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Codex Heroes of The Imperium
Codex Heroes of The Imperium
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 Imperial Pilot
Benefits
Build Point Cost: 10
Keywords: Imperium, Astra Telepathica. Sister of Silence,
Champion
Prerequisites
Tier: 2
Influence: +2
Species: Human
Attribute: Toughness 2, Willpower 4
Psychic Abomination: A Character or unit with this ability
Skill: Scholar (2)
cannot be the target of a psychic power. Other Psykers within
36m of this character or unit suffer a -2 Die penalty to any
Benefits
Psychic Mastery test or Deny The Witch test.
Keywords: Imperium, Adeptus Ministorum, Champion
Wargear: Sisters of Silence Armour; Boltgun, Flamer, or
Influence: +2
Executioner Greatblade; and d3 Psych-Out Grenade
Word of the Emperor: Adeptus Ministorum Troops within 12m
may Re-roll failed Resolve Tests. Skitarii Ranger
War Hymns: Adeptus Ministorum and Astra Militarum Troops Build Point Cost: 50
within 12m gain +2 Initiative.
Prerequisites
Zealot: A Champion or Troop with this ability gain an additional Tier: 2
+1 Bonus Dice for attack rolls when making a Charge attack. Species: Human
Attribute: Toughness 4
Wargear: Rosarius, Autogun, LasPistol, Chainsword, d3 ea of Skill: Ballistic Skill (3); Stealth (2), Tech (3)
Frag Grenade and Krak Grenade
Benefits:
Naval Crewman Keywords: Imperium, Adeptus Mechanicus, Skitarii, <Forge
World>
Build Point Cost: 0
Influence: +1
Prerequisites
Canticles of the Omnissiah
Tier: 1
Species: Human
Heavily Augmented: The Skitarius’ body is designed to
Attribute: None
withstand the rigours of war. Skitarii do not bleed and gain +1/2
Skill: Scholar <Naval> (2), Tech Use or Medicae (2)
Rank to Soak tests.
PREREQUISITES
A living conversion document by Eric A. Duckworth
Heroes of the Imperium
Spiritual Leader: Allies with 18m may use the Chaplains’ Combi-Flamer: As Boltgun and Flamer
Resolve instead of their own. Combi-Melta: As Boltgun and Melta Gun
Combi-Plasma: As Boltgun and Plasma Gun
Wargear: Aquilla Mark VII Armor (Armor Rating 5, Powered Wolf Amulet (Armour *4, Force Shield)
3), Wolf Amulet, Crozius Arcanum, Boltgun, Bolt Pistol, Crozarius Arcanum (8+3ED; AP -3; Range 2m; Brutal, Master
Astartes Combat Knife, Power Fist, Healing Balms, 2d3 Frag Crafted, Power Field, Steadfast)
Grenades and 2d3 Krak Grenades. Healing Balms: A character equipped with these balms may heal
Optional Jump Pack with Astartes Power Armour a target non-vehicle of d3 wounds.
Optional Terminator Armor with the following weapon options:
Stormbolter
Combi-Weapons
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.
Stealthy: A unit wit this Tactic gains +Rank Bonus Dice to Questor Mechanicus Household Traditions
Stealth Tests and +1/2 Rank as a DN bonus when being attacked
by threat that is 24m away or more. House Krast Cold Fury: This unit gains an added +2 Bonus Dice
for melee attacks when it charges. In addition, this unit gains +2
Tactical Withdrawal: A unit with this Tactic can declare a Bonus Dice when targeting a Titanic threat with a melee attack.
Tactical Withdrawal and move up to +1/2 Speed away from a
Threat and make a Ranged attack as their activation. House Raven Relentless Advance: This unit gains ignores the
penalty when running and attacking with assault weapons. When
Warded: A unit with this Tactic may Soak Mortal Wounds. this unit runs, it treats Heavy weapons as Assault Weapons.
Whirlwind of Rage: When a unit with this Tactic makes a melee House Taranis Omnissiah’s Grace: When this unit would lose a
attack when charging, a critical hit on the attack deal +d3 mortal wound (except a mortal wound), roll a d6. If an Exalted Icon is
wounds in addition to any other damage dealt by the attack. You generated, that would is not lost.
cannot select this Tactic if you have already selected the Duelists
Tactic. House Vulker Firstorm Protocols: This unit gains +2 Bonus Dice
to ranged attacks that target the closest threat.
The Squat <Brotherhood> and <Guild> abilities are
summarized below. Freeblade Qualities and Burdens
When making a Squat character, you must decide if the character A Freeblade has two random Quality or one Chosen Qualities. A
is a member of the Astra Militarum or an Independent Operative Freeblade has one random Burdens or two chosen Burden.
with the Imperial keyword that belongs to either a <Brotherhood>
or a <Guild> from the Squat home worlds. Freeblade Qualities
If belonging to a Squat <Brotherhood> you must create a name Indomitable: This unit gains +2 Wounds, Willpower, and
for the Brotherhood. After a name is chosen, choose any one Fellowship.
Astra Militarum <Regiment> ability and any one Adeptus
Astartes Successor Chapter Tactic. Combined these two selections Last of their Line: This unit gains +1 Bonus Dice when
create the <Brotherhood> abilities for your character. attacking Titanic threats.
If belonging to a Squat <Guild> you must create a name for the Legendary Hero: One per combat, gain 2+ Bonus Dice to any
Guild. After a name is chosen, choose any one Adeptus one attack or +2ED to any one damage roll.
Mechanicus <Forgeworld> ability and any one Adeptus Astartes
Successor Chapter Tactic. Combined these two selections create Mysterious Guardian: This unit may be the subject of ranged
the <Guild> abilities for your character. attacks that target an ally within 12m.
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)
Big Guns Never Tire (Cost 1; Imperium) Born in the Saddle (Cost 1; Adeptus Astartes, <White Scars>)
Use this Stratagem when an ally vehicle shoots to have it gain +2 Use at the beginning of your turn, target Champion or ally on a
Bonus Dice to the attack. Bike gains +2 Bonus Dice on attacks on their next activation.
Binharic Override (Cost 1; Adeptus Mechanicus) Bring Down The Beast (Cost 2; Adeptus Astartes, <Grey
Use this Stratagem to change the Battle Protocols of target Knights>)
Kastelan Robot Troop. That Troops Battle Protocols may not be Use this Stratagem when you or an ally within 12m targets a
changed for the remainder of the game. Vehicle or Monster with a ranged attack. Gain +3ED on the
attack.
Bio-Scryer Cogitator Array (Cot 3; Imperial Knights, <House
Cadmus>) Bringers of the Emperor’s Justice (Cost 1; Adeptus Custodes)
Use this Stratagem when a threat activates and choose an ally that Use this Stratagem when you or an ally is making a melee attack
is visible to that threat. The selected ally interrupts the threats against a Heretic Astartes threat. If the attack is a critical attack,
activation and may make an immediate attack against said threat. you or your ally may make an immediate second attack against
The threat may act as normal afterwards. the same threat. If the threat was a Black Legion unit, the second
attack happens if the original attack roll was a 4+ on the Wrath
Bitter Enemy (Cost 1: Adeptus Astartes, <Imperial Fists>) Die. These second attacks cannot generate additional attacks.
Use this Stratagem when making a melee attack against an Iron
Warriors threat to gain +2 Bonus Dice on the attack and +2ED on Broadcast Targeting Data (Cost 1; Adeptus Mechanicus)
damage. Use this Stratagem and select an ally with a Data Tether. Any ally
within 12m of the selected ally that attacks a threat vehicle gains
Blazing Piety (Cost 1; Adepta Sororitas) +2 Bonus Dice on ranged attacks. This bonus lasts until the end of
Use this Stratagem when you or an ally manifests a psychic the turn.
power. If the target is Chaos, it suffers d3 mortal wounds. If
Daemon, if suffers 2d3 mortal wounds. Burning Descent (Cost 1; Adepta Sororitas)
Use this Stratagem and choose yourself or an ally armed with
Blessed Bolts (Cost 1; Adepta Sororitas) Hand Flamers. They may make an immediate ranged attack with
Use this Stratagem when a Champion or Troop attacks with a their Hand Flamers at 24m range. they may attack as normal in
ranged weapon. Increase the Base Damage of the weapon by +2 the rest of their activation.
and the AP by -2 till the end of their Activation.
Burst Missile Net (Cost 1; Adeptus Custodes)
Blind Faith (Cost 1; Adepta Sororitas <Order of the Valourous Use this Stratagem to have an ally make a n attack with any
Heart>) Missile or Rocket weapon they are equipped with against any
Castellan Strike (Cost 1; Adeptus Custodes) Cogitated Martyrdom (Cost 1; Adeptus Astartes, <Iron Hands>)
Use this Stratagem when you or an ally is attacking with an Axe Use this Stratagem when you or an ally would lose a wound,
weapon, increase the AP of the attack by +2. select an ally within 6m and roll a die. If an icon is generated, the
selected ally suffers the wound instead.
Chainsweep (Cost 1; Imperial Knights)
Use this Stratagem and select a Titanic ally. The selected all may Cognis Heavy Stubbers (Cost 1; Imperial Knights)
make a ranged attack with an added LBT trait. Use this Stratagem and select an ally armed with a Heavy Stubber
weapon. Those weapons replace their Heavy trait with the Assault
Chalice Overflowing (Cost 1; Adeptus Astartes, <Blood trait until the end of the turn.
Angels>)
Use this Stratagem to allow a Sanguinary Priest a second use of a Cognis Overwatch (Cost 1; Adeptus Mechanicus)
Narthecium on a subject that has already benefited from it this Use this Stratagem before a held action attack with a Cognis
battle. weapon, that attack is made at +2 Bonus Dice.
Choral Guidance (Cost 1; Adeptus Sororitas) Concentrated Fire (Cost 1; Astra Militarum)
Use this Stratagem when attacking with an ally vehicle that has at Use this Stratagem to have an ally with a Heavy Weapon make all
least 2 other ally vehicles within 12m of it, gain +2 Bonus Dice on their attacks on their next activation be made at +2ED.
all ranged attacks this Activation.
Concussion Grenades (Cost 1; Imperium)
Clandestine Infiltration (Cost 1; Adeptus Mechanicus, <Stygies Use this Stratagem when a visible threat moves. The selected
VIII>) threat is affected by a Concussion Grenade attack. Concussion
Use this Stratagem at the end of the turn, add any one <Stygies Grenade (Toughness DN4 test or be knocked Prone and
VIII> Troops mob to the battlefield anywhere more than 24m Staggered. Toughness or Medicae DN 4 test to recover. SBT.
from a Threat. This mob may activate as normal next turn. Does not affect targets in sealed environments.)
Clavis (Cost 1; Adeptus Astartes, <Deathwatch>) Conqueror Doctrina Imperative (Cost 1; Adeptus Mechanicus)
Use this Stratagem if there is a threat vehicle with 4m of an ally Use this Stratagem and select a Skitarii Infantry. That trop gains
that is not a mob or vehicle. Roll a d6, do d3 mortal wounds to the +1 Bonus Dice on their ranged attacks this turn. If they have a
threat vehicle for each icon generated. Data-Tether of some type, increase to +2 Bonus Dice.
Cleansing Flames (Cost 2; Adepta Sororitas <Order of the Ebon Consolidate Squads (Cost 1; Astra Militarum)
Chalice >) Use this Stratagem to have 2 Troop squads form a new Mob. The
Use this Stratagem when you or an ally is attacking with a Flame squads must be within 6m of each other to do so. Move all
Type weapon to gain +4ED to the attack. members of this new mob to within 2m of each other member.
Clearance Protocols (Cost 1; Adeptus Astartes, <Imperial Fists>) Controlled Aggression (Cost 1; Imperial Knights, <House
Use this Stratagem to have yourself and any allies within 6m Krast>)
equipped with Grenades to make an immediate Grenade attack Use this Stratagem and select an ally. When the selected ally
that does not count as an Activation this round. attacks on its next activation and gains a critical hit on an attack,
that attack gains +2ED.
Cloaked by the Storm (Cost 3; Adeptus Astartes, <Space
Wolves> Counter-Charge (Cost 1; Adeptus Astartes, <Space Wolves>)
Use this Stratagem when a Rune Priest manifests a power. Use this Stratagem when a threat declares a charge against you or
Threats suffer an additional +2 DN penalty to all ranged attacks an ally. When their charge is finished, the unit charged by the
against this Rune Priest and all allies within 12m of him. threat may immediately activate and attack them back.
Close-Range Bolter Fire (Cost 2; Adeptus Astartes, <Imperial Courage and Honour (Cost 1; Imperium)
Fists> Use this Stratagem at the start of a turn. You and all allies gain +2
Use this Stratagem and choose yourself or an ally within 12m, Willpower until the end of the turn.
when you or the selected ally shoot on their next activation, any
bolt type weapons they attack with gain the Pistol Trait in Crush Them! (Cost 1; Astra Militarum)
addition to any other traits the weapon has. Use this Stratagem and choose an ally vehicle. That vehicle gains
+10m to its speed when making a charge attack and an additional
Cluster Mines (Cost 1; Adeptus Astartes) +1 Bonus Dice on any melee attacks it makes.
Use this Stratagem after a Bike moves. Place a marker on the
battlefield to represent the Cluster Mines. When any threat moves Crushing Assault (Cost 1; Adeptus Astartes, <Space Wolves>)
to within 6m of the marker, the mines detonate. Remove the
A living conversion document by Eric A. Duckworth
Heroes of the Imperium
Use this Stratagem when you or an ally perform a charge while Champion gains the Death Company Keyword and the Black
mounted as cavalry. When the charge move is finished, roll a d6 Rage ability for the rest of the game.
for each threat within 2m of those charging. The threat suffers a
mortal wound for each Icon generated on the die. Deathgrip (Cost 1; Imperial Knights)
Use this Stratagem and select a Titanic ally. The selected ally may
Cunning of the Wolf (Cost 1; Adeptus Astartes, <Space make an immediate melee attack. If the attack targets a unit with a
Wolves>) single member and it hits, that unit suffers an added d3 mortal
Use this Stratagem to give yourself or ally unit a free move. wounds.
Cycle of War (Cost 1; Adeptus Astartes, <Ultramarines>) Deathwing Assault (Cost 2 or 3; Adeptus Astartes, <Dark
Use this Stratagem at the beginning of any activation to have the Angels>)
current Combat Doctrine become Assault Doctrine until the end Use this Stratagem when an ally arrives on the battlefield via
of the turn. Teleportarium or Teleport Strike. If the unit contains 5 or fewer
this Stratagem costs 2, if more than 5, it costs 3. This unit may
Datalink Telemetry (Cost 1; Adeptus Astartes) immediately move and make a ranged attack.
On your activation, select an ally vehicle within 24m of your
position, that vehicles next attack automatically hits. Roll to hit as Decapitating Blow (Cost 2; Adeptus Astartes, <Raven Guard>)
normal but transfer all exalted icons rolled to damage. Use this Stratagem when a threat Champion is slain by your or an
ally’s attack. All threats within 12m of the slain Champion must
Dataspike (Cost 1; Adeptus Mechanicus) pass a DN4 Resolve Test or suffer the effects of Fear for the rest
Use this Stratagem after a Champion attacks. That champion may of the game.
make one immediate attack against any vehicle within 2m. If the
attack is successful, deal an addition al d3 mortal wounds. Decapitation Doctrine (Cost 2; Adeptus Astartes,
<Deathwatch>)
Deadly Descent (Cost 1; Adepta Sororitas) Use this Stratagem when you or an ally (non-mob or vehicle)
Use this Stratagem if you or an ally is equipped with a Jump makes an attack against a non-mob or vehicle xenos threat. You
Pack to gain +12m range to any Pistol attacks. gain +2 wounds to any damage dealt by the attack.
