Space Marine 8th Edition Codex Pdf Download

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WARHAMMER 40K SPACE Marines Codex 8th Edition (PDF/Ebook) - $35.00. This item is a PDF of the ebook, you will not receive a hard copy in the mail. After purchasing, message me the preferred email, and you will be sent the file. Warhammer 40k codex PDF download.WARHAMMER 40,000: ASTRA MILITARM 1 WARHAMMER 40,000 CODEX: ASTRA MILITARUM Official Update for 7th Edition, Version 1.1 Although we strive to ensure.

  1. Space Marines Codex 8th Pdf
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Space Marine Special RulesDefenders of Humanity: If your army is Battle-forged, all Troops units in Space Marines Detachments gain this ability. Such a unit that is within range of an objective marker (as specified in the mission) controls the objective marker even if there are more enemy models within range of that objective marker. If an enemy unit within range of the same objective marker has a similar ability, then the objective marker is controlled by the player who has the most models within range of it as normal.And They Shall Know No Fear: You can re-roll failed Morale tests for this unit. Chapter TacticsUltramarines Codex Discipline: Add 1 to the Leadership characteristic of all ULTRAMARINES models with this tactic. In addition, ULTRAMARINES units with this tactic can still shoot in a turn in which they Fall Back, but if they do so you must subtract 1 from their hit rolls in the Shooting phase.Whitescars Lightening Assault: Whenever a WHITE SCARS unit with this tactic Advances it moves an extra 2″ in addition to the distance rolled (BIKER units with the Turbo-boost ability therefore move an additional 8″ when Advancing). In addition, WHITE SCARS units with this tactic can still charge in a turn in which they Fell Back.Imperial Fists Siege Masters (Crimson Fists): Enemy units do not receive the benefit to their saving throws for being in cover against attacks made by IMPERIAL FISTS models with this tactic.

In addition, you can re-roll any failed wound rolls for IMPERIAL FISTS units with this tactic when they are targeting a Building.Crimson Fists No Matter the Odds: Add 1 to hit rolls for attacks made by this unit that target an enemy unit that contains at least twice as many models as their own. As of Space Marines Stratagems areRelic of Ancient Fury: 2 CPThis Stratagem is used at the beginning of your Fight phase. Choose a single friendly RELIC unit, all friendly ADEPTUS ASTARTES models within 6″ of the chosen RELIC unit may re-roll the first failed hit roll of that phase.Orbital Bombardment: 3 CPUse once per battle, in the Shooting phase, if you have an Adeptus Astartes Warlord that did not move during the Movement phase.

Warhammer 40,000.Leaked. All 8th Edition Indexes (Rules and Codexes) (self.Warhammer). Yes chapters like imperial fist were part of the main space marine codex but they had gotten special rules to make them unique. Chapters like the two i named have enough unique units and wargear to warent a different codex now that they are all part of.

Instead of shooting with your Warlord’s weapons, select a visible point on the battlefield and roll a D6 for every unit within D6″ of that point. Subtract 1 from the result if the unit being rolled for is a Character. On a 4+, the unit being rolled for suffers D3 mortal wounds.Chapter Master: 3 CPUse before the battle. Select an Adeptus Astartes Captain in your army. Replace the model’s Captain keyword with Chapter Master and replace his Rites of Battle with the following ability: You can re-roll any failed hit rolls for friendly units within 6″ of this Model.

This Stratagem can only be used once and your army cannot include Chapter MAsters from the same Chapter.Honour The Chapter: 3 CPUse at the end of the Fight Phase. Select an Adeptus Astartes Infantry or Adeptus Astartes Biker unit, that unit can immediately fight for a second time.Relics of the Chapter: 1/3 CPUse before the battle.

Your army can have one extra Chapter Relic for 1 CP, or two extra Chapter Relics for 3 CPs. All the Chapter Relics that you include must be different and be given to different Space Marine Characters.Auspex Scan: 2 CPUse immediately after your opponent sets up a unit that is arriving on the battlefield as reinforcements within 12″ of one of your Adeptus Astartes Infantry units.

