Codex · Space Marines
Gang Tactics36
| Roll | Tactic | Timing |
|---|---|---|
| 11 | Descent Of Angels. Descent of Angels. Play during deployment. Choose up to three of your jump-pack fighters and hold them in reserve as a descending wing. From the second round on, at the start of any of your turns, set them up together anywhere more than 6" from an enemy, and they may charge in the same activation they arrive. The signature opening of the host: the sky opens, and the Angels fall. | Deployment |
| 12 | Red Thirst Rising. Red Thirst Rising. Play at any point in a round. The hunger surges without a drop of blood to feed it: immediately advance your gang's Doctrine one step toward Assault, in addition to any shift already made this round. The Thirst climbs faster than the battle warrants, and there is no drawing it back. | Any round |
| 13 | For Sanguinius. For Sanguinius! Play at the start of one of your fighters' activations. The cry of the Angel's name carries the warrior forward: until the end of this activation, that fighter re-rolls failed Hit rolls in melee and cannot be forced to take a Nerve test. He fights for a dead Primarch, and nothing living will turn him aside. | Start of a fighter's activation |
| 14 | Wrath Of The Lost. Wrath of the Lost. Play when a Death Company fighter is activated. The curse rises to a killing peak: this activation the fighter automatically passes its Black Rage Cool check and, if it charges, adds +1 to its Hit rolls in the ensuing melee. For one terrible moment the lost brother's fury serves your purpose rather than its own. | When a Death Company fighter is activated |
| 15 | Encarmine Strike. Encarmine Strike. Play when one of your fighters charges. The first blow lands with a golden host's precision: that fighter adds +1 Damage to its first successful melee hit this round. A single perfect stroke, aimed to end the fight before it begins. | When a fighter charges |
| 16 | The Host Grows. The Host Grows. Play when a friendly fighter goes Out of Action. As the brother falls, the curse takes hold: make an immediate Damnation roll. On a 4+, a Seriously-Injured friendly Marine rises as a Death Company fighter for the rest of the battle, fighting on with the fury of the lost. Grief becomes strength, and the sable host swells by one. | When a friendly fighter goes Out of Action |
| 21 | Wings Of Baal. Wings of Baal. Play when a fighter with a jump pack activates. The vanes flare to full burn: add +2" to that fighter's Movement for every action it takes this activation, letting it cross the board and fall upon a distant foe. The sons of Baal fight above the battle, and this round they fly higher than any wall can reach. | When a fighter with a jump pack activates |
| 22 | Overhead Assault. Overhead Assault. Play when a jump-pack fighter charges. Diving onto the foe from above, the fighter ignores intervening terrain and enemy models for the charge move and adds +1 to its Hit rolls in the resulting melee. There is no cover from an enemy that comes straight down out of the sky. | When a jump-pack fighter charges |
| 23 | Blood Frenzy. Blood Frenzy. Play while your gang is locked in the Assault doctrine. The Thirst has taken the whole host: until the end of the round, every friendly fighter that charges makes one additional Attack in the ensuing melee. Once the sons of Sanguinius commit to the blade, they give everything to it. | When the gang is in the Assault doctrine |
| 24 | Furious Charge. Furious Charge. Play when one of your fighters declares a charge. Driven by the hunger, the fighter closes faster than the enemy can react: add 2" to its charge move this activation. A short gap becomes no gap at all. | When a fighter declares a charge |
| 25 | Rage Unleashed. Rage Unleashed. Play at any point in a round. Choose one friendly fighter engaged in melee; the fury pours out of it in a single moment. Until the end of the round that fighter gains +1 Attack. The rage that always simmers beneath a Blood Angel's calm is let off its leash. | Any round |
| 26 | Sanguine Fury. Sanguine Fury. Play when a friendly fighter is Seriously Injured. Pain sharpens rather than breaks him: on his next activation, if he is still standing, that fighter adds +1 to his Hit rolls in melee and ignores the effects of being Seriously Injured for that activation. A wounded son of Sanguinius is a more dangerous one. | When a friendly fighter is Seriously Injured |