A Deadly Prize (Cost 1; Adeptus Astartes, <Raven Guard>) Deafening Assault (Cost 1; Adeptus Mechanicus, <Metalica>)
Use this Stratagem to place a Melta-Bomb IED on the battlefield Use this Stratagem and select a threat within 12m of any ally. The
within 2m of this Champion. The IED will explode if any threat selected Threat is -2 to all Willpower based Tests till the end of
moves within 2m of it. the turn.
Death Grip Bite (Cost 1; Adeptus Astartes, <Space Wolves>) Defensive Focus (Cost 2; Adeptus Astartes, <Ultramarines>)
Use this Stratagem when a beast ally activates to have their melee Use this Stratagem after you or an ally is targeted by a charge
attacks gain +2ED. attack. You and up to 3 allies within 12m of the charging threat
may make an immediate ranged attack against the threat.
Death On The Wind (Cost 1; Adeptus Astartes)
Use this Stratagem when you or an ally is making a melee attack. Defensive Gunners (Cost 1; Astra Militarum)
Gain +2 ED to all damage rolls made that activation by you or the Use this Stratagem when an ally vehicle is the target of a Charge
selected ally. attack. The ally vehicle may immediately shoot any weapons at
the charging threat.
Death to the Alien (Cost 1; Adeptus Astartes, <Deathwatch>)
Use this Stratagem before an you or an ally makes a melee attack Deft Maneuvering (Cost 1; Astra Militarum)
against any Xenos threat. If the attack roll generated a 6 on the Use this Stratagem when an ally vehicle is the target of a ranged
wrath die, then make an immediate second melee attack after this attack to reduce the base damage of a threat’s weapons by half.
attack is resolved. This second attack cannot generate more
attacks. Descent of Angels (Cost 2; Adeptus Astartes, <Blood Angels>)
Use this Stratagem when you or an ally equipped with a Jump
Death to the Traitors (Cost 1; Adeptus Astartes) Pack declares a charge. Increase Speed by +6.
Use this Stratagem before an you or an ally makes a melee attack
against any Heretic Astartes threat. If the attack roll generated a Desperate For Redemption (Cost 3; Adepta Sororitas)
6 on the wrath die, then make an immediate second melee attack Use this Stratagem and choose yourself or an ally within 2m of a
after this attack is resolved. This second attack cannot generate threat. The chosen unit may make an immediate melee attack
more attacks. against the threat.
Death Visions of Sanguinus (Cost 1; Adeptus Astartes, <Blood Devastating Reach (Cost 1; Imperial Knights)
Angels>)
Use this Stratagem at the beginning of the game and select a
Blood Angels Champion that is not a Primarus. The selected
A living conversion document by Eric A. Duckworth
Heroes of the Imperium
Use this Stratagem and select a Titanic ally. That ally may charge Use this stratagem and target a <Forge World> Kataphron
a threat that is located up to 30m above the ‘ground’ that the Destroyer Troop and a <Forge World> Kastelen Robot Troop
Titanic ally is standing. within 12m of each other. Each of the target troops gain +2 Bonus
Dice on attack rolls this turn.
Devastating Refrain (Cost 1; Adepta Sororitas)
Use this Stratagem when an ally vehicle is attacking to gain +2 Elusive Hunters (Cost 1; Astra Militarum, <Militarum
Bonus Dice to the attack. Tempestus>)
Use this Stratagem when a threat would target you or an ally who
Devout Push (Cost 1; Adeptus Astartes, <Black Templars>) is not within ½ range of their ranged attack. The attack is made at
Select an infantry or biker unit to have the selected unit gain +4 +2DN.
speed.
Embodied Prophecy (Cost 1; Adepta Sororitas)
Direct Onslaught (Cost 1; Astra Militarum) Use this Stratagem to have a non-Flying unit gain +1 Bonus Dice
Use this Stratagem to have a friendly vehicle gain +2 Bonus Dice to attacks this turn with a melee weapon.
a=on all ranged attacks on its next activation.
The Emperor’s Executioners (Cost 1; Adeptus Astartes, <Space
Divine Chorus (Cost 2; Adeptus Mechanicus) Wolves>)
Use this Stratagem and have the target Adeptus Mechanicus unit Use this Stratagem when you or an ally that attacking a Thousand
to be affected by a second Canticle of the Omnissiah. Suns unit rolls a critical on the attack. They may take an
additional activation after this one to attack the Thousand Suns
Divine Intervention (Cost 2; Adepta Sororitas) unit again.
Use this Stratagem when a Champion is killed. Discard from 1-3
Miracle Dice and return that Champion to play with a number of The Emperor’s Judgement (Cost 1; Adepta Sororitas <Order of
wounds remaining equal to the number of Miracle Dice discarded. the Sacred Rose>)
Use this Stratagem when you or an ally is attacking with a Bolt
Dominatus Doctrine (Cost 1; Adeptus Astartes, <Deathwatch>) Type weapon to gain +4ED to the attack.
Use this Stratagem when attacking an Elite Level Tier Threat, add
1 icon to the damage roll against this threat The Emperor’s Will (Cost 1; Adeptus Astartes, <Black
Templars>)
Double Kill (Cost 1; Officio Assassinorum <Vindicare>) Use this Stratagem when you or an ally activates and moves,
Use this Stratagem after a Vindicare Assassin makes a ranged make an immediate attack with any Pistol type weapons. These
attack. The Assassin may make a second attack at no additional attacks do not count towards other attacks to incur a multi-attack
penalties against a different target. penalty.
Dragonslayer (Cost 2; Imperial Knights, <House Griffin>) Empyric Channeling (Cost 1; Adeptus Astartes, Psyker)
Use this Stratagem and select an ally. On that allies next Use this Stratagem to add +1 Bonus Dice to your Psychic
activation, they gain +1ED to all of their attacks that target a Mastery test. If within 10m of another ally Psyker, add an
Champion or Vehicle. additional +1 bonus dice to the Psychic Mastery test for each
other ally Psyker in range.
Drilled to Perfection (Cost 1; Astra Militarum, <Militarum
Tempestus>) Empyric Surge (Cost 1; Adeptus Astartes, <Grey Knights>)
Use this Stratagem when you or an ally makes a ranged attack Use this Stratagem after you manifest a psychic power, until the
using a held action. The attack is made at +2 Bonus Dice. end of the turn, all allies gain +2 to Willpower based Tests.
Dunestruders (Cost 1; Adeptus Mechanicus) Engine Purge (Cost 2; Adeptus Astartes, <Iron Hands>)
Use this Stratagem and choose a target Ironstrider Ballistarii or Use this Stratagem at the beginning of the turn if the Devastator
Sydonian Dragoon ally, they receive a +2 bonus to Speed when Doctrine is active. When you or an ally resolves an attack and
charging this turn. generates a critical hit with either a heavy or grenade weapon,
increase the AP of the attack by 1.
Duty Eternal (Cost 1; Adeptus Astartes)
Use this Stratagem when an ally Dreadnaught is targeted by an Even in Death (Cost 2; Imperium)
attack, halve the number of wounds suffered by all attacks until Use this Stratagem when you or an ally Champion is reduced to 0
the end of the turn. wounds. You or the selected ally may make 1 immediate ranged
or melee attack as if it were your or the ally’s activation.
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.
A living conversion document by Eric A. Duckworth
Heroes of the Imperium
Use this Stratagem when an Astra Militarum ally fails a Resolve
Ever Lapping Fields of Fire (Cost 2; Astra Militarum, Cadian) Test. That ally passes the test but takes d3 mortal wounds.
Use this Stratagem when you or an ally inflicts one or more
mortal wounds on a threat. Till the end of the turn you and all Final Redemption (Cost 1; Adepta Sororitas)
other allies gain a -1 DN bonus when shooting that threat. Use this Stratagem, until the end of the turn, roll a d6 for each
member of an ally Squad that is slain. Deal a number of mortal
Exalted Court (Cost 3; Imperial Knights) wounds to the threat that slayed the squad member equal to the
Use this Stratagem before the combat and choose an ally Questor number of icons generated of the die roll.
or Dominus Class ally to gain the Champion keyword and gain
the ability to have a Warlord Trait and use Relics. Finest Hour (Cost 2; Adeptus Astartes, <Grey Knights>)
Use this Stratagem at the beginning of the turn to double the range
Experienced Eye (Cost 1; Astra Militarum) of any Aura Abilities of target Champion till the end of the turn.
Use this Stratagem to have an ally make all shooting attacks at -a
1 AP bonus on their next activation. Fire on my position (Cost: 3; Astra Militarum)
Use this Stratagem when an Astra Militarum Champion is reduced
Exceptional Proficiency (Cost 2; Adepta Sororitas) to 0 wounds. Target any threat within 6m of that ally, roll a d6, if
Use this Stratagem to have you or an ally gain +1 Bonus Dice and an icon is generated the threat takes 1 mortal wound, if an exalted
+1ED acks until the end of the turn. icon is generated the threat takes d3 mortal wounds.
Explosive Judgement (Cost 1; Adeptus Astartes) Firstborn Pride (Cost 1; Astra Militarum, Vostroyan)
Use this Stratagem when resolving an attack with a Bolt type Use this Stratagem and choose yourself or an ally. That ally gains
weapon. The attack gains +2 ED and the target does not receive a -1 DN bonus to Shooting attacks their next activation.
any bonus from cover.
Flakk Missile (Cost 1; Adeptus Astartes)
Extremis Trigger Word (Cost 2; Adepta Sororitas) Use this stratagem before shooting a threat with the Fly trait while
Use this Stratagem and choose an ally. The selected ally may using a missile launcher. If the attack is successful, the attack
make an immediate melee attack that does not count as that deals 1d3 mortal wounds in addition to any other damage dealt.
Troops activation for the turn.
Flamecraft (Cost 2; Adeptus Astartes, <Salamanders>)
Faith And Fury (Cost 1; Adepta Sororitas) Use this Stratagem when attacking with a Flame weapon. Add
Use this Stratagem and select you or an ally, until the end of their 1d3 mortal wounds to the damage dealt.
activation, the selected Champion or ally gains Devastating for
their attacks. Focused Bombardment (Cost 1; Astra Militarum)
Use this Stratagem when an ally vehicle shoots with its main
Faith Is Our Shield (Cost 1; Adepta Sororitas <Order of the weapon, the attack gains +2ED.
Argent Shroud>)
Use this Stratagem when you or an ally would suffer a wound Forlorn Fury (Cost 2; Adeptus Astartes, <Blood Angles>)
from a mortal wound. Roll a d6 for each wound to be lost, if an Use this Stratagem to activate a Death Company Champion or
icon is generated then the wound is not lost. ally. This does not count as that ally’s activation for the turn.
Fall Back and Re-Engage (Cost 2; Adeptus Astartes, Fortress of Shields (Cost 1; Adeptus Astartes, <Dark Angels>)
<Ultramarines>) Use this Stratagem and select a unit equipped with at least 3
Use this Stratagem to have yourself or an ally make an immediate Storm Shields. That unit receives 1 less wound from melee
move at up to full speed away from a threat and them make an attacks made against it.
immediate charge attack against the same threat.
Fresh Converts (Cost 1; Adeptus Mechanicus, <Agripinaa>)
False Flight (Cost 2; Adeptus Astartes, <Raven Guard>) Use this Stratagem at the end of the turn, add any one
Use this Stratagem whenever a Raven Guard moves. They may <Agripinaa> Troops mob to the battlefield anywhere more than
move thru Threats as if they weren’t there but must end their 24m from a Threat. This mob may activate as normal next turn.
movement more than 2m away from any threat.
From Golden Light They Come (Cost 1 or 3; Adeptus Custodes)
Favour of the Imperium (Cost 2, Imperium) As Teleportarium below.
Use this Stratagem before the game and select one Champion to
have any 1 piece of Special-Issue Wargear. Full Charge (Cost 1; Astra Militarum, <Militarum Tempestus>)
Use this Stratagem an ally vehicle makes a shooting attack against
Fight on the Move (Cost 1; Adeptus Astartes, <Grey Knights>) a threat within 24m it, the attack gains +2 Bonus Dice.
Use this Stratagem to have yourself or an ally with 12m to gain an
added+1 Bonus Dice on their attacks when Charging. Full Throttle (Cost 1; Adeptus Astartes, <Dark Angels>)
Use this Stratagem to give your self and all allies on bikes within
Fight to the Death (Cost 1; Astra Militarum) 12m +4 Speed until the end of their next activation.
A living conversion document by Eric A. Duckworth
Heroes of the Imperium
is against an <Emperor’s Children> threat, add +4 Bonus Dice
Full Tilt (Cost 2; Imperial Knights) instead.
Use this Stratagem when a Titanic ally performs a charge action
to have the, gain +4 to their speed and an added +1 Bonus Dice to Gravatic Amplification (Cost 1; Adeptus Astartes)
their attacks on that charge action. Use this Stratagem when yourself an ally is shooting with a Grav
Weapon, he may reroll the damage roll made for that weapon.
Furious Charge (cost 1; Astra Militarum)
Use this Stratagem to have a charging ally gain the Mortal 1 trait Grenadiers (Cost 1; Astra Militarum)
on attacks made during their charge. Use this Stratagem when an ally mob makes a ranged attack, each
member of the mob may attack with a grenade of choice they are
Furious Recital (Cost 1; Adepta Sororitas) equipped with instead of one attack roll for the whole mob.
Use this Stratagem when attacking with a vehicle unit. The target Resolve each attack separately.
of the attack’s gains a -1D penalty to Wisdom-based Tests until
the end of the turn. If the target is a Chaos unit, the penalty is -2 Hail of Fire (Cost 2; Astra Militarum)
Dice. Use this Stratagem when an ally vehicle attacks a threat vehicle to
have all of the allies’ ranged attacks be made as the weapon had
Furor Doctrine (Cost 1; Adeptus Astartes <Deathwatch>) the Mortal 2 weapon trait.
Use this Stratagem when attacking a Troops Level Tier Threat,
add 1 icon to the damage roll against this threat. Hammer Blow (Cost 2; Astra Militarum, <Militarum
Tempestus>
Fury of the First (Cost 1; Adeptus Astartes) Use this Stratagem when a threat is destroyed by a ranged attack
Use this Stratagem when you or an ally in Terminator Armour by an ally vehicle. All threats within 24m of the destroyed unit are
attacks, add +2 bonus dice to the attack. pinned and have all movement reduced by ½ and all raged attacks
they make are made at +1 DN. These effects last until the end of
Fury of the Proven (Cost 1; Adeptus Astartes, <Grey Knights>) the next turn.
Use this Stratagem to gain +2ED to a ranged attack.
Hammer or Wrath (Cost 1; Adeptus Astartes)
Gene-Wrought Might (Cost 1; Adeptus Astartes) Use this Stratagem when a you or an ally equipped with a Jump
Use this Stratagem and choose yourself or an ally Infantry Pack finishes a charge move, target Threat receives d3 mortal
Champion or Troop. The chosen Infantry gains the Mortal 2 Trait wounds.
for all their melee attacks this turn.
A Hated Foe (Cost 1; Adeptus Astartes, <Crimson Fists>)
Gifts of the Mechanicus (Cost 1; Astra Militarum, <Militarum Use this Stratagem when you or an ally is targeting an Ork threat
Tempestus>) with an attack to gain +2 Bonus Dice on the attack.
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, Head First (Cost 1; Astra Militarum)
the weapon gains the Mortal 2 weapon trait. Use this Stratagem to increase an ally’s speed by 2 when they
declare a charge attack.
