed
Crew: 1 Driver, 1 Gunner becomes 20m. A vehicle that is using Hover Jets loses their
Passengers: 12+ (See below) Airbourne and Hard to Hit abilities.
Hard to Hit: Threats take a -2 die penalty to all ranged attacks
Cruising Speed: 90m while targeting this vehicle.
Defense: 3 Blackstar Cluster Launcher: As the Corvus Blackstar
Wounds: 28 passes over threats while moving, it may attack them with its
Resilience: 15 Blackstar Cluster Launcher. Roll a d6 for each threat that is
passed over, do 1 mortal wound for each icon generated on
Default Skill: 10 that d6 roll.
Piloting: 12 Infernum Halo Launcher: Threats suffer a -2 DN penalty
Ballistic Skill: 12 when shooting at this vehicle.
Weapon Skill: 12 Transport Capacity: May transport 12 <Deathwatch>
infantry. Jump pack and Terminator infantry takes the space of
Traits: Fly, Explodes, Transport, Size: Gargantuan (+3D) two other infantry. Space Marine Bikes may be transported,
and each takes up the space of 3. Primaris and Redemptor
Key Words: Imperium, Adeptus Astartes, <Deathwatch> Dreadnaughts cannot be transported.
Crash and Burn: When this unit is reduced to 0 Wounds, it
Weapons: A Corvus Blackstar is equipped with Twin crashes on the battlefield at appoint relative to where it was
Assault Cannons and two Stormstrike Missile Launchers. flying and Explodes.
The Twin Assault Cannon may be replaced with Twin
Lascannon. The two Stormstrike Missile Launchers may be Space Marine Drop Pod-
replaced with two Blackstar Rocket Launchers. A
Stormraven may optionally have two Hurricane Bolters or
Class Transport
an Auspex Array Crew: 0
Auspex Array (A vehicle equipped with an Auspex Array Passengers: 10
gains +2 Bonus Dice when shooting at a threat with the Fly
keyword.) Cruising Speed: 0
Blackstar Rocket Launchers (Damage as Rocket Type; AP Defense: 6/0
As Rocket Type; Range 5km; Salvo 3; <Deathwatch>) Wounds: 20
Corvid Rocket (14+2ED, AP -1; Heavy 6, Anti-Air, Resilience: 15
<Deathwatch>)
Draco Rocket (10+1ED; AP 0; Heavy 6, SBT, Default Skill: 10
<Deathwatch>) Piloting: 12
Hurricane Bolter (10+1ED; AP 0; Range 60m; Salvo 12; Ballistic Skill: 12
Brutal; Heavy 6) Weapon Skill: 12
Stormstrike Missile launcher (Damage as Stormstrike
Missile; AP As Stormstrike Missile; Range 36m, Salvo 1; Traits: Immobile, Explodes, Transport, Size: Gargantuan
Anti-Air, Indirect, OTH) (+3D)
Stormstrike Missile (20+4ED, AP -3; MBT)
Twin Assault Cannon (14+2ED; AP -1; Range 48m; Salvo Key Words: Imperium, Adeptus Astartes, <Chapter>
12; Heavy 8)
Twin Lascannon (18+5ED; AP -3; Range 150m; Salvo 3; Weapons:
Heavy 10, Steadfast Storm Bolter (10+1ED; AP 0; Range 40m; Salvo 4, Brutal,
Rapid Fire 2)
Special Abilities:
Special Abilities;
Airbourne: At the beginning of this vehicles activation it can
Drop Pod Assault: Up to 10 infantry may deploy from a Drop
declare to be Airbourne. While Airbourne it can attack and
Pod. These infantry may not include Jump Packs, Terminators,
A Wrath & Glory Fan Supplement written by Eric A. Duckworth
Heroes of the Imperium
Primaris, or Centurions. The Drop Pod deploys anywhere on Twin Lascannon (18+5ED; AP -3; Range 150m; Salvo 3;
the field of battle. To do so, choose a point on the battlefield. Heavy 10, Steadfast
Make a Piloting Test (DN4), if the test is failed, the Drop Pod Twin Multi-Melta (16+3ED; AP -4; Range 48m; Salvo 2;
deviates a number of meters equal to the number of icons Heavy 2, Melta)
generated on 4d6. If the Drop Pod lands on any threats, do Twin Plasma Cannon (15+2ED, AP -3, Range 48m; Salvo 4;
damage as if ramming (20+3ED, AP 0) with any exalted icons Rapid Fire 1, Heavy 2, Supercharge)
Typhoon Missile Launcher (Damage by missile; AP by
from the pilot test being shifted to damage. Infantry on board
missile; Range 200m; Salvo 1; Special, Heavy 8)
may deploy on their next activation Special: In addition to the normal benefits, spending a Reload
Variants to Salvo with a Typhoon Missile Launcher allows the wielder
to attack a specific enemy with three missiles. To resolve this,
Deathwind-Class Transport make a single attack and triple the missile’s damage value and
Replace Stormbolter with Deathwind Launcher (Damage As ED, then triple the target’s resilience.