Your unit can immediately shoot at the enemy unit as if it were the Shooting phase, but you must subtract 1 from all the resulting hit rolls.Only in Death Does Duty End: 2 CPUse when an Adeptus Astartes Character is slain; that model can immediately shoot as if it were your Shooting Phase, or fight as if it were your Fight phase. This is not cummulative with the Astartes Banner ability the Stratagem takes precedence.Tremor Shells: 1 CPUse when a Thunderfire Cannon is selected to attack in the Shooting phase. Subtract 1 from all wound rolls made when firing the thunderfire cannon this phase, but if the target is hit, then during the next turn halve its Movement characteristic and the result of any Advance and Charge rolls made for it. Tremor shells have no effect on Titanic units or units that can Fly.Death to the Traitors!: 1 CPUse when an Adeptus Astartes unit is chose to attack in the Fight phase. Each time you roll a hit roll 6+ for a model in this unit during this phase, it can, if it was targeting a Heretic Astartes unit, immediately make an extra attack against the same unit using the same weapon. These extra attacks cannot themselves generate any further attacks.Wisdom of the Ancients: 1 CPUse at the start of any phase. Select a friendly Chapter Adeptus Astartes Dreadnought.

Unit the end of the phase, you can re-roll all hit rolls of 1 for Chapter units within 6″ of that Dreadnought.Armour of Contempt: 1 CPUse when an Adeptus Astartes Vehicle suffers a mortal wound. Roll a D6 for that mortal wound, and each other mortal wound inflicted on this model forthe rest of the phase: on a 5+,that mortal wound is ignored and has no effect.Flakk Missile: 1 CPUse just before a friendly Adeptus Astartes Infantry model attacks a unit that can Fly with a missile launcher. You only make a single hit roll with the weapon this phase; target suffers D3 mortal wounds.Tactical Flexibility: 1 CPUse at the start of any of your Movement phases. Select a frendly Adeptus Astartes unit with the Combat Squads ability that has 10 models.

That unit is immediately split into two separate units, each containing 5 models.Linebreaker Bombardment: 1 CPUse in your Shooting phase if a Vindicator is within 6″ of 2 other friendly Chapter Vindicators. If you do so, the Vindicators cannot fire their demolisher cannons this phase – instead, select a visible point on the battlefield within 24″ all three vehicles. Roll a dice for each unit (friend or foe) within 3″ of that point. Add 1 to the result if the unit being rolled for has 10 or more models, but subtract 1 if the unit being rolled for is a Character. On 4+ that unit suffers 3D3 mortal wounds.Killshot: 1 CPUse in your Shooting phase if a Predator is within 6″ of 2 other friendly Predators. If you do so, you can add 1 to the wound rolls and damage for all the Predators’ attacks that target Monsters or Vehicles this phase.Cluster Mines: 1 CPUse when a Scout Bike Squad Falls Back.

Select one enemy unit that is within 1″ of the unit before it moves and roll a D6; on a 2+, the enemy unit suffers D3 mortal wounds.Masterful Marksmanship: 1 CPUse when a Sternguard Veteran Squad is selected to attack in the Shooting phase. You can add 1 to all wound rolls made for that unit’s special issue boltgun attacks in that phase.Empyric Channeling: 1 CPUse at the start of Psychic phase if an Adeptus Astartes Psyker is within 6″ of at least 2 other friendly Chapter Psykers.

The psyker can immediately attempt to manifest one additional psychic power this turn and, when attempting to manifest this power, you can add 2 to the Psychic test.Datalink Telemetry: 1 CPUse in the Shooting phase just before the Whirlwind shoots. If that target of the shooting attacks are visible to a friendly Chapter Land Speeder unit that is within 12″ of the target unit, the Whirlwind’s attacks automatically hit.Hellfire Shells: 1 CP Use this just before an Adeptus Astartes Infantry model attacks with a heavy bolter.

You only make a single hit roll with the weapon this phase, however, if it hits, the target suffers D3 mortal wounds. As of Chapter Specific Stratagems areScions of Guilliman: 1 CPUse when an Ultramarines Infantry or Ultramarines Biker unit is sleceted to attack in a Shooting or Fight phase.

You can re-roll all hit rolls of 1 for that unit for the rest of the phase. Tactical or Intercessor Squad re-roll all failed hit rolls instead.Bolter Drill: 1 CPUse before an Imperial Fist Infantry unit attacks in the Shooting phase. Each time you make a hit roll of 6+ for a model firing a bolt weapon, that model can immediately make another hit roll using the same weapon at the same target, you cannot generate any further bonus attacks. Invalid certificate yahoo. A bolt weapon is any weapon profile whose name includes the word “bolt”.Bolter Drill: 1 CPUse before an Crimson Fists Infantry unit attacks in the Shooting phase.