Go! Recon! (Cost 1; Astra Militarum)
Use this Stratagem to have a Scout ally make an immediate move, Heed the Prognosticars (Cost 2; Adeptus Astartes, <Grey
even if it has already activated this turn. This move does not count Knights>)
against the ally for any purposes the rest of the turn. Use this Stratagem and choose a Champion, that Champion gains
+3 Resilience till the end of the turn.
Gloria Mechanicus (Cost 2; Adeptus Mechanicus)
Use this Stratagem and change the Canticle of the Omnissiah Hellfire Shells (Cost 1; Adeptus Astartes)
that is currently being used to any other Canticle. Use this Stratagem when attacking with a Heavy Bolter or the
Heavy Bolter profile of a combi/multi weapon. Add 1d3 mortal
Glory In Honour! (Cost 3; Imperial Knights, <House Terryn>) wounds to the damage dealt.
Use this Stratagem and select an ally to immediately perform a
melee attack. This does not count as that ally’s activation in the Hero of the Chapter (Cost 1; Adeptus Astartes)
turn. Use this Stratagem before the game to give any one Champion a
Warlord Trait if it does not already have one.
Godhammer Lascannons (Cost 2; Adeptus Astartes)
Use this Stratagem when you select a Land Raider to shoot. Your Heroic Intervention (Cost 1; Imperial)
attacks with any LasCannon weaponry gain +2 Bonus Dice and Use this Stratagem when an ally within 6m of this Champion is
+2 ED until the end of the turn. the target of an attack. The attack targets this Champion instead.
This Stratagem cannot be used by a Champion embarked in a
The Gorgon’s Rage (Cost 1; Adeptus Astartes, <Iron Hands>) vehicle or fortification. This Stratagem may be used multiple
Use this Stratagem when you or an ally attacks with a melee times in a game.
weapon. Add +2 Bonus Dice to the attack roll. If the melee attack
A living conversion document by Eric A. Duckworth
Heroes of the Imperium
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>)
Use this Stratagem to give any Infantry unit a free movement.
Holy Rage (Cost 1; Adepta Sororitas) That unit must end its movement no closer than 18m from a
Use this Stratagem when you or an ally Charges to gain +2 Bonus threat.
Dice to attacks.
Infoslave Skull (Cost 2; Adeptus Mechanicus)
Holy Trinity (Cost 1; Adepta Sororitas) Use this Stratagem immediately after a threat Steals the Initiative,
Use this Stratagem before shooting with a unit containing 1or cancel their Initiative (losing the Ruin or Glory spent) and
more each of Bolt weapon, Flamer weapon, and a Melta weapon. immediately activate yourself or any one ally within 24m.
Add +1 icon to all damage rolls made for that unit this activation.
Inner Circle (Cost 1; Adeptus Astartes, <Dark Angels>)
Honour The Chapter (Cost 3, Adeptus Astartes) Use this Stratagem before the game and choose a Champion or
Use this Stratagem at the end of the Turn, select a Infantry or Land Raider. The selected unit gains the Deathwing Keyword
Biker (individual or mob). The target Infantry or Biker may make and the Inner Circle ability until the end of the game.
an immediate melee attack.
Inspire Fear (Cost 1; Adeptus Astartes, Adeptus Custodes,
Honour The Martyrs (Cost 1; Adepta Sororitas <Order of the Adepta Sororitas)
Martyred Lady>) Use this Stratagem on your activation to force a visible threat
Us this Stratagem when an ally Champion is killed to gain +2 within 6m of you to make a Resolve Test (DN 4) or suffer Terror
Bonus Dice to all attacks till the end of the combat. till the end of the turn.
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)
On your activation, select a Predator within 24m of your Lone Wolf (Cost 1; Adeptus Astartes, <Space Wolves>)
position, that Predator may target a threat within 150m. Roll to Use this Stratagem when an ally Infantry Troops is reduced to one
hit as normal for the Predator, but the damage done is 3d3 Mortal member, that member gains +4 Wounds, is a Champion, and all
Wounds instead of normal damage. attacks for the remainder of the game gain +1 Bonus Dice and +1
ED.
Knight of the Cog (Cost 1; Adeptus Mechanicus)
Use this Stratagem and select any Titanic Vehicle. Choose any Lucifer-Pattern Engines (Cost 1; Adeptus Astartes, <Blood
one Canticle of the Omnissiah ability for the chosen vehicle to Angels>)
be have till the end of the turn. Use this Stratagem and select a vehicle other than a Dreadnaught
or a Fly vehicle. Increase this vehicles speed by 12m until the end
Knowledge of the Foe (Cost 0; Imperium) of the turn.
Use this Stratagem after an enemy Champion has been killed to
recover 1 Wrath, 1 Glory, or 1 Ruin Point. Machine Empathy (Cost 1; Adeptus Astartes, Iron Hands)
Use this Stratagem when an ally Vehicle attacks. All attacks for
Last Rites (Cost 1; Adepta Sororitas) the vehicle are made at no penalty to shooting heavy or assault
Use this Stratagem to have you or an ally gain +2 Bonus Dice to weapons when the vehicle moves this turn.
any Wisdom based Test.
Machine Spirit Resurgent (Cost 1; Imperial)
Laugh in the Face of Death (Cost 1; Adeptus Astartes, <Space Use this Stratagem and select an ally vehicle, that vehicle may
Wolves> make 1 additional attack this turn with any one weapon at a
Use this Stratagem when you or an ally is subject to an effect by a Ballistic Skill of 10.
threat that reduces their Resolve, you or the ally gains +1 Bonus
Dice for all attacks on their next activation. Machine Spirit’s Revenge (Cost 1; Adeptus Mechanicus)
Use this Stratagem when an ally Vehicle is destroyed, do not roll
Lay Low The Tyrants (Cost 1; Imperium) a die, that vehicle Explodes doing an additional d3 mortal wounds
Use this Stratagem whenever an ally attacks a threat Champion, in damage.
increase the damage done by 2 icons.
Malleus Doctrine (Cost 1; Adeptus Astartes, <Deathwatch>)
Legio Teleportarium (Cost 1; Adeptus Mechanicus, <Lucius>) Use this Stratagem when attacking a Vehicle, Walker, or
Use this Stratagem at the end of the turn, add any one <Lucius> Monstrous Creature Threat (non-bike, jump pack, or land speeder
Troops mob to the battlefield anywhere more than 24m from a of equivalent), add 1 icon to the damage roll against this threat.
Threat. This mob may activate as normal next turn.
Martial Precision (Cost 1; Adeptus Astartes, <Ultramarines>
Linebreaker Bombardment (Cost 1; Adeptus Astartes) Use this Stratagem before you or an ally attacks, their ranged
On your activation, select a Vindicator within 24m of your attacks gain the Spread Trait.
position, that Vindicator may target a threat within 150m. Roll to
hit as normal for the Vindicator, but the damage done is 3d3 Martyr’s Immolation (Cost 1; Adepta Sororitas)
Mortal Wounds instead of normal damage. Use this Stratagem when an ally Vehicle is destroyed to have it
explode immediately.
The Lion and the Wolf (Cost 1; Adeptus Astartes, <Dark Martyred (Cost 1; Adepta Sororitas)
Angels>) Use this Stratagem when a Champion is killed to have that
Champion make one attack with any weapon and gain d3 Wrath.
A living conversion document by Eric A. Duckworth
Heroes of the Imperium
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. Noble Sacrifice (Cost 2; Imperial Knights)
Use this Stratagem before rolling to see in an Imperial Knights
Master of the Trifold Path (Cost 3; Adeptus Astartes) ally explodes. If the chosen ally is either an Armiger Class or a
Use this Stratagem before the game to have a Champion gain 1 Questoris Class ally, it explodes if an Icon is generated. If it is a
Warlord Trait of their choice to be in effect till the end of the Dominus Class ally, it explodes if an Icon is generated all units
game. within 3d5x2m are affected.
Masterful Marksmanship (Cost 1; Adeptus Astartes) Oathbreaker Guidance System (Cost 2; Imperial Knights)
Use this Stratagem with shooting a Bolter weapon with Special Use this Stratagem and choose an ally attacking with a missile
Issue Ammunition. The attack does 1d3 mortal wounds in weapon. That ally may target an ally that is not visible to them
addition to any other damage dealt. and ignores their DN modifier from cover they may have.
Masters of Combat (Cost 2; Adeptus Astartes, <Grey Knights>) Oaths of Honour (Cost 1; Adeptus Astartes, <Black Templars>)
Use this Stratagem to gain +2Bonus Dice on your next melee Use this Stratagem when an ally attacks with a melee weapon,
attack. that ally gains +2 Bonus Dice to the attack.
Mental Focus (Cost 1; Adeptus Astartes, <Grey Knights>) Officio Prefectus Command Tank (Cost 2; Astra Militarum)
Use this Stratagem to allow yourself or an ally Psyker to attempt Use this Stratagem before the game session. Choose an ally
to manifest a Psychic Power. Leman Russ, all ally troops within 6m of this vehicle have +2
bonus dice for Resolve Tests.
Mentor’s Guidance (Cost 1; Adeptus Astartes, <Space Wolves>)
Use this Stratagem and choose a Champion within 12m of a Wolf Only In Death Does Duty End (Cost 2; Imperium)
Priest. The selected Champion gains Devastating on their ranged Use this Stratagem when an ally Champion is reduced to 0
attacks until the end of the turn. wounds, that Champion may make an immediate ranged or melee
attack at no wound penalties.
Mercy is Weakness (Cost 1; Adeptus Astartes, <Iron Hands>)
Use this Stratagem at the start of the turn and choose an Ally and Optimal Repulsion Doctrines (Cost 1; Adeptus Astartes, <Iron
a Threat. Each time this threat is attacked by the selected ally and Hands>)
the attack is a critical, the attack does double damage. Use this Stratagem when you or an ally is resolving an attack
using a Held Action. The attack scores a critical hit on a 5-6 on
Methodical Firepower (Cost 1; Adeptus Astartes, <Iron Hands>) the Wrath Die. If you or the ally has the The Flesh is Weak ability,
Use this Stratagem at the beginning of the turn if the Devastator then score a critical hit on a 4-6 on the Wrath die.
Doctrine is not in effect. Choose yourself or an ally and have the
Devastator Doctrine be in effect for their next activation. Optimized Salvo (Cost 1; Adeptus Astartes, <Deathwatch>)
Use this Stratagem when a <Deathwatch> mob is using Special
Mobile Command Vehicle (cost 1; Astra Militarum) Issue Ammunition. Each member of the mob may choose a
Use this Stratagem to have any Champion with the Voice of different type of Special Issue Ammunition to fire. Roll all
Command ability who is embarked in a Chimera to issue an attacks separately then.
Order, even if he has done so already this turn. The target of this
Order may be up to 150m away from the Chimera. Orbital Bombardment (Cost 3; Adeptus Astartes)
This Stratagem may only be used once per game. During your
Moment of Grace (Cost 1; Adepta Sororitas) activation, choose a visible point on the battlefield, target it as a
Use this Stratagem when making an attack roll or a Soak roll. Huge Blast Template. Roll a die for each target (individual threat
Discard from 1-3 Miracle Dice to add 1 Bonus Die to the roll for or mob) in the area of effect. If no Icon is rolled the target takes
each die discarded. 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
Networked Machine Spirits (Cost 1; Adeptus Custodes) wounds.
Use this Stratagem if there are 2 or more allied vehicles with a
Machine Spirit ability within 12m of each other. All of these Order of Companions (Cost 2; Imperial Knights, <House
vehicles gain an additional +2 Bonus Dice for ranged attacks until Raven>)
the end of the turn while they are within 12m of each other. Use this Stratagem and select an ally. The selected ally gains +1
Bonus Dice or +2ED to any one roll on their next activation.
Never Forgive, Never Forget (Cost 1; Adeptus Astartes, <Dark
Angels>) Our Darkest Hour (Cost 2; Imperial Knights <House Taranis>)
Use this Stratagem when a Dark Angel targets a Heretic Astartes Use this Stratagem when an ally vehicle is reduced to 0 wounds
threat with a melee attack. If a critical hit is made with the attack, and did not explode. At the end of the turn, set that unit back up as
A living conversion document by Eric A. Duckworth
Heroes of the Imperium
close as possible to it’s previous position and with 2d3 wounds Use this Stratagem and chose a Champion, Troop, or Vehicle
remaining. attacks with a Plasma type weapon. Attacks using any Plasma
type weapons are made at +2 Bonus Dice and +2 to the weapons
Outnumbered But Never Outmatched (Cost 1; Adeptus Base Damage until the end of the turn.
Astartes, <Dark Angels>)
Use this Stratagem when you or any allies within 12m are Plant the Vexilla (Cost 1; Adeptus Custodes)
attacking a mob, gain +2 Bonus Dice on all attacks against the Use this Stratagem to increase the range of all of your aura
mob until the end of the round. abilities by 12m until the end of the turn.
Overkill (Cost 1; Adeptus Astartes, <Deathwatch>) Point-Blank Efficacy (Cost 1; Astra Militarum, <Militarum
Use this Stratagem at the end of the turn when battling a Necron Tempestus>)
threat. Any Reanimation Protocol rolls made during the next Use this Stratagem when you or an ally is making an attack with a
turn are made at a -1DN penalty. Hot-Shot weapon. For the rest of the turn, all ranged attacks
against threats within ½ range are made at +2 Base Damage.
Overwhelming Assault (Cost 1; Adeptus Astartes, <Grey
Knights>) Powerful Adept (Cost 1; Adeptus Astartes, <Grey Knights>)
Use this Stratagem and choose an ally or yourself to gain +2 Use this Stratagem to have the range of all manifested powers
Bonus Dice and +2ED on your next ranged attack. increased by 12m until the end of your turn.
Overwhelming Impetuosity (Cost 1; Adeptus Astartes, <Space Praetorian’s Wrath (Cost 2; Adeptus Astartes, <Imperial Fists>)
Wolves>) Use this Stratagem at the start of a turn that the Devastator Tactic
Use this Stratagem and choose yourself or an ally that charged. is in effect. Any attacks by you or your allies with a Heavy or
The ally’s melee attacks for the rest of the turn gain +1 Bonus Grenade weapon that scores a Critical hit has the AP of the attack
Dice. increased by 1.
Overwhelming Savagery (Cost 1; Adeptus Astartes, <Space Precision Drop (Cost 1; Astra Militarum, <Militarum
Wolves>) Tempestus>)
Use this Stratagem and choose yourself or an ally. That ally gains Use this Stratagem to have you and any ally with 20m to
+2 ED on all attacks on their next activation. automatically pass a Pilot Test for a Jump Pack or a Grave Chute.
Pack Hunters (Cost 1; Adeptus Astartes, <Space Wolves>) Preliminary Bombardment (Cost 2; Astra Militarum)
Use this Stratagem when a beast ally activates and is within 6m of This Stratagem may only be used once per game. During your
an ally. The beast ally gains +2 Bonus Dice or all attacks made on activation, choose a visible point on the battlefield, target it as a
their 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; Imperial Knights) takes 1d3+1 wounds, if 1 Icon is rolled the target takes 1d3 mortal
Use this Stratagem when an ally Armiger Warglaive activates and wounds, if an exalted icon is rolled the target takes 2d3 mortal
is within 24m of an ally. The beast ally gains +2 Bonus Dice or all wounds
attacks made on 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>) Use this Stratagem after a threat Champion has been killed. Gain
Use the Stratagem and select a Calexus Assassin to have all of 3 Wrath, Glory, or Ruin points.
their ranged weapons base damage increased by d3+1 until the
end of the turn. Protector Doctrina Imperative (Cost 1; Adeptus Mechanicus)
Use this Stratagem and select yourself or an ally to gain +1 Bonus
Percussive Blast (Cost 1; Astra Militarum) Dice on their melee attacks this turn. If they have a Data-Tether
Use this Stratagem when a threat vehicle suffers a wound by a of some type, increase to +2 Bonus Dice.