Deathwind Rocket; AP As Deathind Rocket; Range 20m; Frag Missile (10+2ED; AP 0; LBT)
Salvo 2) Krak Missile (16+3ED; AP -2; SBT)
Deathwind Launcher (Damage As Deathwind Rocket; AP
As Deathind Rocket; Range 20m; Salvo 2) Special Abilities:
Deathwind Rocket (12+1ED; AP 0; SBT) Airbourne: At the beginning of this vehicles activation it can
declare to be Airbourne. While Airbourne it can attack and
only be attacked by other vehicles or creatures with the Fly
Space Marine trait. This vehicle gains the Hard to Hit ability while
Stormraven-Class Airbourne.
Gunship Hover Jets: At the beginning of this vehicles activation it can
declare to be using Hover Jets. This vehicles Cruising Speed
becomes 20m. A vehicle that is using Hover Jets loses their
Crew: 1 Driver, 1 Gunner Airbourne and Hard to Hit abilities.
Passengers: 12+1 Dreadnaught (See below) Hard to Hit: Threats take a -2 die penalty to all ranged attacks
while targeting this vehicle.
Cruising Speed: 90m Power of the Machine Spirit: +1 Bonus Dice to attacks when
Defense: 3 moving.
Wounds: 28 Transport Capacity: May transport 12 infantry and 1
Resilience: 15 Dreadnaught. Jump pack and Terminator infantry takes the
space of two other infantry and each Centurion takes up the
Default Skill: 10 space of 3. Primaris and Redemptor Dreadnaughts cannot be
Piloting: 12 transported.
Ballistic Skill: 12 Crash and Burn: When this unit is reduced to 0 Wounds, it
Weapon Skill: 12 crashes on the battlefield at appoint relative to where it was
flying and Explodes.
Traits: Fly, Explodes, Transport, Size: Gargantuan (+3D)
Variants
Key Words: Imperium, Adeptus Astartes, <Chapter>
Stormtalon-Class Gunship Variant
Weapons: A Stormraven is equipped with Twin Assault As the Stormraven Gunship with the following changes:
Cannons, Twin Heavy Bolters, and two Stormstrike Missile Is equipped with Twin Assault Cannon and two Heavy Bolter
Launchers. The Twin Assault Cannon may be replaced with Heavy Bolter (12+2ED; AP -; Range 60m; Salvo 3; Brutal,
either Twin Lascannon or Twin Plasma Cannon. The Twin Heavy 4)
Heavy Bolter may be replaced with Twin Multi-Melta or Twin Assault Cannon (14+2ED; AP -1; Range 48m; Salvo
Typhoon Missile Launcher. A Stormraven may optionally 12; Heavy 8)
have two Hurricane Bolters. The Stormtalon may replace its Heavy Bolters with two
Hurricane Bolter (10+1ED; AP 0; Range 60m; Salvo 12; Lascannon, a Skyhammer Missile Launcher, or a Typhoon
Brutal; Heavy 6) Missile Launcher.
Stormstrike Missile launcher (Damage as Stormstrike Lascannon (18+5ED; AP -3; Range 150m; Salvo 1; Heavy 8,
Missile; AP As Stormstrike Missile; Range 36m, Salvo 1; Steadfast)
Anti-Air, Indirect, OTH) Skyhammer Missile launcher (Damage as Skyhammer
Stormstrike Missile (20+4ED, AP -3; MBT) Missile; AP As Skyhammer Missile; Range 36m, Salvo 0;
Twin Assault Cannon (14+2ED; AP -1; Range 48m; Salvo Anti-Air, Indirect, OTH)
12; Heavy 8) Skyhammer Missile (18+3ED, AP -1; MBT)
Twin Heavy Bolter (12+2ED; AP -1; Range 60m; Salvo 6; Typhoon Missile Launcher (Damage by missile; AP by
Brutal; Heavy 6) missile; Range 200m; Salvo 1; Special, Heavy 8)
Section 5:
Battlefield Terrain,
Emplacements, &
Fortifications
Below is a list of various material examples and the Resilience When making an attack against a barrier or construction made
and Wounds for the materials. of the material, the attack is made against a Defense 1, but any
Material Thickness Resilience Wounds Complications rolled on the attack still apply. Various attacks
Dirt, Loose 1m 2 1 will produce different final effects based on the type of
Dirt, Hard Packed 1m 2 2 weapon used.
