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For example a unit with Augment Summoning 2D3 would give its formation 4D3 summoning points when it summons daemons and a unit with Augment Summoning 6 would give its formation 2D3 6 summoning points.

Notes: Fearless, Reinforced Armour. Do not make armour saves for damage stopped by void shields, or allocate Blast markers.

If no lesser daemon pool has been purchased or it is empty then there is no effect. To get the latest information. If the reactor explodes, any units within 5cm of the Repugnant will be hit on a D6 roll.

Download View as PDF for free. Place the first unit within 15cm of the pre-plotted drop zone co-ordinates and place all other units in the formation within 15cm of this unit and in coherency. Summoned units do not cause blast markers when they are destroyed, however daemonic units killed in an assault count towards the number of units killed when calculating the modifiers for assault resolution.

Add 1 to the Damage characteristic of that weapon. That weapon is considered to be a Chapter Relic. When a model with this Relic fights, it can make 1 additional attack using the close combat weapon profile see the Warhammer 40, rulebook.

When resolving that attack, if a hit is scored the target suffers 1 mortal wound and the attack sequence ends. Once per battle, at the start of the Fight phase, a model with this Relic can reveal the reliquary. At the start of the first battle round, before the first turn begins, select one enemy unit. When you give a model this Relic, select one bolt weapon see Codex: Space Marines that model is equipped with.

When the bearer shoots with that weapon, you can choose for it to fire a hellfury bolt. If you do, you can only make one attack with that weapon, but when resolving that attack, if it scores a hit it inflicts 1 mortal wound on the target and the attack sequence ends. Model equipped with a plasma pistol only.

When a Psychic test is taken for a model with this Relic attempting to manifest a psychic power from the Stormspeaking discipline, add 1 to the total. Until the end of the phase, when resolving an attack made with a ranged weapon by a model in that unit, the target does not receive the benefit of cover to its saving throw.

BIKER model only. In the Movement phase, that model can move over other models and terrain features as if they were not there. Model equipped with a power sword, master-crafted power sword or relic blade only. When the bearer shoots with that weapon, you can choose for it to fire a stormwrath bolt.

If you do, you can only make one attack with that weapon, but the weapon has a Strength characteristic of 7 and an Armour Penetration characteristic of -1 for that attack. Model equipped with two lightning claws only. In addition, when resolving an attack made with this weapon, you can re-roll the wound roll. When resolving an attack made with a weapon that has an Armour Penetration characteristic of -1 against a model from your army with this Relic, that weapon is treated as having an Armour Penetration characteristic of 0.

In addition, when resolving an attack against a model from your army with this Relic, an unmodified hit roll of 1, 2 or 3 always fails. Once per turn, when resolving an attack made by a model from your army with this Relic, you can re-roll the hit roll, wound roll or damage roll.

In addition, if a model from your army with this Relic is destroyed as a result of an attack made by an enemy unit, then until the end of the battle, when resolving an attack made by a friendly RAVEN GUARD unit against that enemy unit, add 1 to the hit roll.

A model from your army with this Relic can be chosen to charge with even if they Advanced this turn. When a charge roll is made for that model, you can re-roll the dice.

Model equipped with a master-crafted stalker bolt rifle, mastercrafted occulus bolt carbine or master-crafted instigator bolt carbine only. When resolving an attack made with this weapon, you can add 1 to the hit roll. In addition, when resolving an attack made with this weapon, the target does not receive the benefit of cover to its saving throw. Model equipped with combat knife only. Ultramarines Captain only.

Model equipped with bolt pistol or heavy bolt pistol only. When that model is chosen to shoot with, you can choose for that weapon to fire a korvidari bolt. Add 1 to the Attacks characteristic of a model with this Relic.

Model equipped with a power axe only. When resolving an attack made against that model, reduce any damage inflicted by 1, to a minimum of 1. Model equipped with a force sword, force axe or force stave only.

This Relic replaces a force sword, force axe or force stave and has the following profile: Mindforge-enhanced weapon Melee Sx2 AP-3 D3. Model equipped with a combi-melta only. If you select both, subtract 1 from hit rolls for attacks made with this weapon. You can only have 1 Command Point refunded per battle round by this Relic.