Battle Cannon attack and halve that vehicles movement until the
end of their next activation Psybolt Ammunition (Cost 2; Adeptus Astartes, <Grey Knights>
Use this Stratagem when attacking with a Bolt type weapon. The
Piercing Strike (Cost 1; Adeptus Custodes) weapon gains the Bane <Daemon & Psyker> Trait.
Use this Stratagem when you or an ally makes a melee attack. The
attack generates 2 extra icons on the damage roll. Psychic Channeling (Cost 1; Adeptus Astartes, <Grey Knights>
Use this Stratagem when a yourself or an ally Psyker is making a
Plasma Specialists (Cost 1; Adeptus Mechanicus, <Ryza>) Psychic Mastery Test, add +2 Bonus Dice to the Test.
A living conversion document by Eric A. Duckworth
Heroes of the Imperium
Use this Stratagem to have a friendly vehicle within 24m ignore
Psychic Conclave (Cost 1; Astra Militarum) any damage modifiers for the rest of the turn.
Use this Stratagem and select an ally Psyker, on that Psykers next
activation it gains +2 Bonus Dice to all Psychic Tests and can Relics of The Imperium (Cost 1 or 2; Imperium)
attempt to manifest one additional psychic power. Use this Stratagem before the game session. For 1 Wrath, your
character begins play with a weapon they are equipped with to
Psychic Onslaught (Cost 2; Adeptus Astartes, <Grey Knights> have the Master Crafted Trait added to it. For 2 Wrath, your
Use this Stratagem when yourself or an ally attacks with a character beings play with a weapon with the Master Crafted
Gatling Psilencer, Heavy Psycannon, Psilencer, or Psycannon. trait and may increase any one numerical value of the weapons
Increase the Base Damage and AP by 2 for the attack. stat line by 1.
Purgatus Doctrine (Cost 1; Adeptus Astartes, <Deathwatch>) Rolling Death (Cost 1; Astra Militarum)
Use this Stratagem when attacking an Adversary Level Tier Use this Stratagem and select an ally vehicle. On the selected
Threat, add 1 icon to the damage roll against this threat vehicle’s next activation, if that vehicle moves only up to half
speed, it gains +2 Bonus Dice to all attacks it makes that
Purity of Faith (Cost 1; Adepta Sororitas) activation.
Use this Stratagem when an enemy Psyker attempts to manifest a
psychic power within 48m of an Adepta Sororitas unit. Roll a d6, Rotate Ion Shields (Cost 1; Adeptus Mechanicus and Questor
on a 4+ that psychic power is resisted, and the effects negated. Mechanicus)
Use this Stratagem at the beginning of the turn. When a threat
Rage of the Machines (Cost 1; Adeptus Mechanicus) attacks any Vehicle with armor that provides an Invulnerable
Use this Stratagem and select an ally Vehicle, until the end of the save, increase the armor rating of the armor by +2 till the end of
turn, that vehicle gains +1 Bonus Dice on all attacks when the turn.
moving.
Sacred Banner of the Order Militant (Cost 1; Adepta Sororitas)
Rally the Faithful (Cost 1; Adepta Sororitas) Use this Stratagem before the game and select an ally with a
Use this Stratagem when an ally fails a Willpower based test. Simulacrum Imperialis. It is upgraded to Sacred Banner. In
That ally passes the test instead. addition to its normal abilities, the power of the banner can be
used once per game at the start of any Turn. When used, until the
Rapid Fire (Cost 2; Adeptus Astartes, <Primaris>) end of the Turn, the Invulnerable save from that units Shield of
Use this Stratagem and select yourself or an ally, all Bolt Type Faith ability is increased by +2.
weapons you or the ally are equipped with gain the Rapid Fire 2
trait. Sacred Rites (Cost 1; Adepta Sororitas)
Use this Stratagem at the start of your activation to gain 1 Faith.
Raptoris Doctrine (Cost 1; Adeptus Astartes, <Deathwatch>)
Use this Stratagem when attacking a Fly Threat, add 1 icon to the Sally Forth! (Cost 3; Imperial Knights)
damage roll against this threat Use this Stratagem to have a Titanic ally immediately move
2d6x2m.
The Raven’s Blade (Cost 1; Adeptus Astartes, <Raven Guard>)
Use this Stratagem and select a threat. Anytime you or an ally Sappers (Cost 1; Adeptus Astartes, <Imperial Fists>)
charges the selected threat they gain +2 Speed and an added +1 Use this Stratagem to gain +2ED when you or an ally within 12m
Bonus Dice to the attack. is attacking a building or fortification.
Red Rampage (Cost 1; Adeptus Astartes, <Blood Angels>) Saturation Bombardment (Cost 1; Imperial Knights <House
Use this Stratagem before a Champion makes a melee attack. Vulker)
Increase this Champions Initiative by 6 til the end of the turn. Use this Stratagem and select an ally. When that ally scores a
critical hit on their next activation, that attack gains +2ED.
Refusal To Die (Cost 1; Adeptus Astartes)
Use this Stratagem and select an ally Death Company unit. For Scion of Guilliman (Cost 1, Adeptus Astartes, <Ultramarines>)
the rest of the turn if this unit were to suffer a wound, roll a d6. If Use this Stratagem when an Infantry Mob or Bike Squad is
an Icon is generated the wound is not lost. selected to attack, that Mob or Squad gains +1 Bonus Dice on all
attacks rolls till the end of the turn. If the selected Mob or Squad
Reject The Flesh, Embrace The Machine (Cost 1; Adeptus is a Tactical Squad or Intercessor Squad, they gain +1 Bonus
Astartes, <Iron Hands>) Dice and +1ED on their attacks.
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 Scion of the Forge (Cost 1; Adeptus Astartes, <Iron Hands>)
a wound, roll a d6, if an exalted icon is generated the wound loss Use this Stratagem before the game. This Champion may have
is ignored. any 1 piece of Special-Issue Wargear.
See, But Remain Unseen (Cost 1; Adeptus Astartes, <Raven Slay The Tyrant (Cost 1; Adeptus Astartes, <Crimson Fists>)
Guard>) Use this Stratagem when you or an ally is targeting a threat
Use this Stratagem and elect an ally that has not attacked this turn. Champion to gain +2 Bonus Dice on the attack.
Until the beginning of your next activation, any attacks against
that ally are made at an additional +1DN penalty. Slayers of Shadows (Cost 1; Imperial Knights <House Mortan>)
Use this Stratagem and select an ally to ignore all DN modifiers
Seeking a Saga (Cost 1; Adeptus Astartes, <Space Wolves>) on their next activation.
Use this Stratagem and choose a Champion within 2m of a threat
champion. The selected Champion gains +2 ED to all attacks Sons of Guilliman (Cost 1; Adeptus Astartes, <Ultramarines>
against the threat champion until the end of the turn. Use this Strategy and select yourself or an Infantry or Biker ally
to gain the +2 Bonus Dice for their attacks until the end of the
Send in the next wave! (Cost 2; Astra Militarum, Valhallan) turn.
Use this Stratagem at the end of a turn that a Troops or Vehicle
ally was destroyed. You may set this ally up on the battlefield Soul Horror (Cost 2; Officio Assassinorum, <Calexus>)
edge furthest away from any threats. It may activate as normal Use this Stratagem and choose a Calexus Assassin. Threats
next turn. within 6m of the selected Calexus cannot make melee attacks this
turn.
Sentinel Storm (Cost 2; Adeptus Custodes)
Use this Stratagem and select a visible ally to make an immediate Souls of Iron (Cost 1; Adeptus Astartes, <Iron Hands>)
ranged attack against a threat that is visible to them. This does not Use this Stratagem when a threat Psyker manifests a psychic
count as the ally’s activation this turn. power within 48m of this Champion. Roll a d6, if an icon is
generated the power is resisted.
Shield of Flesh (Cost 1; Astra Militarum)
Use this Stratagem and select a friendly unit that is closer to a Spark of Divinity (Cost 1; Adeptus Custodes)
threat than a friendly unit being attacked at range by the threat Use this Stratagem when a threat Psyker manifests a power with
attacking it. The selected unit is the new target of the threat. 24m of you. You may attempt to Deny The Witch as if you were a
Psyker.
The Shield Unwavering (Cost 2; Adeptus Astartes, <Imperial
Fists>) Speed of the Raven (Cost 1; Adeptus Astartes, <Dark Angels>)
Use this Stratagem at the beginning of a turn. Select an ally to Use this Stratagem and select yourself or an all that is charging to
gain +2 Bonus Dice on all attacks rolls and +2ED to all damage gain +2 Speed and +1 Bonus Dice for attacks until the end of its
rolls on their next Activation. activation.
Shock and Awe (Cost 1; Adeptus Astartes, <Black Templars>) Splash Damage (Cost 1; Astra Militarum)
Use this Stratagem when you or an ally is disembarking from a Use this Stratagem to have an ally vehicles attacks gain the
vehicle. Threats cannot use held actions to attack you. You or Spread Trait for attacks made on its next activation.
your allies that disembarked gain + Bonus Dice to attacks for the
rest of the turn. Squad Doctrines (Cost 1; Adeptus Astartes, <Ultramarines>)
Use this Stratagem at the start of an activation to have yourself or
Shoulder the Mantle (Cost 3; Imperium) an ally Infantry or Bike ally be subject to a different Combat
Use this Stratagem before the game to allow any 1 character to Doctrines that is currently active until the end of the turn.
have 1 Warlord Trait.
Stand Firm (Cost 1; Adeptus Astartes, <Dark Angels>)
Skilled Riders (Cost 2; Adeptus Astartes) Use this Stratagem when yourself or an ally is targeted by an
Use this Stratagem when an ally Bike or Land Speeder moves. attack to have gain +1 Defense against the attack.
Till the end of the turn, that ally gains +2 to their Defense.
Stasis Shell (Cost 1; Adeptus Astartes, <Dark Angel>)
Skyfire (Cost 1; Adeptus Astartes) Use this Stratagem when yourself or an ally attacks with a
Use this Stratagem when an ally Hunter or Stalker attacks, when grenade launcher to gain +1 Bonus Dice to the attack and if it hits,
targeting a threat with Fly, the attack gains +2 Bonus Dice and the target suffers d3 mortal wounds.
increase the ED of the attack by +4.
Staunch Allies (Cost 2; Imperial Knights, <House Hawkshroud>)
Skyreaper Protocols (Cost 1; Imperial Knights) Use this Stratagem when an ally is targeted by a threat charge. An
ally within 24m of the charged ally may make an immediate
attack against the threat. This attack interrupts the threats
Strike from the Shadows (Cost 1; Adeptus Astartes, <Raven Tactical Misdirection (Cost 1; Astra Militarum, <Militarum
Guard>) Tempestus>)
Use this Stratagem and make a Stealth test for any 1 Champion or Use this Stratagem when you or an ally destroy a threat unit, until
ally. That Champion or ally gains bonus dice to their next attack the beginning of your next activation, all threats make ranged
equal to the number of exalted icons generated on the Stealth test. attacks at +1 DN.
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
• Melee: (7+3ED; AP -2; Range Melee, Brutal) • Melee (5+1ED; AP -1; Range Melee; Brutal, Unwieldly
1)
Combi-Weapons
• Combi-Flamer: As Boltgun and Flamer Sentinel Blade <Adeptus Custodes>
• Ranged (10+1ED; AP -0; Range 30m; Salvo 2; Pistol,
• Combi-Grav: As Boltgun and Grav-Gun Brutal)
(<Deathwatch>)
• Melee: (4+3ED; AP -3; Range Melee; Brutal)
• Combi-Melta: As Boltgun and Melta Gun
Watcher’s Axe <Adeptus Custodes>
• Combi-Plasma: As Boltgun and Plasma Gun • Ranged: (11+2ED; AP -1; Range 60m; Salvo 2; Rapid
Fire 1)
Electro-Static Gauntlets <Adeptus Mechanicus >
• Ranged: (11+1ED; AP 0; Range 30m; Salvo 3; Assault • Melee: (10+3ED; AP -3; Range Melee; Brutal)
>)
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)
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; Taurox Gatling Cannon (10+1ED; AP 0; Range 60m; Salvo 8;
Brutal, Heavy 10, Indirect, Macro, OTH) Spread)
Armiger-Autocannon (13+3ED; AP -1; Range 150m; Salvo 4; Thermal Cannon (15+6ED; AP -4; Range 90m; Salvo 2; Heavy
Heavy 6, Brutal) 8, Melta)
Avenger Gatling Cannon (12+2; AP -2; Range 90m; Salvo 4; Thermal Spear (14+6Ed; AP -4; Range 72m; Salvo 2, Assault,
Brutal, Heavy) Melta)
Battle Cannon (16+3ED; AP -2; Range 140m; Salvo -; Heavy 6, Thundercoil Harpoon (22+10ED; AP -6; Range 30m; Salvo -;
LBT) Heavy 2, Mortal 3, Macro)
Chem Cannon (1d3 mortal wounds, 1d6 shock, Staggered; Torsion Cannon (14+6ED; AP -4; Range 60m; Salvo 0; Brutal,
Range 10m; LBT, Acidic) Heavy 4 <Adeptus Mechanicus>)
Conflagration Cannon (13+2ED; AP -2; Range 48m; Salvo 2, Twin Autocannon (16+1ED; AP -1; Range 96m; Salvo 6)
Spread, Blaze) Twin Assault Cannon (14+2ED; AP -1; Range 48m; Salvo 12;
Demolisher Cannon (20+3ED; AP -3, Range 50m; Salvo -; LBT) Heavy 8)
Dual Turbo-Laser Destructor (22+12ED; AP -3; Range 48m; Twin Cognis Autocannon (14+2ED; AP -1; Range 120m; Salvo
Mortal 4, OTH) 6; Assault, Heavy 6 <Adeptus Mechanicus>)
Earthshaker Cannon (15+3ED; AP -2; Range 60m; Salvo 3; Twin Cognis Lascannon (18+3ED; AP -3; Range 150m; Salvo
Heavy 8, Brutal, Indirect, HBT, OTH) 2; Assault, Heavy 8; Steadfast <Adeptus Mechanicus>)
Eradicator Nova Cannon (12+3ED; AP -2; Range 70m; Salvo 1; Twin Grenade Launcher (Damage As Grenade; AP As Grenade;
LBT, Melta) Range 60m; Salvo 2)
Executioner Plasma Cannon (13+3ED; AP -3; Range 70m; Twin Heavy Bolter (12+2ED; AP -1; Range 60m; Salvo 6;
Salvo 1; LBT; Supercharge) Brutal; Heavy 6)
Heavy Laser Destroyer (16+6ED; AP -4; Range 180m; Salvo 3; Twin Heavy Plasma Cannon (16+4ED, AP -3, Range 60m;
Devastating, Heavy 6; Steadfast <Primaris>) Salvo 6; Supercharge, Heavy 6)
Hydra Quad Autocannon (20+4ED; AP -1; 3km; Salvo 4) Twin Hellfrost Cannon (14+6ED; AP -4; Range 60m; Salvo 2;
Icarus Lascannon (16+6ED; AP -3; Range 240m; Salvo 2; Anti- Heavy 4, Brutal, Mortal 2 <Space Wolves>)
Air, Steadfast) Twin Icarus Autocannon (13+2ED; AP -1; Range 90m; Salvo 6;
Las-Impulsor (18+6ED; AP -4; Range 60m; Salvo 2; Heavy 8) Brutal, Heavy 6)
Las-Talon (18+3ED; AP -3; Range 60m; Salvo 1; Heavy 4; Twin Ironhail Autocannon (16+2ED; AP -1; Range 96m; Salvo
Steadfast) 6; Heavy 6)
Macro-Plasma Incinerator (15+2ED, AP -4, Range 90m; Salvo Twin Lascannon (18+5ED; AP -3; Range 150m; Salvo 3; Heavy
3; Macro, Supercharge, Heavy 10 <Primaris>) 10, Steadfast)
Onslaught Gatling Cannon (11+1ED; AP -1; Range 60m; Salvo Twin Meltagun (16+2ED; AP -4; Range 24m; Salvo 2; Assault,
4; Brutal; Heavy 4 <Primaris>) Melta)
Orbital Array (16+6ED; AP -4; Range 180m; Salvo 3; Heavy 6; Twin Multi-Melta (16+3ED; AP -4; Range 48m; Salvo 2; Heavy
LBT, Indirect, Limit 1) 2, Melta)
Plasma-Decimator (14+2ED; AP -3; Range 120m; Salvo 3; Twin Heavy Phosphor Blaster (12+1ED; AP -2; Range 90m;
Heavy 12, Supercharge) Salvo 4; Heavy 4, No Cover Saves vs this weapon <Adeptus
Plasma Obliterator (14+2ED; AP -3; Range 180m; Salvo 3; Mechanicus>)
Heavy 10, Supercharge) Twin Plasma Cannon (15+2ED, AP -3, Range 48m; Salvo 4;
Predator Autocannon (16+2ED; AP -1; Range 90m; Salvo 4; Heavy 2, Rapid Fire 1, Supercharge)
Brutal; Heavy 8) Twin Siegebreaker Cannon (13+3ED; AP -1; Range 120m;
Punisher Gatling Cannon (12+2ED; AP 0, Range 40m; Salvo 5; Salvo 6; Heavy 8, Brutal)
Rapid Fire 10; Spread) Vanquisher Battle Cannon (16+3ED; AP -3; Range 140m;
Quad-Gun (13+1ED; AP -1; Range 120m; Salvo 4; Brutal, Salvo -; LBT; Penetrating 10)
Heavy 8, Anti-Air) Volcano Lance (20+9ED; AP -5; Range 200m; Salvo 4; Heavy 8,
Quad Icarus Lascannon (18+3ED; AP -3; Range 150m; Salvo 6; Macro)
Heavy 8; Steadfast, Anti-Air)
Rapid-Fire Battle Cannon (14+3ED; AP -2; Range 180m; Salvo
3; Heavy 12; LBT)
Taurox Battle Cannon (13+3ED; AP 1; Range 120m; Salvo -;
MBT)
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> As a Master Crafted Power Sword but is (5+1ED; AP -3;
Replaces one of this Champion’s arms and has the following Range Melee; Parry, Power Field). Against a Monstrous
profile when making a melee attack (15+3ED; AP -3; Ranged Creature, the sword is 5+4ED. Against a Daemon Mostrous
Melee; May not add Strength to Base Damage) Creature, the sword is 5+6ED.