Wood 1m 3 3
Concrete 1/2m 4 5 Arc/Power Weapons: Double their AP when dealing damage
Steel Reinforced 1/2m 6 7 to any metal materials
Concrete Bolt/Projectile Weapons: Pierce the material but do not create
Basic Metals 1/2m 7 9 anything larger than a small hole
Hardened Metals 1/4m 9 13 Blast Template Weapons: Create a hole in the material that is
Armour Plate 1/10m 12 15 1m in diameter per icon of damage dealt over the wound
threshold.
Vehicle Plate 1/10m 15 18
Melta/Plasma Weapons: Create a hole in the material that is
Hull Plate 1/10m 20 25
1/2m in diameter per icon of damage dealt over the wound
threshold and sets the material on fire.
Each doubling of the thickness of the material triples the
Wounds of the barrier.
All of the following terrain features presume that the feature is closer to the shooter than the target is, if not the target does not gain a
bonus to cover from the terrain feature.
Barricades
Barricades provide infantry with a +1 DN bonus from cover and reduce movement by 2m when crossing over them.
Craters
Movement thru a crater is slowed by 2m. Infantry wholly in a crater gain a +1 DN cover bonus.
Galvanic Servohaulers
Infantry within 2m of a Servohauler gains a +1 DN cover bonus.
Haemeotropic Reactors
Infantry within 6m of a Reactor gains a +2 cover bonus and is considered Hazurdous Cover.
Hazardous Cover
If the attack generates a Critical Hit while targeting a unit within a terrain feature that is considered Hazardous Cover then roll a d6.
The unit closest to the reactor, either friend or foe, (or a random one if more than one) suffers a number of mortal wounds equal to the
number of Icons Generated.
Imperial Statuary
Statuary grants a +1 DN cover bonus to infantry within 4m of it. Any Imperial unit within 6m of Imperial Statuary that is a minimum
of 50% identifiable as such gain +2 Bonus Dice to any Resolve Tests.
Obstacles
Obstacles fall into 2 categories: Tank Traps for Vehicles and Monster, and Tanglewire for Infantry. Any unit moving thru an obstacles
has its Speed reduce by half. Obstacles do not affect Flyers or Titanic units.
Ruins
Infantry and non-Titanic vehicles that are wholly within a ruin gain a +3 DN bonus from cover. If partially within a ruin, the benefit is
only +1 DN. Speed is reduce by 2m for Infantry and by half for non-titanic vehicles or monsters that move within a Ruin.
Woodlands
Infantry has Speed reduced by 2m, Vehicles under Titanic in Size have Speed Reduced by half until completely cleared of a woodland
terrain feature. Shooting attacks mad against a target wholly within a woodlands terrain feature gain a +2 DN bonus from cover, if
partially within, the bonus is only +1 DN.
Fire Points: This fortification has points that any embarked Reactor Explosion: When this fortification is reduced to 0
infantry may fire from. The entry will not in the abilities how wounds, roll a d6. If a 6 is rolled this fortification suffers a
many embarked infantry may use the fire points. Attacks are catastrophic reactor explosion. Roll 2d6 for each infantry or
measured from the closest point on the fortification to the vehicle embarked in or within 3d6m the fortification and deal
targeted threat. a number of mortal wounds equal to the number of icons
generated on the die roll.
Immobile: This weapon or fortification is not able to be
moved without the aid of heavy machinery. It always has a Emplacement Weapons and Fortifications all count as
Cruising Speed of 0. This weapon or fortification has an Vehicles for the purpose of being targeted by abilities, powers,
effective Defense of 0. Roll to attack as normal and shift all and other weapons.
exalted icons generated on the attack roll to Glory or Damage.
Section 6:
Bestiary
Special Abilities
Cavalry Mount: Thunderwolves are large enough to be
ridden (using Pilot) into battle. An infantry squad in Mk VII or
lower armor, Scout armour, or non-powered armour may use a
Thunderwolf as mounts.
Section 7:
Conversion Notes
Soak: Toughness
Conviction: Willpower
Resilience: Toughness +1
Vehicle Profiles:
Cruising Speed: Mx3m
Defense: (6-SV)
Resilience: (T x 2.5)