When resolving an attack made with a ranged weapon against that model, subtract 1 from the wound roll. If a model with this Relic has lost any wounds, at the start of your turn it regains up to D3 lost wounds.

Model equipped with a chainsword only. When the bearer shoots with that weapon, you can choose for it to fire a haywire bolt. If you do, you can only make one attack with that weapon, but when resolving that attack, if it is made against a VEHICLE unit, an unmodified wound roll of inflicts D3 mortal wounds on the target in addition to any other damage, and an unmodified wound roll of 6 inflicts 3 mortal wounds on the target in addition to any other damage.

When a model with this Relic uses their Blessing of the Omnissiah ability, roll two dice when determining how many lost wounds are regained and discard one of the results.

Model equipped with thunder hammer only. This Relic replaces a thunder hammer and has the following profile: Drake-smiter Melee Sx2 AP-4 D3 Abilities: When resolving an attack made with this weapon, subtract 1 from the hit roll, and on an unmodified wound roll of 6 add 3 to the Damage characteristic of this weapon for that attack.

A model with this Relic knows one psychic power from the Promethean discipline in addition to any other powers it knows. When a Psychic test is taken for a model with this Relic that is attempting to manifest a psychic power from the Promethean discipline, you can add 1 to the total. Model with combi-flamer only. Add 1 to the Wounds characteristic of a model with this Relic. When resolving an attack made against a model with this Relic, an unmodified wound roll of 1, 2 or 3 always fails, irrespective of any abilities that the weapon or the model making that attack may have.

When the bearer shoots with that weapon, you can choose for it to fire a dragonrage bolt. If you do, you can only make one attack with that weapon, but if that attack hits, make D6 wound rolls instead of one each successful wound roll results in a wound that must be allocated. When resolving that attack, the target does not receive the benefit of cover to its saving throw, and that weapon has a Damage characteristic of 1 and an Armour Penetration characteristic of -1 for that attack.

Model with power sword, master-crafted power sword or combat knife only. When a Psychic test is taken for a model with this Relic that is attempting to manifest a psychic power from the Geokinesis discipline, you can re-roll the result. Model with a power fist only. When the bearer shoots with that weapon, you can choose for it to fire a gatebreaker bolt. If you do, you can only make one attack with that weapon, but if that attack hits, make D3 wound rolls instead of one each successful wound roll results in a wound that must be allocated.

When resolving that attack, the weapon has an Armour Penetration characteristic of -5 and a Damage characteristic of 1 for that attack. Until the start of your next Movement phase, the Assault Doctrine becomes active for that unit, replacing the currently active combat doctrine. Select one bolt weapon this model is equipped with see Codex: Space Marines. When the bearer shoots with that weapon, you can choose for it to fire a witchseeker round. When resolving an attack made with a witchseeker round against a PSYKER unit, if a hit is scored the target suffers D3 mortal wounds in addition to any other damage.

Once per battle, at the start of the battle round, a model with this Relic can unveil the Aurillian Shroud. When a roll is made to determine if a litany recited by a model with this Relic is inspiring, you can roll two D6 and discard one of the results. Model with a power sword or one master-crafted power sword only. 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.

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.

Your opponent then rolls a D6 and adds the Leadership of their unit to the result. If 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.

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.

If manifested, select a friendly Adeptus Astrates Phobos unit within 18? If manifested, select a friendly Adeptus Astrates Phobos unit within 3?

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. If manifested, select a enemy unit within 18? If manifested, select an enemy unit that cannot FLY and is visible to and within 18?

That unit suffers a mortal wound. If manifested, select an enemy model within 18? If your army is Battle-forged, and the model you chose was a Character, you can then roll 3D6. Precognition : WC 5. If manifested, if your army is Battle-forged you can choose to immediately gain 1 Command Point. Telepathic Assault : WC 7.