The Aegis Ferrum <Adeptus Astartes> <Iron Hands> The Armour Indominitus <Adeptus Astartes>
As Tactus Mk X Powered Armour (Armour Rating 7, This Artificer Armour is Armour Rating 7; Cumbersome,
Cumbersome, Powered 5 <Primaris>) but adds +2 Toughness Powered 4. The bearer of this armour may soak mortal
and reduces wounds suffered by 1, to a min of 1. wounds.
Aetheric Conduit <Adeptus Astartes> <Grey Knights> The Armour of Graf Toschenko <Astra Militarum>
Tech Marine Only. This Champion increases the result of his <Vostroyan>
Blessing of the Omnissiah ability by d3 wounds regained. Agmetic Armour: Armour Rating 6, +2 Toughness
Agripinaa-Class Orbital Tracker <Astra Militarum> The Armour of Konor <Adeptus Astartes> <Ultramarines>
Basilisks, Hydras, and Wyverns within 12m of this Terminator Armour equipped Champion only. All Damage
Champion do not suffer cover modifiers to their attack rolls suffered is reduce by half, rounded up.
when targeting threats in cover.
The Armour of Russ <Adeptus Astartes> <Space Wolves>
Ancient Breviary <Adeptus Astartes> <Black Templars> This Artificer Armour is Armour Rating 7; Cumbersome,
This ancient prayer book allows the Chaplain that bears it to Powered 4. The bearer of this armour may soak mortal
use one more Litany a turn than normal. wounds.
Angel Artifice <Adeptus Astartes> The Armour of Shadows <Adeptus Astartes> <Raven
This Aquilla Mark VI Armor (Armor Rating 6, Powered 3) Guard>
is also +*2 Armour. This Aquilla Mark VI Armor (Armor Rating 4, Powered 3)
grants +2Bonus Dice to Stealth. All ranged attacks made
The Angel’s Grace <Imperial Knights> < House against a Champion wearing this armour generate a
Hawkshroud> Complication on a 1-3 on the Wrath Die. This armour makes
Whenever this Champion would suffer a wound by a psychic no noise when articulated or from its power pack.
power whilst in their Knight, roll a d6. If an Icon is generated,
the wound is not lost. Armour of the Sainted Ion <Imperial Knights>
This Champions Knight has a +*4 Armour Bonus.
The Angel’s Wing <Adeptus Astartes> <Blood Angels>
As a Master Crafted Jump Pack that adds +4 to the bearer’s Artisan Nullifier Matrix <Adeptus Astartes> <Grey
speed and threats suffer an additional +1DN penalty when Knights>
attacking the bearer. Librarian Only. When an ally makes a Psychic Mastery Test
within 12m of this relic, the ally may increase the result of any
Annunciation of the Creed <Adepta Sororitas> <Order of the 1 die they rolled for the test by 1.
Ebon Chalice >
As a Master Crafted Condemnor Boltgun but is (11+3ED; Augurium Scrolls <Adeptus Astartes> <Grey Knights>
AP -2; Range 40m; Salvo 2; Brutal, Rapid Fire 2, +3ED vs When the Bearer and allies within 12m score a critical hit,
Psykers) draw 2 Wrath Cards and apply the results of both. Exalted
Icons used to increase the severity of a critical must be done
Anzion’s Pseudodegenetor <Adeptus Mechanicus> for each card separately.
A Champion with this Relic may use the following
Mechandendrites in melee combat: (10+1ED, AP -1; Range Auric Aquilas <Adeptus Custodes>
Melee; Devastating vs infantry) As a Master Crafted Jetbike but has a +*4 Armour Bonus
and has +2 Speed when charging.
Aquittal <Adeptus Astartes>
As a Master Crafted Bolt Pistol but is (11+1ED; AP -3; The Auric Mask <Imperial Knight> <House Vulker>
Range 20m; Salvo 1; Brutal, Pistol) Against non-vehicles, this Threats within 24m of this Knight suffer a -1 Die penalty to
weapon is +d6 ED instead of +1ED. Fellowship based tests.
The Archangel’s Shard <Adeptus Astartes> <Blood Angels> Auric Shackles <Adeptus Custodes>
The Aurillian Shroud <Adeptus Astartes> <Black Templars> Beneficience <Adepta Sororitas> <Order of the Bloody Rose>
When revealed, the bearer and all allies with 6m of the bearer As a Master Crafted Chainsword but is (5+2ED; AP -2;
gain a +*3 Armour Bonus. This bonus lasts until the start of Range Melee; Brutal, Parry)
the bearers next activation.
Betrayer’s Bane <Adeptus Astartes> <Iron Hands>
Autocauduseus of Arkhan Land <Adeptus Mechanicus> As a Master Crafted Combi-Melta but is:
The Champion with this relic heals 1 wound at the start of his Boltgun (10+1ED; AP 0; Range 60m; Salvo 2;
activation. In addition, when this Champion uses an ability to Brutal, Rapid Fire 1)
repair a vehicle, roll the dice twice for how many wounds are Meltagun (14+6ED; AP -4; Range 30m; Salvo 2;
to be repaired and choose one of the results. Assault, Melta)
The Axe of Medusa <Adeptus Astartes> <Iron Hands> Biomantic Sarcophagus <Adeptus Astartes> <Blood
As a Master Crafted Power Axe but is (7+4ED; AP -3; Angels>
Range Melee; Penetrating 1, Power Field) Librarian Dreadnaught Champion only. Add 12m to the
range of any psychic power this Champion manifests that are
Bane Bolts of Eryia <Adeptus Astartes> <Deathwatch> Blood Angels powers. In addition, once per turn, gain +2
For weapons that can use Special Issue Ammunition only. Bonus Dice to any one Psychic Mastery Test or Deny The
Increase damage done by +2ED. In addition, roll a d6, on a 6 a Witch Test.
mortal wound is also done in addition to any other damage.
Black Death <Adeptus Astartes> <Space Wolves>
The Banner Inviolate <Imperial Knights> < House Raven> As a Master Crafted Frost Axe but is (6+1ED; AP -2;
Allies within 12m of this Champion gain +1 Bonus Dice for Devastating, Force)
melee attacks.
Blade of Admonition <Imperium>
Banner of Mecharius Triumphant <Imperial Knights> As a Master Crafted Power Sword but is (6+3ED; AP -3;
Imperial Knight only. Allies within 12m of this Champion Range Melee; Parry, Power Field)
gain +1 Bonus Dice for all Wisdom Based Tests.
Blade of Burden <Adeptus Astartes> <Dark Angels>
Banner of Refining Flame <Adeptus Astartes> <Grey As a Master Crafted Power Sword but is (6+2ED; AP -4;
Knights> Range Melee; Mortal 2, Parry, Power Field)
A Champion bearing this Banner loses their Rites of
Banishment ability. Instead, when they manifest the Smite The Blade of Conquest <Astra Militarum>
power, it deals d6 mortal wounds. As a Master Crafted Power Sword but is (8+3ED; AP -4;
Range Melee; Parry, Power Field)
The Banner of Staganda <Adeptus Astartes> <Imperial Fists
Allies within 12m of this banner wielder gain +2 Bonus Dice Blade of the Foresworn <Adeptus Astartes> <Grey Knights>
to melee attacks. As a Master Crafted Nemesis Force Sword but is (5+3ED;
AP -3; Range Melee; Bane <Daemon>, Force, Parry)
Banner of the Eagle <Adeptus Astartes> <White Scars>
Ally <White Scars> within 12m of this Champion have their Blade of Triumph <Adeptus Astartes>
Strength increased by +2. As a Master Crafted Power Sword but is (6+3ED; AP -4;
Range Melee; Bane <Daemon>, Parry, Power Field)
The Beacon Angelus <Adeptus Astartes> <Deathwatch>
Once per game session, the bearer can us the Beacon Angelus Blessed Boltgun <Astra Militarum> <Militarum Tempestus>
to teleport an ally <Deathwatch> Troop Mob or Biker Squad As a Master Crafted Boltgun but is (11+2ED; AP -2; Range
from their current position to within 18m of the bearers 40m; Salvo 2; Bane <Psyker>, Brutal, Rapid Fire 2)
position. That unit may act as normal on their next activation.
The teleported ally may be from anywhere on or off the The Bones of Osrak <Adeptus Astartes> <Imperial Fists>
current battlefield. An Imperial Fists Librarian with this relic may re-roll a
psychic test to manifest a power.
Bellicos Bolt Rifle <Adeptus Astartes> <Primaris>
As a Master Crafted Auto Bolt Rifle but is (11+2ED; AP -1; Book of St. Lucius <Imperium>
Range 60m; Salvo 4, Brutal, Assault <Primaris>) Increase the range of this Champions aura abilities by 6m
Companion’s Blade <Adeptus Astartes> <Space Wolves> Drake Smiter <Adeptus Astartes> <Salamanders>
As a Master Crafted Power Sword but is (6+2ED; AP -3; As a Master Crafted Thunder Hammer but is (10+3ED; AP
Range Melee; Parry, Power Field; Value 6 Rare) If this -4; Range 2m; Brutal, Mortal 3, Power Field, Unwieldly 2)
character is within 6m of an ally character, you gain +1 Bonus
Dice on attacks with weapon. Duty’s Burden <Adeptus Astartes> <Crimson Fists>
As a Master Crafted Bolt Rifle but is (11+2ED; AP -2; Range
Corvus Oculus <Adeptus Astartes> <Dark Angels> 60m; Salvo 2; Brutal, Rapid Fire 2)
All ranged attacks made by this Champion are made at +10M
range and at +2 Bonus Dice. Eagle’s Eye <Adeptus Custodes>
This helm improves any +*X Armour Bonus this Champion
The Crusader’s Helm <Adeptus Astartes> <Black Templar> has by an additional +*1.
The wearer increases any aura abilities they possess by 6m.
The Ebonclaws <Adeptus Astartes> <Raven Guard>
Cuirass of Sacrifice <Adeptus Astartes> <Grey Knights> As a pair Master Crafted Lightning Claws but is (4+3ED,
When this Champion suffers a wound, roll a d6, if an Icon is AP -3, Range Melee; Lucky, Natural, Power Field, +2ED per
generated that wound is ignored. claw after the first)
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>
A Wrath & Glory Fan Supplement written by Eric A. Duckworth
Heroes of the Imperium
The Emperor’s Light <Adeptus Custodes> As a Master Crafted Thermal Cannon but is (15+8ED; AP -
As a Master Crafted Misericordia but is (6+1ED; AP -2; 4; Range 90m; Salvo 2; Heavy 8, Melta)
Range Melee; Penetrating 4 <Adeptus Custodes>)
Gallian’s Staff <Adeptus Astartes> <Blood Angels>
Endless Fury <Imperial Knights> As a Master Crafted Force Stave but is (6+3ED; AP -1;
As a Master Crafted Avenger Gatling Cannon but it (12+2; Force, Parry). The Bearer gains +1 icon for any Psychic
AP -2; Range 90m; Salvo 4; Brutal, Heavy 18, Mortal 2) Mastery Test he has to make.
Fire of Judgement <Astra Militarum> <Militarum The Hammer of Baal <Adeptus Astartes> <Blood Angels>
Tempestus> As a Master Crafted Thunder Hammer but is (10+3ED; AP
As a Master Crafted Hot-Shot Laspistol but is (7+1ED; AP -3; Range 2m; Brutal, Power Field, Unwieldly 2)
-2; Range 24m; Salvo 1; Mortal 2, Pistol, Steadfast)
Hammer of Sunderance <Astra Militarum>
The Fist of Vengeance <Adeptus Astartes> <Crimson Fists> As a Master Crafted Battle Cannon but is (14+3ED; AP -2;
As a Master Crafted Power Fist but is (10+3ED; AP -3; Range 180m; Salvo -; Heavy 6, LBT)
Range Melee; Brutal, Power Field, Unwieldly 2)
The Headsman’s Mark <Imperial Knights> < House Krast>
Foe-Smiter <Adeptus Astartes> <Dark Angels> Whilst this Champion is in a Knight, he gains +1 ED to all
As a Master Crafted Storm Bolter but is (10+2ED; AP 1; attacks against Vehicle and Monster threat. This bonus
Range 60m; Salvo 4, Brutal, Rapid Fire 2) increases to +2ED if against a Titanic threat.
Fury of Demos <Adeptus Astartes> <Grey Knights> Heavenfall Blade <Dark Angels>
As a Master Crafted Storm Bolter but is (11+1ED; AP -1; As a Master Crafted Power Sword but is (6+3ED; AP -3;
Range 40m; Salvo 5, Brutal, Rapid Fire 3) Range Melee; Parry, Power Field) Each activation that this
Champion make a melee attack with this weapon, they may
Fury of Mars <Imperial Knights> <House Taranis> make a second attack with it at no multi-action penalty.