Each time you make a hit roll of 6+ for a model firing a bolt weapon, that model can immediately make another hit roll using the same weapon at the same target, you cannot generate any further bonus attacks. A bolt weapon is any weapon profile whose name includes the word “bolt”. Pedro Kantor’s Dorn’s Arrow and Duty’s Burden also counts.A Hated Foe: 1 CPUse at the start of the phase.

Select one Crimson Fists unit from your army. Until the end of the phase you can re-roll wound rolls for attacks made by that unit when targeting Ork units.Slay the Tyrant: 1 CPUse at the start of the phase. Select one Crimson Fists unit from your army. Until the end of the phase add 1 to hit rolls for attacks made by that unit when targeting Characters.Machine Empathy: 1 CPJust before an Iron Hands Vehicle attacks in the Shooting phase. Until the end of the phase, that vehicle can ignore the penalties for moving and firing a Heavy weapon, or for Advancing and firing an Assault weapon.Flamecraft: 1 CPUse just before a Salamanders unit attacks in the Shooting phase. Add 1 to the wound rolls made for all of that unit’s flamer weapons.

A flame weapon is any weapon profile whose name includes the word “flame”. Vulkan He’stan’s Gauntlet of the Forge is also counts.Born in the Saddle: 1 CPUse when a White Scars Biker unit Advances. That unit can still shoot and charge this turn.Strike from the Shadows: 1 CPWhen setting up a Raven Guard Infantry unit during deployment, you can set up the unit in the shadows instead of placing it on the battlefield. At the beginning of the first battle round but before the first turn set the unit up anywhere on the battlefield that is more than 9″ away from any enemy models.Abhor the Witch: 1 CPWhen an enemy Psyker manifests a psychic power within 24″ of a friendly Black Templar unit. Roll a D6: on a 4+ that psychic power is resisted by the sheer willpower of your unit and its effects are negated. As of Specialist Detachment Stratagems areField Commander: 1 CPUse this Stratagem before the battle if you used any Specialist Detachment Stratagems when choosing your army.

Choose one CHARACTER from your army that has gained a keyword from a Specialist Detachment Stratagem that is not your Warlord and is not a named character. You can give that character the Warlord Trait of the Specialist Detachment they are part of (note that this character is only regarded as your Warlord for the purpose of that Warlord Trait). This Stratagem can be used once for each Specialist Detachment Stratagem you have used (spend 1 CP each time you use it).

No two characters in your army can have the same Warlord Trait.Indomitus Crusaders: 1 CPUse this Stratagem when choosing your army. Pick a Space Marines Detachment from your army to be an Indomitus Crusaders Specialist Detachment. PRIMARIS CAPTAINS, PRIMARIS LIEUTENANTS, PRIMARIS ANCIENTS, INTERCESSOR SQUADS and INCEPTOR SQUADS in that Detachment gain the INDOMITUS CRUSADER keyword.Liberators: 1 CPUse this Stratagem at the start of the Fight phase. Pick an INDOMITUS CRUSADER unit from your army. Until the start of your next turn, each time you roll an unmodified hit roll of 6 for an attack made by a model in this unit, that attacks inflicts 2 hits on the target instead of 1.Veteran Intercessors: 1 CPUse this Stratagem before the battle begins. Pick an INDOMITUS CRUSADER INTERCESSOR SQUAD unit from your army to be Veteran Intercessors. That unit gains the VETERAN keyword for the duration of the battle.

In addition, add 1 to the Attacks and Leadership characteristics of that unit for the duration of the battle.Target Sighted: 1 CPUse this Stratagem at the start of your Shooting phase. Pick a VETERAN INTERCESSORS unit from your army. Until the end of the phase, stalker bolt rifles the models in that unit are armed with gain the following ability: ‘This weapon can target a CHARACTER even if it is not the closest enemy unit. If you roll a wound roll of 6+ for this weapon, it inflicts a mortal wound in addition to itsnormal damage’.Bolt Storm: 1 CPUse this Stratagem at the start of your Shooting phase. Pick a VETERAN INTERCESSORS unit from your army. Until the end of the phase, auto bolt rifles the models in that unit are armed with gain the following ability: ‘When this weapon targets an enemy unit within half range, it automatically hits its target’.Rapid Fire: 1 CPUse this Stratagem at the start of your Shooting phase.