Telepathic Assault has a warp charge value of 7. Roll 2D6 and add 2 to the result; that unit suffers 1 mortal wound for each point by which the total exceeds the highest Leadership characteristic of models in that unit. Roll one D6 for each model in that unit; for each 6 that unit suffers 1 mortal wound. Psychic Shackles : WC 6. Until the start of your next Psychic phase, halve the Move characteristic rounding up of models in that unit, and when a charge roll or Advance roll is made for that unit, subtract 1 from that roll.

A unit cannot be affected by both this psychic power and the Tenebrous Curse psychic power at the same time. Empyric Channelling : WC 5. Until the end of this Psychic phase, when a Psychic test is taken for that model, add 2 to the total, and that model does not suffer Perils of the Warp on a roll of double 1 or double 6. Until the start of your next Psychic phase, that unit cannot Advance, and when a charge roll is made for it, roll one fewer D6, to a minimum of one D6 typically, this will mean one D6 is rolled instead of 2D6.

Then, if that unit is still not destroyed, roll one D6; on a 6 that unit suffers 1 mortal wound. Until the start of your next Psychic phase, when an Advance roll or charge roll is made for that unit, add 2 to the result. Until the start of your next Psychic phase, subtract 1 from the Leadership characteristic of models in that unit, and when resolving an attack made by a model in that unit, subtract 1 from the hit roll.

Eye of the Storm has a warp charge value of 6. Until the start of your next Psychic phase, that unit cannot fire Overwatch, and when resolving an attack made by that unit, subtract 1 from the hit roll. If any models in that unit are destroyed as a result of this psychic power, subtract 1 from the Leadership characteristic of models in that unit until the end of this turn.

Until the start of your next Psychic phase, when resolving an attack made by that model, add 1 to the hit roll. Until the start of your next Psychic phase, when resolving an attack made with a ranged weapon by a model in that unit, on an unmodified hit roll of 1 that unit suffers 1 mortal wound after resolving that attack. Until the start of your next Psychic phase, when resolving an attack made against that unit, add 1 to the saving throw.

Invulnerable saves are not affected. Reforge has a warp charge value of 5. That model regains up to D3 lost wounds. That unit suffers D3 mortal wounds. Until the start of your next Psychic phase, when resolving an attack made with a ranged weapon against that unit, subtract 1 from the hit roll.

In addition, when a charge roll is made for a charge that unit is a target of, subtract 1 from the result. If manifested, then until the start of your next Psychic phase, when resolving an attack made with a close combat weapon the profile for which can be found in the Warhammer 40, core rules by this psyker, if a hit is scored the target suffers 1 mortal wound and the attack sequence ends.

Until the start of your next Psychic phase, add 1 to the Toughness characteristic of models in that unit. Roll 2D6; if the result is greater than the highest Toughness characteristic of models in that unit, that unit suffers D3 mortal wounds.

Draconic Aspect has a warp charge value of 6. Roll 2D6: if the result is less than the lowest Move characteristic in that unit it suffers 1 mortal wound; if the result equals the lowest Move characteristic in that unit it suffers D3 mortal wounds; if the result is greater than the lowest Move characteristic in that unit it suffers 3 mortal wounds.

This is not cumulative with any similar rules e. When resolving an attack made with a ranged weapon by a model in that unit against the closest visible enemy unit to that model, add 1 to the wound roll. When resolving an attack made with a melee weapon by a model in that unit, on an unmodified hit roll of 6 you can make one additional attack against the same unit using the same weapon. This additional attack cannot generate another attack. When resolving an attack made with a ranged weapon by a model in that unit, add 1 to the hit roll.

If that unit makes a charge move or performs a Heroic Intervention, add 1 to the Attacks characteristic of models in that unit until the end of the turn. That unit always fights first in the Fight phase, even if it did not make a charge move that turn. This is in addition to any others they know, so long as every unit from that Detachment is drawn from the same Chapter.

That unit can shoot in a turn in which it Fell Back. If your Warlord is a Character, it can use a Warlord trait. Choose your Warlord Trait immediately before either player stats to deploy their army. Roll a dice each time this Warlord loses a wound. On a 6, does not lose the wound. When a charge roll is made for this Warlord, you can re-roll any or all the of the dice.