Helm of Durfast <Adeptus Astartes> <Space Wolves> Krakenbone Sword <Adeptus Astartes> <Space Wolves>
A Champion with this Wolf Helm gains Lucky on their As a Master Crafted Frost Sword but is (5+1ED; AP -4;
ranged attacks and threats do not benefit from cover from this Devastating, Force, Parry)
Champions ranged attacks.
Kurov’s Aquilla <Astra Militarum>
Helm of the Nameless Warrior <Imperial Knights> Each time this Champions opponent spends a Wrath, Glory or
This Champion gains +1 Bonus Dice to melee attacks when Ruin Point, roll a d6, on a 5+ gain one Ruin.
wearing this helm.
Lament <Adeptus Astartes>
The Holy Orb <Adeptus Astartes> <Black Templar> As a Master Crafted Stalker Bolt Rifle but is (12+3ED; AP -
Once per game, instead of a normal ranged attack, the bearer 2; Range 120m; Brutal, Heavy 3, Sniper). In addition, on a
may throw the Orb at a visible target within (Str x 5m). If hit, critical hit, this weapon does a mortal wound in also done in
roll a d6 for every 10 members of the targeted unit. Deal a addition to any other damage.
number of mortal wounds equal to the number of icons +1
rolled on each die. The Laurels of Command <Astra Militarum>
When this Champion issues use his Voice of Command
The Hound’s Teeth <Astra Militarum> <Militarum ability, roll a d6, on a 4+ he may issue the same order an
Tempestus> <Regiment> Infantry Troops within 12m of him.
As a Master Crafted Chain Sword but is (5+2ED; AP -2;
Range Melee; Bane <Aeldari>, Brutal, Parry) Light of Saint Agnaetha <Adepta Sororitas> <Order of the
Sacred Rose>
The Hounor Vehement <Adeptus Astartes> Daemons within 12m of the bearer of this relic suffer -2 Dice
Ally <Chapter> Space Marines within 12m of this Champion to any Wisdom based Tests. The bearer can discard a Miracle
increase the bonus dice from the Shock Assault ability to +2. Die and make a ranged attack with this relic. If it hits, the
target takes d3 mortal wounds, if the target is a Daemon it
Honour’s Bite <Imperial Knights> <House Mortan> takes 2d3 mortal wounds.
As a Master Crated Reaper Chainsword but is (18+6ED;
AP -4; Range Melee 8m; Brutal) Lion’s Roar <Adeptus Astartes> <Dark Angels>
As a Master Crafted Combi-Plasma but is Boltgun
The Hunter’s Eye <Adeptus Astartes> <White Scars> (10+1ED; AP 0; Range 60m; Salvo 2; Brutal, Rapid Fire 2)
Select an ally within 12m of the bearer. Until the end of the and Plasma Gun (14+2ED; AP -3; Range 48m; Salvo 2;
Turn, the selected ally does not suffer any penalties from Assault, Supercharge)
cover when targeting a threat with a ranged attack.
Litanies of Faith <Imperial>
The Hunter’s Eye <Imperial Knights> <House Cadmus> Whenever an Act of Faith is successfully used within 12m of
Threats do not gain a bonus from cover whilst the target of this Champion roll a d6. Gain a number of Faith equal to the
this champions attacks when in a Knight. number of icons generated on the die roll.
Iron Surplice of Saint Istaela <Adepta Sororitas> Litanies of the Holy Synod <Astra Militarum>
As Adepta Sororitas Power Armour but has a +5* Armour Ally Infantry within 12m of this Champion gains Lucky on
Bonus. their Resolve Tests. If this Champion is slain and there is an
ally Infantry unit within 12m, that unit may pick up the
Ironfang of Ammagrimgue <Adeptus Astartes> <Space Litanies and will automatically pass all Resolve tests and gain
Wolves> +2 Initiative for the rest of the game.
As a Master Crafted Power Axe but is (5+3ED; AP -2;
Range Melee; Penetrating 1, Mortal 1, Power Field) Mace of Redemption <Adeptus Astartes> <Dark Angels>
As a Master Crafted Power Maul but is (7+3ED, AP -3;
The Ironstone <Adeptus Astartes> <Iron Hands> Range Melee; Brutal, Power Field) This weapon is
Devastating against Heretic Astartes threats.
A Wrath & Glory Fan Supplement written by Eric A. Duckworth
Heroes of the Imperium
At the end of each of this Champion’s activations, roll a die
Mamorph Tuskblade <Astra Militarum> <Catachan> for each threat within 2m. Deal a number of mortal wounds to
As a Master Crafted Power Sword but is (8+3ED; AP -3; that threat equal to the number of icons generated.
Range Melee; Parry, Power Field)
Mantle of the Stormseer <Adeptus Astartes> <White Scars> Oppressor’s End <Adeptus Astartes> <Raven Guard>
Psyker Only. The wearer of the Relic gains +2 bonus dice to As a Master Crafted Astartes Combat Knife but is (5+1ED;
Psychic Mastery Tests. AP -2; Range Melee; Natural, Steadfast)
Mantle of Ophelia <Adepta Sororitas> Order of the Iron Star of Mordia <Astra Militarum>
This Champion gains a +*4 Armour Bonus. <Mordian>
Each time the bearer suffers a wound or mortal wound, roll a
Mark of the Lance <Imperial Knights> <House Griffith> die for each wound or mortal wound and on a 6 that wound or
Each time this Champion completes a Charge move in a mortal wound is ignored.
Knight, choose a threat within 2m to suffer d3 mortal wounds.
Complete the charge action as normal after this. The Osseus Key <Adeptus Astartes> <Deathwatch>
Enemy Vehicles suffer a -1DN penalty on attacks when with
Mark of the Omnissiah <Imperial Knights> 18m of the bearer. In addition, the bearer can make a Melee
Each time this Champion activates and is in a Knight, the attack with the Key, if he hits, he does d3 mortal wounds for
Knight recovers d2+1 lost wounds. damage.
Martyr’s Vengeance <Adepta Sororitas> <Order of our The Paragon Gauntlet <Imperial Knights>
Martyred Lady> As a Master Crafted Thunderstrike Gauntlet but is (12+8ED;
As a Master Crafted Inferno Pistol but is (15+6ED; AP -4; AP -4; Range Melee 8m; Thunderstrike)
Range 16m; Salvo 1; Pistol, Melta)
Pater Cog-Tooth <Adeptus Mechanicus>
The Mindforge <Adeotus Astartes> <Iron Hands> As a Master Crafted Omnissiah Axe but is (6+3ED; AP -2;
As a Master Crafted Force Axe but is (10+3ED; AP -3; Range Melee, 2m; Power Field, Two-Handed)
Force)
Pennant of Remembrance <Adeptus Astartes> <Dark
Monster Sayer of Caliban <Adeptus Astartes> <Dark Angels>
Angels> When an ally within 12m of this Champion would lose 1 or
As a Master Crafted Power Sword but is (6+3ED; AP -3; more Wounds, roll a d6, the ally regains a number of wounds
Range Melee; Parry, Power Field) This weapon is Mortal 3 equal to the number of Icons generated.
versus Monstrous Creatures or Vehicles.
Pennant of the Fallen <Adeptus Astartes>
Mortis Machina <Adeptus Astartes> Allies within 12m of this Champion can make one additional
As a Master Crafted Power Axe but is (7+3ED; AP -3; melee attack at no added penalties.
Range Melee; Penetrating 1, Power Field) This weapon is
Mortal 2 against vehicles. Pertrov’s MK 45 <Astra Militarum> <Valhallan>
As a Master Crafted Bolt Pistol but is (10+3ED; AP -1;
Mountain-Breaker Helm <Adeptus Astartes> <Space Range 20m; Salvo 1; Brutal, Pistol). Ally <Vallhalan> Troops
Wolves> within 12m gain +2 Bonus Dice for Resolve Tests.
When the character wearing this helm attacks with a melee
weapon, you can select one threat within 2m of this character Phosphoenix <Adeptus Mechanicus>
to suffer d3-1 Mortal Wounds. As a Master Crafted Phosphor Serpenta but is (11+1ED;
AP -3; Range 46m; Salvo 2; Assault, No Cover Saves vs this
Neural Shroud <Adeptus Astartes> weapon <Adeptus Mechanicus>)
A Champion with this relic gains +24m to their Psychic Hood
abilities. Plume of the Planesrunner <Adeptus Astartes> <White
Scars>
Obliteratum <Adeptus Custodes> Ally <White Scars> Troops within 12m of this Champion add
As a Master Crafted Balistus Grenade Launcher but +2 to their Speed when charging.
increases the AP of grenade fired by +2.
The Praetorian Plate <Adeptus Custodes>
The Omniscient Mask <Adeptus Mechanicus> As Allarus Terminator Armour but once per game, this
Friendly Skitarii within 12m of this Champion gain Lucky for Champion may Teleport to anywhere on the battlefield that is
their melee attack rolls. no closer than 4m of any threat.
The Omnissiah’s Hand <Adeptus Mechanicus> <Stygies Primarch’s Wrath <Adeptus Astartes>
VIII>
A Wrath & Glory Fan Supplement written by Eric A. Duckworth
Heroes of the Imperium
As a Master Crafted Boltgun but is (12+3ED; AP -1; Range
40m; Salvo 2; Brutal, Rapid Fire 2) Reliquary of the Repentant <Adeptus Astartes> <Dark
Angels>
Purgatorus <Adeptus Astartes> Threats within 6m of this Champion have their Resilience
As a Master Crafted Bolt Pistol but is (12+2ED; AP -3; reduced by 2.
Range 24m; Salvo 1; Brutal, Pistol)
Sacrosanct Rosarius <Adeptus Astartes>
Quicksilver Veil <Adepta Sororitas> <Order of the Ardent As a Rosarius but has a +*6 Armour rating.
Shroud>
All attacks made against the bearer suffer a -2 Die Penalty to The Salamander’s Mantle <Adeptus Astartes>
the Attack roll. <Salamanders>
The wearer of this relic increases their Toughness by +2.
Raiment of Sorrows <Adeptus Custodes>
If an Infantry or a Biker ally is reduced to 0 wounds and Sanctic Shard <Adeptus Astartes> <Grey Knights>
within 12m of this Champion, then roll a d6. If an icon is A Psyker with this relic may re-roll a Psychic Mastery Test
generated the ally may make 1 last attack. and gains +1 Bonus Dice to any Psychic Mastery Test made.
Raiment of the Technomartyr <Adeptus Mechanicus> The Sanctic Halo <Adeptus Astartes> <Ultramarines>
Each time this Champion suffers a wound, roll a d6, on a 6 The bearer can soak mortal wounds. In addition, the bearer
that wound is ignored. In addition, when a friendly <Forge can attempt a Deny The Witch action (using their Willpower)
World> Troop attacks with a held action and rolls a critical as if they were a Psyker.
hit, this Champion may make one immediate attack that does
not count as an activation for the turn. Sanctuary <Imperial Knights>
Vehicle with Ion Shields only. This vehicles armour rating is
Ravager <Imperial Knights> increased by +*2.
As a Master Crafted Reaper Chainsword but is (14+6ED;
AP -4; Range Melee 8m; Brutal) Scimitar of the Great Khan <Adeptus Astartes> <White
Scars>
The Raven Skull of Korvaad <Adeptus Astartes> < Raven As a Master Crafted Power Sword but is (5+2ED; AP -3;
Guard> Range Melee; Parry, Power Field). In addition, when a critical
Once per activation this Champion may use the Lucky or the hit is rolled when attacking with this weapon increase the ED
Devastating Trait for any one attack you make. If this to +5ED.
Champion is slain, then all attacks by allies this turn against
the threat that killed this Champion are made as if the attack Severer of Threads <Adeptus Astartes> <Flesh Tearers>
had Brutal. As a Master Crafted Chainsword but is (5+1ED; AP -1;
Range Melee; Brutal, Mortal 1, Parry)
Raven’s Fury <Adeptus Astartes>
Master Crafter Jump Pack: Bearer gains +4 to Speed and The Shield Eternal <Adeptus Astartes>
may reroll 1s (except Complications) on any Pilot Test when Acts as a Storm Shield, but any damage suffered is halved
using this Relic. before any rolls to Soak are made.
The Red Axe <Adeptus Mechanicus> <Mars> The Shield of Mortwald <Astra Militarum>
As a Master Crafted Omnissiah Axe but is (5+2ED; AP -5; As a Combat Shield but provides Armour Rating *3; Force
Range Melee, 2m; Power Field, Two-Handed) Shield, Shield
Refractor Field Generator <Imperium> Shroud of Heroes <Adeptus Astartes> <Dark Angels>
This relic grants a +4* Armor Bonus up to 6m in diameter. This champion gains +2 Defense versus melee attacks.
Relic of Lost Cadia <Astra Militarum> <Cadian> Skull Mask of Acheron <Astra Militarum> <Armageddon>
At the start of any Turn, the bearer can unveil this Relic to Threats within 6m of this Champion suffer a -2DN penalty to
allow all ally <Cadians> within 24m to reroll 1s (except for Willpower based tests. Orks suffer a -4 penalty instead.
Complications) on attack rolls and damage rolls till the end of
the Turn. The Skull of Elder Nikola <Adeptus Mechanicus>
Once per game on their activation, this Champion may
Reliquary of Gathalamor <Adeptus Astartes> <Primaris> unleash the power of the Skull. Rolla die for each threat
When a Psychic Mastery Test is made by a threat within 36m within 4d6m of this Champion and deal a number of mortal
of this Champion, the test suffers a +1 DN penalty. If a threat wounds equal to the number of icon generated on the die roll.
Psyker fails a Psychic Mastery Test while within 36m of this
Champion, roll a d6 and they suffer a number of mortal Skull of the Cacodominus <Adeptus Astartes> <Black
wounds equal to the number if icons generated on the die roll. Templar>
A Wrath & Glory Fan Supplement written by Eric A. Duckworth
Heroes of the Imperium
A threat Psyker within 24m of this skill that manifests a The bearer of this standard may plant it on the battlefield on
power must roll a d6 and suffer 1 mortal wound for each Icon their activation. Until the end of their next activation, all
generated on the die roll. Primaris troops within 12m gain Lucky on attacks and
Devastating on damage rolls.
Skyshield <Imperial Knights>
As a Master Crafted Twin Icarus Autocannon but is Standard of the Unforgiving Hunt <Adeptus Astartes>
(13+2ED; AP -2; Range 90m; Salvo 6; Brutal, Heavy 6, Anti- <Dark Angels>
Air) This Champion and all allies within 12m gain +2 Speed when
charging.
Soldier’s Blade <Adeptus Astartes> <Ultramarines>
As a Master Crafted Power Sword but is (5+2ED; AP -4; Stave of Supremacy <Adeptus Astartes> <Grey Knights>
Range Melee; Parry) A threat within 36m of this relic suffers Perils of the Warp
automatically when manifesting a psychic power.