Pick a VETERAN INTERCESSORS unit from your army. Until the end of the phase, bolt rifles the models in that unit are armed with change their type to Rapid Fire 2. As of Specialist Detachment Stratagems areField Commander: 1 CPUse this Stratagem before the battle if you used any Specialist Detachment Stratagems when choosing your army. Choose one CHARACTER from your army that has gained a keyword from a Specialist Detachment Stratagem that is not your Warlord and is not a named character. You can give that character the Warlord Trait of the Specialist Detachment they are part of (note that this character is only regarded as your Warlord for the purpose of that Warlord Trait). This Stratagem can be used once for each Specialist Detachment Stratagem you have used (spend 1 CP each time you use it). No two characters in your army can have the same Warlord Trait.Victrix Guard: 1 CPUse this Stratagem when choosing your army.

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Pick an ULTRAMARINES Detachment from your army to be a Victrix Guard Specialist Detachment. CAPTAINS, ANCIENTS, HONOUR GUARD, VICTRIX HONOUR GUARD, VANGUARD VETERAN SQUADS and STERNGUARD VETERAN SQUADS in that Detachment gain the VICTRIX GUARD keyword.Fight Like Demigods: 1 CPUse this Stratagem at the start of the Fight phase. Pick a VICTRIX GUARD unit from your army within 6″ of a friendly VICTRIX GUARD CAPTAIN. Add 1 to hit rolls for attacks made by that unit until the end of that phase.Strike First, for Ultramar: 3 CPUse this Stratagem at the end of your opponent’s Charge phase. Pick a VICTRIX GUARD unit from your army that was charged this phase, or that performed a Heroic Intervention this phase. That unit can immediately pile in and fight as if it were the Fight phase (doing so does not prevent the unit from being picked to fight in the Fight phase of that turn). As of Specialist Detachment Stratagems areField Commander: 1 CPUse this Stratagem before the battle if you used any Specialist Detachment Stratagems when choosing your army.

Choose one CHARACTER from your army that has gained a keyword from a Specialist Detachment Stratagem that is not your Warlord and is not a named character. You can give that character the Warlord Trait of the Specialist Detachment they are part of (note that this character is only regarded as your Warlord for the purpose of that Warlord Trait). This Stratagem can be used once for each Specialist Detachment Stratagem you have used (spend 1 CP each time you use it). No two characters in your army can have the same Warlord Trait.Imperial Fists Siegebreaker Cohort: 1 CPUse this Stratagem when choosing your army. Pick an IMPERIAL FISTS Detachment from your army to be a Siegebreaker Cohort Specialist Detachment.

CAPTAINS, CENTURIONS, DREADNOUGHTS and VINDICATORS in that Detachment gain the SIEGEBREAKER COHORT keyword.Structural Demolition: 1 CPUse this Stratagem after a Building has been destroyed by an attack made by a SIEGEBREAKER COHORT unit from your army. Roll 2D6 instead of 1 for each model that disembarks from that BUILDING. For each roll of 1, a model that disembarked (controlling player’s choice) is slain.Seismic Devastation: 1 CPUse this Stratagem at the start of the Shooting phase or Fight phase. Pick a SIEGEBREAKER COHORT unit from your army.

Each time you roll a wound roll of a 6+ for an attack made by that unit that targets an enemy VEHICLE or BUILDING that phase, that attack inflicts a mortal wound in addition to its normal damage. As of Specialist Detachment Stratagems areField Commander: 1 CPUse this Stratagem before the battle if you used any Specialist Detachment Stratagems when choosing your army. Choose one CHARACTER from your army that has gained a keyword from a Specialist Detachment Stratagem that is not your Warlord and is not a named character. You can give that character the Warlord Trait of the Specialist Detachment they are part of (note that this character is only regarded as your Warlord for the purpose of that Warlord Trait). This Stratagem can be used once for each Specialist Detachment Stratagem you have used (spend 1 CP each time you use it). No two characters in your army can have the same Warlord Trait.Crimson Fists Liberator Strike Force: 1 CPUse this Stratagem when choosing your army.