If, in the Charge phase, this Warlord makes a charge move or performs a Heroic Intervention, add 1 to their Strength and Attacks characteristics in the following fight phase. Add 1 to the Wounds characteristic of your Warlord. In addition, roll a dice each time your Warlord loses a wound. On a roll of 6 your Warlord does not lose the wound. This Warlord has the Defenders of Humanity ability. After shooting with that unit, it can move as if it were your Movement phase; if it does, it must Advance and cannot declare a charge in the following Charge phase.

When resolving an attack made against this Warlord, subtract 1 from the hit roll. Add 1 to the Damage characteristic of ranged weapons this Warlord is equipped with. This does not apply to Grenades or Relics. They are considered to have the keyword of the Chapter that Chapter Tactic belongs to for the purposes of resolving that Chapter Tactic. In addition, each time you roll an unmodified hit roll of 6 for an attack made by your Warlord in the Fight phase, that attack inflicts 2 hits instead of 1.

You can only have 1 Command Point refunded per battle round by this Warlord Trait. Until the end of that battle round, when a model in that unit makes an attack, the Tactical Doctrine is considered to be active. When resolving an attack made by this Warlord, an unmodified wound roll of 6 inflicts 1 mortal wound on the target in addition to any other damage. If this Warlord makes a charge move or performs a Heroic Intervention, add D3 to their Attacks characteristic until the end of the turn.

BIKER only. When a charge roll is made for this Warlord, you can re-roll the dice. When resolving an attack against this Warlord, subtract 1 from the hit roll if this Warlord Advanced in your previous Movement phase. Enemy units cannot fire Overwatch at this Warlord. When resolving an attack made with a melee weapon by this Warlord, an unmodified hit roll of 6 inflicts 1 mortal wound on the target in addition to any other damage.

When this Warlord Falls Back, they can move across models and terrain as if the models and terrain were not there. In addition, this Warlord can shoot and charge in a turn in which they Fell Back. If the battle ends and this Warlord is not on the battlefield, it is destroyed. That model regains 1 lost wound. Each model can only be repaired once per turn. When resolving an attack made by this Warlord, on an unmodified hit roll of 6 you can make one additional attack against the same unit using the same weapon.

Once that phase, when resolving an attack made with a ranged weapon by a model from that unit, you can re-roll the hit roll. Once that phase, when resolving an attack made with a ranged weapon by a model from that unit, you can reroll the wound roll. Once that phase, when resolving an attack made with a ranged weapon by a model from that unit, you can re-roll the damage roll. Add 2 to the Strength characteristic of this Warlord. When this Warlord would lose a wound, roll one D6; on a 6, that wound is not lost.

In addition, at the start of your Movement phase, this Warlord regains 1 lost wound. Until the end of that battle round, that unit has the Defenders of Humanity ability see Codex: Space Marines. Add 2 to the Toughness characteristic of this Warlord.

When resolving an attack made against this Warlord, an unmodified wound roll of always fail, irrespective of any abilities that the weapon or the model making that attack may have. Once per battle, at the end of your Fight phase, if this Warlord remained stationary and did not make any attacks this turn it can call down an orbital strike. This Warlord cannot Fall Back. When resolving an attack against this Warlord, halve any damage inflicted rounding up. Only thing I can think of is Markerlight support, but they also don"t really need it, so.

Their fluff is absymal, and they keep bringing out more and more of them They have more units now than a lot of the other factions, and they are supposed to be an addition to a faction? Especially once you add in Chapter Tactics, which I"m pretty sure won"t have any real equivilants in the other books. Right, so they have 14 units.

You can"t just discount characters. But we"ll use your metric of 7 and ingoring characters. Cults have 6, not counting Guard units.

Harlies have 3. Knights have5, I guess. Ad Mech have 11, and they were releaseed as two factions. Sisters have 7, although they have more if you count the Ministorum units. Deathwatch have5?

Grey Knights have 8.



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