The Solar Flare <Adeptus Mechanicus> <Lucius>
Once per game on this Champions activation, instead of Stormsong <Adeptus Astartes> <Space Wolves>
moving as normal, this Champion may teleport anywhere up As a Master Crafted Stalker Bolt Rifle but is (12+3ED; AP -
to 60m from his starting position. He may be no closer than 3; Range 120m; Brutal, Heavy 3, Sniper 3)
18m of any threat
Sword of Judgment <Adeptus Astartes> <Black Templars>
Sorrow’s Genesis <Adeptus Astartes> <Flesh Tearers> As a Master Crafted Power Sword but is (5+3ED; AP -3;
As a Narthecium but with the following abilities instead of Range Melee; Parry, Power Field)
normal abilities: Sorrow’s Genesis restores 3 wounds to any
one target. Any target that was reduced to 0 wounds may have The Tactical Auto-Reliquary of Tyberius <Astra
3 wounds restored to it as long as the target has not been at 0 Militarum> <Militarum Tempestus>
wounds for more than 2 complete turns. This Champion may issue 1 additional Order with his Voice of
Command ability. Roll a d6 when issuing this second order,
Soul Glaive <Adeptus Astartes> <Grey Knights> on a 1 the Reliquary issues contradictory nonsense and
As a Master Crafted Nemesis Force Halberd but is (7+3ED; nothing happens.
AP -3; Range Melee; Bane <Daemon>, Devastating, Force,
Lucky <Grey Knight>) Talisman of Storms <Adeptus Astartes> <Space Wolves>
Rune Priest Only. After resolving the first Psych Mastery Test
The Spartean <Adeptus Astartes> <Imperial Fist> of a Turn, each threat within 24m suffers d2-1 Mortal
As a Master Crafted Bolt Pistol but is (10+3ED; AP -1; Wounds.
Range 24m; Salvo 1; Brutal, Pistol). The Bearer gains +2
Bonus Dice when targeting a threat Champion. Tarentian Cloak <Adeptus Astartes> <Ultramarines>
This Champion gains a +*2 Armour Bonus. At the start of
The Standard of Macragge Inviolate <Adeptus Astartes> each of this Champions activation, he gains d3 lost wounds.
<Ultramarines>
Friendly <Ultramarines> with 12m of this Champion gain +2 Teeth of Terra <Adeptus Astartes>
Initiative and Agility. Those within 24m automatically pass As a Chainsword but is (6+3ED; AP -2; Range Melee; Brutal
Resolve Tests. Parry)
Standard of Righteous Hatred <Adeptus Astartes> The Tempered Helm <Adeptus Astartes> <Iron Hands>
Allies within 12m of this Champion gain +1 Bonus Dice to all Each time you use a Wrath/Glory/Ruin Point while this
attacks. Champion is on the battlefield, roll a d6. If an icon is
generated the Point is refunded. You may only have 1 point
The Standard of Sacrifice <Adeptus Astartes> <Blood refunded a turn.
Angels>
Any time a Blood Angels Infantry and Bikers within 12m of The Thief of Secrets <Adeptus Astartes> <Deathwatch>
this Champion lose a wound, roll a d6, if an icon is generated, As a Power Sword but is (7+2ED; AP -3; Range Melee;
the wound is not lost. Parry, Power Field) At the beginning of the game session,
choose one of the following keywords: Ork, Tyranid, Tau,
Standard of the Emperor Ascendant <Adeptus Astartes> Aeldari, or Necron. You may rereoll 1s on the damage rolls
The bearer of this standard, on any activation, unfurl this against threats with this keyword.
Standard. Any ally Space Marines within 12m gains +2 Bonus
Dice to any Resolve Tests while the Standard is flying. Thunder of Voltoris <Imperial Knights> <House Terryn>
As a Master Crafted Rapid-Fire Battle Cannon but is
Standard of the Ultima Founding <Adeptus Astartes> (15+3ED; AP -2; Range 180m; Salvo 3; Heavy 12; LBT)
Section 3:
NPCs
The following Warlord Traits are available to any Imperial Beacon of Faith <Adepta Sororitas>
Champions unless noted otherwise restricted. At the start of each of this Champion’s activations, roll a d6.
Gain a number of Faith equal to the number of icons generated
Adamantium Knight <Imperial Knights> <House Vulker> on the die roll. This Champion may use a second Act of Faith
Whilst this Champion is piloting a vehicle, damage rolls for each activation.
attacks against this vehicle of 3 or less are ignored.
Bellowing Firebrand <Adeptus Astartes>
Adept of the Codex <Adeptus Astartes> <Ultramarines> Chaplain Champion Only. Add 6m to this Champions
Whilst this Champion is alive, roll a d6 whenever a Ruin Point Spiritual Leader Ability and all Litanies.
is spent, on a 6, that point is refunded.
Bellowing Voice <Astra Militarum>
Adept of the Legio Cybernetica <Adeptus Mechanicus> This Champions Aura of Discipline and Voice of Command
Once per game, when this Champion uses their Master of abilities are increased by 6m.
Machines ability to repair a Vehicle, increase the damage
repaired by an addition d3+1 wounds. Blazing Ire <Adepta Sororitas> <Order of the Bloody Rose>
This Champion gains +3 Speed when Charging and +2
Adept of the Omnissiah <Adeptus Astartes> <Iron Hands> Initiative.
This Champion may repair an ally vehicle within 2m of 1
wound. If this Champion is a Techmarine, when he uses the Blessed By The Sacristans <Imperial Knights>
Blessings of the Omnissiah ability, he repairs an additional d3 Vehicle based weapons this Champion attacks with gain the
wounds. Mortal 1 trait.
All Flesh is Weakness <Adeptus Astartes> <Iron Hands> Brilliant Strategist <Adeptus Astartes> <Dark Angels>
When this Champion loses a wound roll a d6, if an icon is Once per battle this Champion gains +2 Bonus Dice or +2 ED
generated the wound is not lost. for any one attack roll, damage roll, or Resolve test.
Angels of Death <Adeptus Astartes> Calm Under Fire <Adeptus Astartes> <Ultramarines>
Threats within 12m suffer a -1DN penalty to Resolve or When resolving an attack by an ally within 12m of this
Convictions Tests Champion that suffered enough wounds to be considered
Wounded or Heavily Wounded previously this turn, may make
Anvil of Strength <Adeptus Astartes> <Salamanders> attacks as if it we not wounded until the end of the turn.
This Champion gains +2 Strength.
Castellan of the Black Vault <Adeptus Astartes>
Architect of War <Adeptus Astartes> <Imperial Fists> <Deathwatch>
Allies within 12m that are receiving the benefit from being in Choose any one weapon used by the Champion, that weapon’s
cover receive a +1 bonus to that benefit is attacked with a damage is increased by +2ED. This does not affect a weapon
weapon that has an AP of -1. using the Banebolts of Eryxia Relic.
Draconian Disciplinarian <Astra Militarum> Feigned Flight <Adeptus Astartes> <Raven Guard>
Ally Troops within 12m of this Champion gain +2 Bonus Dice This Champion may move through terrain and units as if they
on Resolve Tests. were not there. This Champion must end its movement more
than 2m from a threat.
Duty of the Foresworn <Imperial Knights> <House
Hawkshroud> Fiery Denouncer <Astra Militarum>
This Champion cay select a threat at the beginning of combat. This Champion and ally Infantry troops within 12m gain +1
When this Champion attacks the selected threat he gains +1ED Bonus Dice on melee attacks.
on the attacks.
First-Hand Field Training <Adeptus Mechanicus> <Ryza>
Echo of the Ravenspire <Adeptus Astartes> <Raven Guard> Choose one weapon that your Champion is equipped with,
Once per battle, at the beginning of this Champions activation, increase that weapons Base Damage and ED by +2.
if it is not within 12m of a threat remove it from the
battlefield. Then set it up anywhere more than 18m from a First In The Fray <Adeptus Astartes> <Grey Knights>
threat and continue with this Champions activation. This Champion gains +2 Speed when Charging. All allies gain
the same bonus if their start their charge within 12m of this
Emotionless Clarity <Adeptus Mechanicus> <Graia> Champion.
Ally Troops within 12m of this Champion gain the Pistol Trait
for any Assault or Rapid Fire weapons they have. First Knight <Imperial Knights> <House Krast>
This Champion gains +1 Bonus Dice to all attacks.
The Emperor’s Companion <Adeptus Custodes>
This champion gains +2 ED on all attacks. Fleetmaster <Adeptus Astartes> <Imperial Fists>
Once per battle, if this Champion has not attacked on their
Epitome of Piety (Adeptus Astartes> <Black Templars> Activation, this Champion may use the Orbital Bombardment
This Champion may resist one Psychic Power per turn as a Stratagem for no cost. This does not count as a use of the
Psyker by Deny The Witch but gains +1 Bonus Dice to the test. Stratagem for other uses during play.
Ex-Gang Leader <Astra Militarum> <Armageddon> Front-Line Commander <Adeptus Astartes> <Black
This Champion gains +2 Strength and +1ED to melee Templars>
damage rolls. When an ally with 12m of this Champion would make a
Charge attack, increase their speed by +2.
A Wrath & Glory Fan Supplement written by Eric A. Duckworth
Heroes of the Imperium
Impervious to Pain <Adepta Sororitas> <Order of the
Fury of the Lion <Adeptus Astartes> <Dark Angels> Valourous Heart>
Allies within 12m of this Champion gain +2 Strength until the When this Champion would suffer a wound, roll a d6, if an
end of the turn whenever this Champion Charges or is Icon is generated, the wound is not lost.
Charged.
Implacable Determination <Astra Militarum>
Gift of Foresight <Adeptus Astartes> <Blood Angels> During this Champions activation, if he makes a charge attack,
Roll a d6 each time this Champion suffers a wound. Rerolling select an ally within 12m to make a charge attack at the same
1s, on a exalted icon, the wound is ignored. If this Champion time as this Champion. Add +4 the speed of both this
has the Black Rage ability, the wound id ignored if any icon is Champion and the ally Troops.
generated.
Impregnable Mind <Adeptus Custodes>
Grand Strategist <Astra Militarum> This Champion may attempt to Deny The Witch as if a
Once per game, this Champion may reroll any number of dice Psyker.
for any one Test (including 1s). Whenever this Champion uses
a Ruin Point, roll a d6, on a 6 gain a Ruin Point. Indomitable I <Adeptus Astartes> <Imperial Firsts>
If this Champion did not move this activation, all friendly
Grav-Chute Commando <Astra Militarum> troops within 12m of this Champion automatically pass any
Allies gain +2 Bonus Dice on attacks when they disembark Resolve Tests and receive a +1DN bonus for being in cover.
from a Valkyrie with12m of this Champion.
Indomitable II <Adeptus Astartes> <Imperial Fists>
Hammer of Righteousness <Adeptus Astartes> <Grey When resolving an attack against this Champion, a roll of 1-3
Knights> on the Wrath die is always a Complication.
When this Champion charges, he adds +1 ED to his damage
rolls. Indomitable Belief <Adepta Sororitas>
Allies within 12m of this Champion with the Shield of Faith
Hand of Dorn <Adeptus Astartes> <Imperial Fists> ability, gain +2 Resilience.
This Champion gains 2d3 Wrath Points before game begins.
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.
Ion Bulwark <Imperial Knights>
Huntsman <Adeptus Astartes> <Dark Angels> This Champions +*X Armour Bonus increases by +*2.
This Champion gains +2 Bonus Dice when attacking with a
Pistol, Assault, Rapid Fire, or Grenade weapon against a Iron Discipline <Astra Militarum> <Mordian>
threat Champion. Ally Troops within 12m of this Champion gain +2 Bonus Dice
to Resolve Tests.
Impeccable Mobility <Adeptus Astartes> <Dark Angels>
This Champion and any allies within 12m on bikes gain +6m Iron Resolve
to their Speed. This Champion gains +2 Wounds. In addition, when this
Champion would suffer a wound, roll a d6 for each wound, on
The Imperium’s Sword a 6 the wound is ignored.
This Champion gains +2 Speed when Charging and 2 Bonus
Dice to his attack rolls the same activation he charged. Keys to the Armoury <Astra Militarum> <Militarum
Tempestus>
A Wrath & Glory Fan Supplement written by Eric A. Duckworth
Heroes of the Imperium
Allies within 12m of this Champion gain +1 Bonus Dice to This Champion knows any one other Psychic Power not
Ranged Attacks. restricted to him.
Knight of Mars <Imperial Knights> <House Taranis> Magos Biologis <Adeptus Mechanicus>
Anytime this Champion scores a critical hit with a ranged This Champion gains +2 ED against threat Troops and
weapon, increase that weapon’s AP by -1. Monstrous Creatures.
Light of the Emperor <Adepta Sororitas> <Order of the Master of Arms <Adeptus Astartes> <Black Templars>
Sacred Rose) This Champion always activates first in a turn. Threats cannot
When this Champion or an ally performs an Act of Faith that steal initiative from this CHmapion.
affects this Champion, this Champion gains 1 Miracle Die.
Master of Biosplicing <Adeptus Mechanicus>
Lightning Fast Reactions <Adeptus Astartes> <Dark When a unit of Kataphron Breachers or Destroyers suffers a
Angels> casualty and there is a unit of Servitors within 12m them,
This Champion always activates first in the Turn and threats This Champion may immediately slay a Servitor to return a
cannot Steal the Initiative from him. slain Kataphron to its unit. Both units of Kataphron and
Servitors must be within 12 m of this Champion.
Lord of Deceit <Adeptus Astartes> <Primaris>
Once per game, instead of and on this Champions activation in Master of Command <Astra Militarum>
a turn, remove up to 3 ally Phobos units from the game and This Champion gains the Voice of Command ability. If he
place them anywhere on the battlefield greater than 24m from already has this ability, he may issue 2 orders instead of the
any threat. normal 1 order per turn.
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>
A Wrath & Glory Fan Supplement written by Eric A. Duckworth
Heroes of the Imperium
considered to have the Tactical Doctrine in effect for it when it Monitor Malevolus <Adeptus Mechanicus>
makes an attack. One per game this Champion gains +2 Bonus Dice or +2 ED
for any 1 attack or damage roll. In addition, each time a
Master of the Joust <Imperial Knights> <House Griffith> Stratagem is used, roll a d6, on a 6 you gain one Glory or Ruin
After this Champion completes a charge action, choose a as appropriate.
threat within 2m. The threat suffers d3-1 Mortal Wounds.
Necromechanic <Adeptus Mechanicus>
Master of the Trial <Imperial Knights> <House Raven> Each time this Champion repairs a vehicle, it gains one
Increase this Champions Resilience by 2 against weapons additional wound.
with an AP of -1 or better.
Nemesis Lord <Adeptus Astartes> <Grey Knights>
Master of the Vanguard <Adeptus Astartes> <Primaris> Your melee weapons gain +2 Base damage. If you wield a
Add +2 to the Speed of any ally Phobos units within 12m of Relic, choose another Warlord Trait.
this Champion.
Nobility Made Manifest <Adeptus Astartes> <Ultramarines>
Master of Vigilance <Adeptus Astartes> <Raven Guard> When this Champion would be dealt damage from an attack,
Whenever this Champion rolls a critical on a melee attack, the you may have an ally Infantry within 6m make a DN4
attack inflicts 1 mortal wound in addition to any other damage. Conviction test. If it passes the test, the selected Infantry
suffers the damage from the attack instead of the Champion.
Master Rider <Adeptus Astartes> <White Scars> Move the selected Infantry to within 2m of this Champion.
Biker only. Increase this Champions Speed by +4 when he
makes a charge attack. Attacks that target this Champion Nowhere to Hide <Adeptus Astartes> <Deathwatch>
suffer a -2DN penalty if this Champion moved his last At the beginning of this Champions activation each turn,
activation. choose a visible threat. Until the beginning of the is
Champions next activation, that Threat does receive the
Master Swordsman <Adeptus Astartes> <Black Templar> benefit of cover modifiers to attacks made against it.