Pick an IMPERIAL FISTS Detachment from your army to be a Siegebreaker Cohort Specialist Detachment. CAPTAINS, CENTURIONS, DREADNOUGHTS and VINDICATORS in that Detachment gain the SIEGEBREAKER COHORT keyword.Heroes of Rynn’s World: 1 CPUse this Stratagem at the start of your Shooting phase. Pick a LIBERATOR STRIKE FORCE unit from your army. Until the end of the phase, each time you roll an unmodified hit roll of 6 for an attack made by that unit’s ranged weapons, that attack inflicts 2 hits instead of 1.Paragons of Dorn: 1 CPUse this Stratagem at the end of an enemy Shooting phase. Pick a LIBERATOR STRIKE FORCE unit from your army that was targeted by one or more attacks this phase. That unit can immediately shoot as if it were your Shooting phase. As of Specialist Detachment Stratagems areField Commander: 1 CPUse this Stratagem before the battle if you used any Specialist Detachment Stratagems when choosing your army.

Choose one CHARACTER from your army that has gained a keyword from a Specialist Detachment Stratagem that is not your Warlord and is not a named character. You can give that character the Warlord Trait of the Specialist Detachment they are part of (note that this character is only regarded as your Warlord for the purpose of that Warlord Trait). This Stratagem can be used once for each Specialist Detachment Stratagem you have used (spend 1 CP each time you use it). No two characters in your army can have the same Warlord Trait.Sword Brethren: 1 CPUse this Stratagem when choosing your army. Pick a BLACK TEMPLARS Detachment from your army to be a Sword Brethren Specialist Detachment. HIGH MARSHAL HELBRECHT, EMPEROR’S CHAMPION, CAPTAINS, COMPANY CHAMPIONS and COMPANY VETERANS in that Detachment gain the SWORD BRETHREN keyword.Uphold the Honour of the Emperor: 1 CPUse this Stratagem at the start of the Fight phase.

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Pick a SWORD BRETHREN unit from your army. Until the end of that phase, roll a D6 each time a model in that unit loses a wound. On a 5+, that model does not lose that wound.Suffer Not the Unclean to Live: 2 CPUse this Stratagem at the start of the Fight phase. Pick a SWORD BRETHREN unit from your army. Add 1 to the Attacks characteristic of models in that unit for this phase.

In addition, you can re-roll wound rolls for attacks made by that unit until the end of that phase. If your army is led by a Space Marine Warlord, you may give one Chapter Relic to a Space Marine Character in your army. Named characters cannot be given relics.

Some relics replace a character’s existing equipment, you must still pay the cost of the weapon that is being replaced.The Armour IndomitusThe wearer of the Armour Indomitus has a Save of 2+. Once per battle, before making a saving throw, the Armour Indomitus confers a 3+ invulnerable save for the remainder of the turn.The Shield EternalModel with a storm shield o combat shield only. Replace model’s storm shield or combat shield. This relic grants the bearer 3+ invulnerable save, and any damage they suffer is halved rounded up.Standard of the Emperor AscendantCompany Ancient, Chapter Ancient or Primaris Ancient only. Add 1 to the dice roll made to see if friendly chapter models within 6″ of the bearer Standard of the Emperor Ascendant can summon the strength to make one final attack when slain. In addition, whilst within 6″ of the bearer, friendly Adeptus Astartes models automatically pass Morale tests whilst enemy units must subtract 1 from their Leadership characteristic.Teeth of Terra:Models with a chainsword only.

Replace the bearer’s chainsword with the following profile: Range: Melee, Type: Melee S+1, AP-2, D2, Each time the bearer fights it can make D3 additional attacks with this weapon. The Shield Eternal is a storm shield. In addition, the bearer of the Shield Eternal gains the Adamantium Will and Eternal Warrior special rules.The Primarch’s WrathModels with a boltgun or master-crafted boltgun only. Replace the bearer’s boltgun or master-crafted boltgun with the following profile: Range 24″, Type Rapid Fire 2, S5, AP-1, D2.The Burning BladeModels with a power sword or master-crafted power sword only. Replace the bearer’s power sword or master-crafted power sword with the following profile: Range Melee, Type Melee, S+2, AP-5, D1.Tome of MalcadorPsyker only.

