Battleforged Abilities: Infantry, Bikers, Dreadnoughts

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

Specialist Detachment: Siegebreaker Cohort (-1 CP)

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

Imperial Fists Stratagem: Bolter Drill (1 CP)

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

Detachment: Battalion Detachment (Min: 2 HQ & 3 Troops) – +5 CP (+4 CP w/ Relics)

HQ: 2/3

  • Primaris Captain with Power Fist – 78 [94]

    • | 6″ | WS: 2+ | BS: 2+ | S: 4 | T: 4 | W: 6 | A: 5 | LD: 9 | SV 3+ |
    • Power Fist – 9
      • | Melee | Melee | S: x2 | AP: -3 | D: d3 | When attacking with this weapon, you must subtract 1 from the hit roll. |
    • Plasma Pistol – 7
      • | 12″ | Pistol 1 | S: 7 | AP: -3 | D: 1 | – |
      • | 12″ | Pistol 1 | S: 8 | AP: -3 | D: 2 | On a hit roll of 1, the bearer is slain.
    • Frag Grenade
      • | 6″ | Grenade d6 | S: 3 | AP: 0 | D: 1 | – |
    • Krak Grenade
      • | 6″ | Grenade 1 | S: 6 | AP: -1 | D: d3 | – |
    • And They Shall Know No Fear
      • You can re-roll failed Morale tests for this unit.
    • Iron Halo
      • This model has a 4+ invulnerable save.
    • Rites of Battle
      • You can re-roll hit rolls of 1 made for friendly Imperial Fists units within 6″ of this model.
    • Warlord Trait: Architect of War
      • Friendly Imperial Fists units within 6″ of your Warlord that are receiving the benefit of cover add an additional 1 to their saving throws against attacks with an AP characteristic of -1.
  • Primaris Lieutenant – 70 [74]

    • | 6″ | WS: 2+ | BS: 3+ | S: 4 | T: 4 | W: 5 | A: 4 | LD: 8 | SV: 2+ |
    • Power Sword – 4
      • | Melee | Melee | S: User | AP: -3 | D: 1 | – |
    • Bolt Pistol
      • | 12″ | Pistol 1 | S: 4 | AP: 0 | D: 1 | – |
    • Frag Grenade
      • | 6″ | Grenade d6 | S: 3 | AP: 0 | D: 1 | – |
    • Krak Grenade
      • | 6″ | Grenade 1 | S: 6 | AP: -1 | D: d3 | – |
    • And They Shall Know No Fear
      • You can re-roll failed Morale tests for this unit.
    • Tactical Precision
      • You can re-roll wound rolls of 1 for friendly Imperial Fists units that are within 6″ of a Lieutenant.
    • Company Heroes
      • During deployment, all models in this unit must be set up at the same time, though they do not need to be set up in unit coherency. From that point onwards, each Primaris Lieutenant is treated as a separate unit.
    • Warlord Trait: Indomitable (-1 CP)
      • If your Warlord did not move in the Movement phase of this turn, friendly Imperial Fists Infantry units within 6″ of your Warlord automatically pass Morale tests and receive the benefit to their saving throws for being in cover, even while they are not wholly on or within a terrain feature.
    • Relic: The Armour Indomitus
      • The wearer of the Armour Indomitus has a Save characteristic of 2+.
      • In addition, once per battle, before making one of the wearer’s saving throws, you can choose to activate the armour’s force field. When you do so, the Armour Indomitus confers a 3+ invulnerable save for the remainder of the turn.

Troops: 4/6

  • 5 Intercessors – 85 [94]

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

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

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

    • | 6″ | WS: 3+ | BS: 3+ | S: 4 | T: 4 | W: 2 | A: 2 | LD: 7 | SV: 3+ |
    • | 6″ | WS: 3+ | BS: 3+ | S: 4 | T: 4 | W: 2 | A: 3 | LD: 8 | SV: 3+ |
    • 5 Auto Bolt Rifles – 5
      • | 24″ | Assault 2 | S: 4 | AP: 0 | D: 1 | – |
    • Frag Grenade
      • | 6″ | Grenade d6 | S: 3 | AP: 0 | D: 1 | – |
    • Krak Grenade
      • | 6″ | Grenade 1 | S: 6 | AP: -1 | D: d3 | – |
    • And They Shall Know No Fear
      • You can re-roll failed Morale tests for this unit.
    • Auxiliary Grenade Launcher
      • If this model is armed with an auxiliary grenade launcher, increase the range of any Grenade weapons they have to 30″.
    • Combat Squads
      • Before any models are deployed at the start of the game, an Intercessor Squad containing 10 models may be split into two units, each containing 5 models.

Heavy Support: 1/3

  • 3 Centurion Devestators – 120 [210]

    • | 4″ | WS: 3+ | BS: 3+ | S: 5 | T: 5 | W: 3 | A: 2 | LD: 7 | SV: 2+ |
    • | 4″ | WS: 3+ | BS: 3+ | S: 5 | T: 5 | W: 3 | A: 3 | LD: 8 | SV: 2+ |
    • 6 Heavy Bolters – 60
      • | 36″ | Heavy 3 | S: 5 | AP: -1 | D: 1 | – |
    • 3 Hurricane Bolters – 30
      • | 24″ | Rapid Fire 6 | S: 4 | AP: 0 | D: 1 | – |
    • And They Shall Know No Fear
      • You can re-roll failed Morale tests for this unit.
    • Combat Squads
      • Before any models are deployed at the start of the game, a Centurion Devastator Squad containing 6 models may be split into two units, each containing 3 models.
    • Decimator Protocols
      • Models in this unit do not suffer the penalty to hit rolls for moving and firing Heavy weapons.
    • Omniscope
      • Enemy units do not receive the benefits to their saving throws for being in cover against attacks made by a unit that includes a Centurion Sergeant.

Total: 750