This Champion gains +2 Initiative and each time a critical is
rolled for a melee attack, draw an extra Critical Card and add Oathkeeper <Adeptus Astartes> <Black Templar>
it to the damage dealt. If an ally Champion within 12m suffers damage, this
Champion may be moved to within 2m of that Champion and
Master Vox <Astra Militarum> <Militarum Tempestus> takes the damage instead.
This Champions Voice of Command ability is increased to
48m. In addition, he may use this ability while embarked in a Of Wrath and Rage <Adeptus Astartes> <Flesh Tearers>
vehicle. When this Champion scores a critical hit with a melee
weapon, he may make a second attack at no added penalties.
Master Work Bionics<Adeptus Mechanicus> <Lucius> This second attack does not generate added attacks.
This Champion gains a +*4 Armor Rating. This replaces the
Champions Bionics ability if it already has one. Old Grudges <Astra Militarum>
At the beginning of the game session, choose one of the
Mechadominator <Adeptus Mechanicus> following keywords: Chaos, Ork, Tyranid, Tau, Aeldari, or
Any vehicles that target this Champion suffer a +1 DN Penalty Necron. You gain +2 Bonus Dice on damage rolls against
in addition to any other DN penalties currently suffered on threats with this keyword.
their attacks.
Ordered Efficiency <Adeptus Mechanicus> <Metalica>
Mechanised Commander <Astra Militarum> Ally Troops that start a charge while within 12m of this
This Champion’s Voice of Command Ability is usable when Champion gain a +1 DN Bonus to their attacks.
embarked on a Chimera or Taurox and is considered to have
a range 36m. Outrider <Adeptus Astartes> < Dark Angels>
Once per battle, this Champion may double the Speed that a
Merciless Butcher <Adeptus Astartes> <Flesh Tearers> bike he is riding moves.
When this Champion attacks a mob he can make one
additional attack with no added penalties for each 5 members Paradigm of War <Adeptus Astartes> <Ultramarines>
of the mob up to 3 added attacks. This Champion’s attacks are considered Mortal 1 (or Mortal
+1 if the weapon already has the Mortal trait)
Merciless Logic <Adeptus Astartes> <Iron Hands>
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>
A Wrath & Glory Fan Supplement written by Eric A. Duckworth
Heroes of the Imperium
Each time this Champion scores a critical hit on an attack they
may make an immediate second attack against the same threat. Saga of the Beastslayer <Adeptus Astartes> <Space Wolves>
These second attacks do not generate additional attacks. This Champion adds +2 bonus dice to damage rolls against
Vehicles and Monstrous Creatures.
Precision Targeting <Astra Militarum> < Militarum
Tempestus> Saga of the Hunter <Adeptus Astartes> <Space Wolves>
At the beginning of the Turn, select a threat that is visible to This Champion gains +1DN to any cover modifier he has.
this Champion. The threat does not benefit from any cover DN
modifiers to tanged attacks made by allies within 12m of this Saga of the Savage <Adeptus Astartes> <Space Wolves>
Champion. This Champion gains +2 Initiative when they declare a charge.
Prime Hermeticon <Adeptus Mechanicus> Saga of the Warrior Born <Adeptus Astartes> <Space
Ally Troops within 12m of this Champion gain +1 Bonus Dice Wolves>
on their melee attacks. This Champion gains the Counter Strike Talent.
Psychic Mastery <Adeptus Astartes> Saga of the Wolfkin <Adeptus Astartes> <Space Wolves>
Librarian Champion only. The first time a turn that this Friendly Wolfen, Cavalry or Beasts within 12m of this
champion makes a Psychic Mastery Test he gains +1 Bonus Champion may make one free melee attack each activation. In
Dice to the test. addition, these units do not need to take Resolve Tests when
within 12m of this Champion.
Pure of Will <Adepta Sororitas>
This Champion can attempt a second Deny The Witch attempt Sanctity of Spirit <Astra Militarum> <Militarum Tempestus>
each turn. Any threat Psykers within 24m of this Champion When a threat Psyker rolls a Perils of the Warp, that Psyker
gain a +2DN penalty to their Psychic Tests. generates an additional level 1 Peril in addition to any others
generated.
Radiant Mantle <Adeptus Custodes>
All threats suffer an additional +1DN penalty when attacking Selfless Healer <Adeptus Astartes>
this Champion Apothecary Champion only. This champion can provide
medical attention to 2 allies at once or to the same ally twice
Raiment of the Technomartyr <Adeptus Mechanicus> in the same activation as long as they are within4m of this
Each time this Champion suffers a wound, roll a d6, on a 6 champion.
that wound is ignored. In addition, when an ally Troop attacks
with a held action and rolls a critical hit, this Champion may Selfless Heroism <Adepta Sororitas> <Order of the Argent
make one immediate attack that does not count as an Rose>
activation for the turn. When an ally is attacked, this Champion may move up to 12m
towards the attacker and be subject to the attack instead of the
Refuse to Die <Adeptus Astartes> <Crimson Fists> ally.
When this Champion is reduced to 0 wounds, make a Soak
Roll and heal a number of wounds equal to icons generated Selfless Valour <Adeptus Astartes> <Blood Angels>
plus 1. This roll does not incur any Shock. If an ally Champion within 12m suffers damage, this
Champion may be moved to within 2m of that Champion and
Reinforced Exoskeleton <Adeptus Mechanicus> takes the damage instead.
<Agripinaa>
When this Champion suffers damage, reduce it by 2. Reduce Shadowmaster <Adeptus Astartes> <Raven Guard>
any mortal wounds suffered by 1. All damage reduced in the Enemy units cannot attack using held actions against this
manner is to a minimum of 1. Champion.
Righteous Rage <Adepta Sororitas> Shield Bearer <Adepta Sororitas> <Order of Our Martyred
This Champion gains +2 ED for damage rolls when Charged Lady>
or Charging This Champion gains +3 Wounds.
Rites of War <Adeptus Astartes> Shoot and Fade <Adeptus Astartes> <Primaris>
Allies within 12m of this Champion automatically pass At the start of this Champions activation, choose an ally
Resolve Tests they are required to make. Phobos unit within 12m of this Champion. The chosen unit
can make an immediate ranged attack then a move. This
Saga of Majesty <Adeptus Astartes> <Space Wolves> counts as the chosen unit’s activation this turn.
Allies within 24m do not have to make Resolve Tests.
Siege Master <Adeptus Astartes> <Imperial Fists>
Saga of the Bear <Adeptus Astartes> <Space Wolves> Increase the damage this Champion does against a vehicle or
This Champion gains +2 Wounds. building by +2ED.
A Wrath & Glory Fan Supplement written by Eric A. Duckworth
Heroes of the Imperium
Silent Stalker <Adeptus Astartes> <Raven Guard> Swift and Deadly <Adeptus Astartes> <Raven Guard>
Threats that target this Champion from a Hold Action suffer a Allied units within 12m of this Champion gain +2 Speed when
-1DN penalty to their attacks. they charge.
Soul Warden <Adeptus Astartes> <Blood Angels> Target Priority <Adeptus Astartes> <Primaris>
This Champion may attempt Deny the Witch as a Psyker. If At the start of this Champions activation, choose an ally
this Champion is a Psyker, he may attempt to Deny The Witch Phobos unit with 12m to gain +2 Bonus Dice for any ranged
one additional time each turn. attacks made for the rest of the turn.
Speed of the Primarch <Adeptus Astartes> <Blood Angels> Target Protocols <Adeptus Astartes> <Iron Hands>
This Champion always activates first in a turn and initiative Choose an ally within 12m of this Champion to gain +2 Bonus
cannot be stolen from him. Dice and +2 ED on all attacks for their next activation this
turn.
Static Psalm-Code <Adeptus Mechanicus> <Mars>
This Champions aura abilities have their range increased by Tenacious <Astra Militarum> <Valhallan>
6m When this Champion takes a wound or mortal wound, roll a
d6, on 5+ that wound is ignored. If this Champion is a vehicle,
Stealth Adept he may do so on a roll of 6.
All attacks made against this Champion are made at an
additional -2 DN penalty. Tenacious Opponent <Adeptus Astartes> <Crimson Fists>
If there are 10 or more enemy with 12m of this Champion,
Stoic Defender <Adeptus Astartes> <Crimson Fists> then this Champion gains +2 Bonus Dice on melee attacks.
All allies within 12m of this Champion gain +1 Defense.
Terrible Knowledge <Adepta Sororitas> <Order of the Ebon
Storm of Fire <Adeptus Astartes> Chalice>
Allies within 12m that roll a 6 on the Wrath Die when This Champion gains d3 Wrath and 1 Miracle Die that is s ‘6’
attacking improve the AP or their attack by -1. at the beginning of the game.
Stubborn Heroism <Adeptus Astartes> <Imperial Fists> Trophy Taker <Adeptus Astartes> <White Scars>
This Champion must attack the nearest Champion Threat. When this Champion defeats a threat Champion, increase its
Reduce any damage this Champion receives from troops by Ballistic Skill and Weapon Skill by +2 until the end of the
half before rolling to Soak. combat for each Champion they defeat.
Stubborn Tenacity <Adeptus Astartes> <Dark Angels> Uncompromising Prosecution <Astra Militarum>
Roll a die whenever this Champion would lose a wound. Add <Militarum Tempestus>
1 to the die roll if the Champion did not move this turn. If an Allies within 12m have the AP of their Hot-Shot weapons
icon is generated the Champion does not lose the wound. increased to -4.
Student of History <Adeptus Astartes> <Iron Hands> Unflinching Resolve <Astra Militarum>
This Champion may move up to 4m anytime a threat moves This Champion and ally Leman Russ within 12m gain Lucky
closer to him. on ranged attacks when holding your action.
Superior Creation <Adeptus Custodes> Unyielding Anvil <Adeptus Astartes> <Grey Knights>
Each time this Champion would lose a wound, roll a d6, if an Ally Troops within 12m automatically pass any Resolve Test.
icon is generated the wound is not lost.
Veteran of Gryphonne IV <Imperial Knights> <House
Superior Tactical Training <Astra Militarum> <Cadian> Cadmus>
When this Champion issues an Order, roll a d6, on a 4+ he Reduce all damage from melee attacks to this Champion by 1
may issue the same order to a second Leman Russ or Infantry to a minimum of 1.
Squad within 12m of him.
A Wrath & Glory Fan Supplement written by Eric A. Duckworth
Heroes of the Imperium
Vigilance Incarnate <Adeptus Astartes> <Deathwatch>
Once during the game, you may choose to change the current Master Mechanic: Reduce the weapon base damage of
Mission Tactic to any other one. ranged weapons made against this Champions vehicle is
reduced by 2.
Warden of Macragge <Adeptus Astartes> <Ultramarines>
This Champion may suffer the damage dealt to any ally non- Slow and Purposeful: If this Champions vehicle did not move
vehicle within 12m of him. or moved up to half speed on its activation, it gains +2 Bonus
Dice to ranged attacks until it’s next activation.
Warden of the Ancients <Adeptus Astartes>
Techmarine Champion only. Ally Dreadnaughts with 12m of Steel Commander: This Champion may issue one extra Tank
this Champion gain +2 Strength and Initiative. Order each time it does so.
The Watch Eternal <Adeptus Astartes> <Deathwatch> Up-Armoured: This Champions vehicle gains a +3* Armor
Each time an ally within 12m takes suffers a wound, roll a d6 bonus.
for each wound. On a 6, that wound is ignored.
Weapons Expert: Increase the AP of turret weapons this
Watched <Adeptus Astartes> < Dark Angels> Champions vehicle is equipped with by -1.
This Champion may attempt to use Deny The Witch as if he
was a Psyker if within 48m of the enemy Psyker attempting Support Aces (Basilisk, Destroyer, Hydra, Manitcore, and
to manifest a power. Wyvern only)
Will of Iron <Adeptus Astartes> <Iron Hands> Full Payload: Weapons that this Champions vehicle are
This Champion may attempt to use Deny The Witch as if he equipped with gain +1 Base damage for every ED the weapon
was a Psyker if within 48m of the enemy Psyker attempting has.
to manifest a power. If this Champion is a Psyker, then he can
attempt to deny one additional power each turn. Shatterer of Will: After resolving an attack by this
Champions vehicle, select one threat that suffered at least on
Wise Orator <Adeptus Astartes> wound from the attack. That unit must make an immediate
Chaplain Champion only. This Champion may use one Resolve test vs a DN of 2 plus the number of wounds suffered.
additional Litany than normal. If it fails it must immediately move away from this vehicle by
the most direct route at the full speed.
Xenarite Studies <Adeptus Mechanicus> <Stygies VIII>
Increase the damage this Champion deals by +2 ED against Well-Stocked Magazines: This Champions vehicle may
any threat that does not have the Chaos, Imperium, or ignore the first Complication rolled in each game.
Unaligned Keywords.
Super-Heavy Aces (Titanic keyword vehicles only)
Astra Militarum Tank Ace Warlord Abilities.
Inspiring Might: Friendly units within 12m of this
You may give any Astra Militarum Champion who is a tank Champions vehicle gain +2 Bonus Dice to Resolve Tests.
crew on of the following Warlord Traits from the list below
instead of one of the traits listed above. Hull-Down Deployment: The first turn that this Champions
vehicle moves, it receives a +2 DN cover bonus to all attacks
Main Battle Tank Ace (Leman Russ only) made against it.
Armored Rush: This Champions vehicle may use the Steadfast Leviathan: This Champions vehicle gains +2
Grinding Advance ability no matter what amount it moved on wounds.
its activation.
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)
Knight Valiat
Crew: 1
As a Knight Castellan except as follows
Passengers: 0
Replaces the Plasma Decimator with a Thundercoil
Harpoon (22+10ED; AP -6; Range 30m; Salvo -; Heavy 2,
Cruising Speed: 30
Mortal 3, Macro)
A Wrath & Glory Fan Supplement written by Eric A. Duckworth
Heroes of the Imperium
Replaces the Volcano Lance with a Conflagration Cannon Knight Crusader
(13+2ED; AP -2; Range 48m; Salvo 2, Spread, Blaze) As a Knight Errant except as follows:
Increases to 4 Shieldbreaker Missiles Adds a Avenger Gatling Cannon (12+2; AP -2; Range 90m;
May replace 2 missiles with a Twin Siegebreaker Cannon Salvo 4; Brutal, Heavy)
(13+3ED; AP -1; Range 120m; Salvo 6; Heavy 8, Brutal) Adds a Heavy Flamer (12+2ED; AP -1; Range 16m; Salvo 2,
LBT, Blaze, Spread, Heavy 6)
Adds either a Heavy Stubber with a Meltagun (16+2ED; AP
Knight Errant -4; Range 24m; Salvo 1; Assault, Melta)
Replaces their Reaper Chainsword one of the following:
Crew: 1 • Thermal Cannon (15+6ED; AP -4; Range 90m;
Passengers: 0 Salvo 2; Heavy 8, Melta)
• Rapid-Fire Battle Cannon (14+3ED; AP -2;
Cruising Speed: 36 Range 180m; Salvo 3; Heavy 12; LBT) with a
Defense: 5 (+*2) Heavy Stubber
Wounds: 36 May replace their Heavy Stubber with a Multi-Laser
Resilience: 20 (14+2ED; AP 0; Range 70m; Salvo 3; Steadfast)
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.
Sacristan Forgeshrine
Acts a Sector Mechanicus Structure. Any Vehicle within 2m of this Forgeshrine can invoke one of the following Auto-Sacristan
Rites on their activation:
• Rite of Refueling: The Vehicle is considered fully fueled for the rest of the game and gains +6 to its Speed.
• Ritual of Reloading: The Vehicle has all of its weapons stores topped off, including Limit weapons, and ignores the next
2 ‘Out of Ammo’ Complications for the rest of the game.
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)