The bearer knows one additional psychic power from the Librarius discipline. If your army is led by a Space Marine Warlord, you may give one Chapter Relic to a Space Marine Character in your army. Named characters cannot be given relics. Some relics replace a character’s existing equipment, you must still pay the cost of the weapon that is being replaced.The Salamander’s MantleSalamanders model only. The bearer increase their Toughness characteristic by 1.The Axe of MedusaIron Hands model with a power axe only.

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Replace the bearer’s power axe with the following profile: Range: Melee, Type: Melee S+2, AP-3, D2Raven’s FuryRaven Guard Jump Pack model only. The bearer can Advance and charge in the same turn. Furthermore, the bearer can re-roll failed charge rolls.Mantle of the StormseerWhite Scars Psyker only. The bearer adds 1 to their Psychic test when attempting to manifest the Smite power.The Fist of VengeanceCrimson Fists model with a power fist only.

Replace the power fist with the following profile: Range: Melee, Type: Melee Sx2, AP-3, D3.Duty’ BurdenCrimson Firsts model with a bolt rifle, master-crafted auto bolt rifle or master-crafted stalker bolt rifle only. Replace with the following profile: Range 36″ Type Rapid Fire 2, S5, AP -2, D 2The Sanctic HaloUltramarines Captain only. The bearer has 3+ invulnerable save and can attempt to deny one psychic power in each enemy Psychic phase in the same manner as a Psyker.The Crusader’s HelmBlack Templars model only. The bearer increases the range of any aura abilities on its datasheet by 3″The Fist of VengeanceImperial Fists model with a bolt pistol only. Replace the bearer’s bolt pistol with the following profile: Range: 12″, Type: Pistol 2, S4, AP-1, D2. If your army includes any Specialist Detachments, you can give one of the following relics to the specific Specialist Detachment Charaters from your army.Reliquary of GathalamorIf your army includes any Indomitus Crusaders Specialist Detachments, you can give one of the following relics to an INDOMITUS CRUSADER CHARACTER from your army.Enemy PSYKERS must subtract 1 from Psychic tests made within 18″ of the bearer.

In addition, if the psychic power is not successfully manifested, roll a D6. On a 4+ the PSYKER that attempted to manifest that psychic power suffers D3 mortal wounds.Standard of the Ultima FoundingIf your army includes any Indomitus Crusaders Specialist Detachments, you can give one of the following relics to an INDOMITUS CRUSADER CHARACTER from your army.PRIMARIS ANCIENT only. Once per battle, at the start of your Movement phase, the bearer can choose to plant this banner. If they do so, until the bearer next makes a move, friendly INDOMITUS CRUSADER INFANTRY models can re-roll hit rolls of 1 and wound rolls of 1 whilst they are within 6″ of the bearer.Soldier’s BladeIf your army includes any Victrix Guard Specialist Detachments, you can give one of the following relics to a VICTRIX GUARD CHARACTER from your army.Model with power sword or master-crafted power sword only. The Soldier’s Blade replaces the bearer’s power sword or master-crafted power sword, and has the following profile: Range: Melee, Type Melee, S +1, AP -4, D 2The Standard of Macragge InviolateIf your army includes any Victrix Guard Specialist Detachments, you can give one of the following relics to a VICTRIX GUARD CHARACTER from your army.ANCIENT only.

Add 1 to the Leadership characteristic of friendly ULTRAMARINES units whilst they are within 12″ of the bearer. Before the battle, generate the psychic powers for PSYKERS that can use powers from the Librarius discipline by selecting the psychic powers you wish the psyker to have.Veil of Time: WC 6If manifested, pick an ADEPTUS ASTARTES unit within 18″. Until the start of your next Psychic phase, you can re-roll charge rolls and Advance rolls for that unit and they always fight first in the Fight phase, even if they didn’t charge. If the enemy has units that have charged, or that have a similar ability, then alternate choosing units to fight with, starting with the player whose turn is taking place.Might of Heroes: WC 6If manifested, select an ADEPTUS ASTARTES model within 12″. Until the start of your next Psychic phase, add 1 to that model’s Strength, Toughness and Attacks characteristics.Psychic Scourge: WC 6If manifested, select a visible enemy unit within 18″. Then, roll a D6 and add the psyker’s Leadership to the result. Your opponent then rolls a D6 and adds the Leadership of their unit to the result.