| 31 | The Angels Wrath. The Angel's Wrath. Play when a friendly Champion or Leader activates. The lord's presence lifts every warrior near him: until the start of your next turn, friendly fighters within 6" of that Champion or Leader re-roll rolls of 1 To Wound in melee. Where the Angel's chosen fight, the host fights harder. | When a friendly Champion or Leader activates |
| 32 | Death From Above. Death From Above. Play when a jump-pack fighter ends a jump move in base contact with an enemy. The descent is the attack. That fighter counts as having charged, striking first and adding +1 Attack in the ensuing melee — and the foe never sees the blow that falls on it out of the sky. | When a jump-pack fighter ends a jump move in melee |
| 33 | Crimson Tide. Crimson Tide. Play at any point in a round. The whole host surges forward as one: until the end of the round, every friendly fighter re-rolls a failed charge distance. When the tide of red armour breaks against the enemy line, it does not fall short. | Any round |
| 34 | Unbroken Descent. Unbroken Descent. Play when a friendly fighter would be Pinned. His will refuses the ground. Ignore the effect entirely, and the fighter remains Standing and Active — a son of Sanguinius mid-descent does not stop for a hail of fire. | When a friendly fighter would be Pinned |
| 35 | Vengeful Sons. Vengeful Sons. Play when an enemy takes one of your fighters Out of Action. Grief turns to retribution in a heartbeat. The nearest friendly fighter may immediately make a free Move toward the enemy responsible — the brothers of the fallen come for the one who struck him down. | When an enemy takes a friendly fighter Out of Action |
| 36 | Thirst For Battle. Thirst for Battle. Play at the start of the battle, before the first round. The hunger is already awake. Your gang begins the game one Doctrine step further toward Assault than it otherwise would — the sons of Sanguinius came to this field already reaching for the charge. | Start of battle |
| 41 | Leap Of Faith. Leap of Faith. Play when a jump-pack fighter makes a jump move. Trusting the Angel to carry him, the fighter re-rolls the distance of the jump and ignores any falling or dangerous-terrain test it would otherwise trigger for that move. Faith and burning vanes carry him where caution would not. | When a jump-pack fighter makes a jump move |
| 42 | The Lost Charge. The Lost Charge. Play when a Death Company fighter charges. The doomed brother throws himself at the enemy with nothing held back: add 2" to the charge move and give the fighter +1 Attack in the ensuing melee. He has already accepted death, and it makes him terrible to face. | When a Death Company fighter charges |
| 43 | Encarmine Blades. Encarmine Blades. Play when one of your fighters fights in melee. The blade bites deeper than steel should allow: that fighter treats one weapon's Armour Piercing as improved by 1 for this round of combat. The relic-craft of Baal turns a good stroke into a killing one. | When a fighter fights in melee |
| 44 | Rising Hunger. Rising Hunger. Play in any round your gang has not yet reached the Assault doctrine. The Thirst will not be denied: shift your Doctrine one further step toward Assault this round, on top of the normal shift. Every battle drags the host closer to the moment it thinks of nothing but the charge. | Each round the gang is not yet in the Assault doctrine |
| 45 | Winged Vengeance. Winged Vengeance. Play as a Reaction when an enemy charges one of your jump-pack fighters. The son of Baal answers the charge with his own: he makes an immediate free jump move of up to 4" and counts as having charged the attacker, striking first in the melee that follows. The hunter who comes for a Blood Angel finds the Blood Angel already upon him. | Reaction, when an enemy charges a friendly fighter |
| 46 | Blood And Fire. Blood and Fire. Play when one of your fighters shoots a pistol immediately before charging. The point-blank shot is part of the assault: the fighter may fire the pistol and still charge in the same activation, and adds +1 to its Hit rolls in the ensuing melee. A bolt to the face, then the blade — the two blows are one motion. | When a fighter shoots a pistol before charging |
| 51 | The Final Descent. The Final Descent. Play while your gang is locked in the Assault doctrine. The host commits everything to the killing: until the end of the round, every friendly fighter that charges re-rolls failed Wound rolls in melee. There is no reserve left, no line to fall back to — only the descent and the blade. | When the gang is locked in the Assault doctrine |
| 52 | Sanguinary Onslaught. Sanguinary Onslaught. Play when one of your Champions charges. The champion leads the assault and the host answers: that Champion and all friendly fighters within 6" of it re-roll failed Wound rolls in melee this round. The Chapter's signature discipline, called out as a battle-cry that lifts every blade near it. | When a Champion charges |
| 53 | Doomed Advance. Doomed Advance. Play when a Death Company fighter would be taken Out of Action. The curse refuses to let him fall yet: instead of going Out of Action, the fighter is set up Prone and may make one final free attack against an enemy in base contact before he is removed. The lost do not die quietly — they take a foe with them. | When a Death Company fighter would be taken Out of Action |
| 54 | Baals Fury. Baal's Fury. Play at any point in a round. The wrath of a scorched homeworld burns in every son of Sanguinius: choose one friendly fighter, which re-rolls all failed Hit rolls in melee until the end of the round. For a moment the red-armoured warrior fights as though the fate of Baal itself hung on his blade. | Any round |
| 55 | The Red Hour. The Red Hour. Play when your gang first reaches the Assault doctrine. The whole host crosses into the killing at once: this round every friendly fighter re-rolls failed charge distances and gains +1 Attack on any charge it makes. The hour the Thirst has climbed toward all battle has come, and there is no holding it now. | When the gang first reaches the Assault doctrine |
| 56 | Charge Of The Damned. Charge of the Damned. Play when two or more Death Company fighters charge the same enemy. The lost fall on their prey as a pack: each of those Death Company fighters adds +1 to its Hit rolls in the ensuing melee, and the target may not make Reaction attacks. Against the massed fury of the damned, there is no defence worth the name. | When two or more Death Company charge the same enemy |
| 61 | Angelic Assault. Angelic Assault. Play during deployment. Choose up to two jump-pack fighters and hold them in reserve rather than deploying them. At the start of any of your turns from the second round on, set each of them up anywhere more than 6" from an enemy, and they may charge in the same activation. The host descends where and when it chooses. | Deployment |
| 62 | Undying Rage. Undying Rage. Play when one of your fighters fails a Flesh Wound or injury roll. The rage carries him past the pain. The fighter may re-roll that result once, and must accept the new outcome — a son of Sanguinius will not leave the field while there is killing still to be done. | When a friendly fighter fails a Flesh Wound or injury roll |
| 63 | The Sable Host. The Sable Host. Play at the start of the battle if your gang fields two or more Death Company fighters. The black-clad brothers steady one another's fury: while two or more of them remain standing, each Death Company fighter re-rolls its Black Rage Cool check. United, the lost are a fraction more governable — and no less deadly for it. | Start of battle, if the gang fields two or more Death Company |
| 64 | Bloodied But Unbowed. Bloodied but Unbowed. Play when your gang is reduced to half its starting strength or fewer still standing. The survivors close ranks and refuse to break: until the end of the battle, your fighters automatically pass Nerve tests and add +1 to their Hit rolls in melee. Cut down to a handful, the sons of Sanguinius fight harder, not less. | When the gang is at half strength or fewer standing |
| 65 | Wrathful Ascent. Wrathful Ascent. Play when one of your jump-pack fighters is engaged in melee. Rather than trade blows on the ground, the fighter kicks off into the air and comes back down harder: it may disengage with a free 4" jump move and immediately charge any enemy it can reach, striking first. The son of Baal fights on his own terms, above the fray. | When a jump-pack fighter is engaged in melee |
| 66 | The Chapters Fury. The Chapter's Fury. Play once per battle, at any point in a round. For a single round, the whole host fights as the Angel's chosen: every friendly fighter gains +1 Attack in melee and re-rolls failed charge distances. The full wrath of the sons of Sanguinius, spent in one shattering surge — and never again this battle. | Once per battle, any round |