If the psyker’s total score is greater than the enemy’s, the enemy unit suffers D3 mortal wounds; if it is equal to the enemy’s score, the enemy unit suffers one mortal wound; if it is less than the enemy’s score, nothing happens.Fury of the Ancients: WC 7If manifested, roll 3D6 and select a visible enemy model within that many inches of the psyker (if no enemy models are within this range, this power has no further effect). Draw an imaginary straight line between the psyker and that model; each enemy unit that this line passes over or through suffers a mortal wound.Psychic Fortress: WC 5If manifested, select a friendly ADEPTUS ASTARTES unit within 18″. Until the start of your next Psychic phase that unit automatically passes Morale tests and you can roll a D6 each time it suffers a mortal wound from a psychic power; on a 4+ that mortal wound is ignored.Null Zone: WC 8If manifested, then until the start of your next Psychic phase, while they are within 6″ of the psyker, enemy models cannot take invulnerable saves and must halve the result of any Psychic tests (rounding up) that they take. Before the battle, generate the psychic powers for PSYKERS that can use powers from the Obscuration Discipline by selecting the psychic powers you wish the psyker to have.Shrouding: WC 6If manifested, select a friendly Adeptus Astrates Phobos unit within 18″ of the psyker, Until the start of your next Psychic phase, enemy modls can only shoot this unit if is the closest target that is visible to them.Scryer’s Gaze: WC 6If manifested, select a friendly Adeptus Astrates Phobos unit within 18″ of the psyker.

Until the start of your next Psychic phase, you can re-roll failed hit rolls for attacks made with that unit’s ranged weapons, and enemy models do not receive the benefit of cover to their savings throws against ranged attacks made by that unit.Temporal Corridor: WC 6If manifested, select a friendly Adeptus Astrates Phobos unit within 3″ of the psyker. That unit can immediately move as if it were its Movement phase; it cannot Fall Back as part of this move and must Advance. When rolling to see how far this unit Advances, roll 3D6 and discard the two lowest results. You cannot use Temporal Corridor on a unit more than once per Psychic phase.Hallucination: WC 6If manifested, select a enemy unit within 18″ and visible of the psyker. Until the start of your next Psychic phase, subtract 1 from that unit’s Leadership characteristic. In addition, your opponent must roll 2D6 – if the result is greater than that unit’s Leadership characteristic, subtract 1 from hit rolls made for that unit unitl the start of your next Psychic phase.Tenebrous Curse: WC 6If manifested, select an enemy unit that cannot FLY and is visible to and within 18″ of the psyker. That unit suffers a mortal wound.

In addition, unit the start of your next Psychic phase, halve that unit’s Move characteristic and the result of any Advance or Charge rolls made for it.Mind Raid: WC 6If manifested, select an enemy model within 18″ of and visible ot the psyker. That model’s unit suffers a mortal wound. If your army is Battle-forged, and the model you chose was a Character, you can then roll 3D6. If the result is equal to or higher than that model’s Leadership characteristic, you gain 1 Command Point. If the Warlord of your army is an Adeptus Astartes Character, you can pick the Warlord Trait from the Space Marines Warlord Traits Table.Angel of Death:Subtract 1 from the Leadership characteristic of enemy units that are within 6″of your WarlordThe Imperium’s Sword:Re-roll failed charge rolls for your Warlord.

In addition, if your Warlord charges in the Charge phase, add 1 to his Attacks characteristic until the end of the Fight phase.Iron Resolve:Add 1 to the Wounds characteristic of your Warlord. In addition, roll a dice each time your Warlord loses a wound. You can instead pick a Chapter Warlord Trait instead of the Space Marine Warlord Traits, but only if your Warlord is from the relevant Specialist Detachment.Indomitus Crusaders: Grey ShieldOnce per battle, at the start of your Movement phase, if your Warlord is on the battlefield, you can choose for INDOMITUS CRUSADER units in the same Detachment as your Warlord to gain an additional Chapter Tactic until the start of your next turn. Pick the additional Chapter Tactic from the following: Codex Discipline, Lightning Assault, Siege Masters, Righteous Zeal, Master Artisans, Shadow Masters, The Flesh is Weak Until the start of your next turn, friendly INDOMITUS CRUSADERS gain the benefit of that Chapter Tactic in addition to any others they already have.