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Codex / Gang Tactics
Codex · Space Marines

Gang Tactics36

RollTacticTiming
11The Anvil Holds. The anvil is set before the first blow lands. Play at deployment and choose a Deathwing fighter. Until the start of the second round it cannot be moved by any enemy effect and automatically passes Nerve tests. Whatever the enemy brings, this ground is already held.Deployment
12Unbroken Line. Brother stands with brother, and the line does not break. Play when a friendly fighter within 2" of two or more other friendly fighters would be taken Out of Action: it is instead Seriously Injured. The line closes over the gap and fights on.Any
13Teleport Strike. The Deathwing come down from the void without warning. Play at deployment and set one Deathwing Terminator aside in reserve. At the start of any following round you may place it on the battlefield more than 6" from any enemy — the anvil arrives exactly where it is needed most.Deployment
14The Rock Endures. The discipline of the fortress-monastery is stone laid under the flesh. Play in reaction to a friendly fighter failing a Save: re-roll that Save. Where a lesser warrior would fall, the training of the Rock holds him upright.Reaction
15Relic Of Caliban. A treasure carried out of dead Caliban lends its bearer the weight of ages. Play before the battle and choose a friendly fighter to bear a Chapter relic into the fight. That fighter re-rolls its first failed Hit roll of the game. What Caliban lost, its sons still carry to war.Pre-battle
16Hold At All Costs. Some ground is not surrendered while a brother still stands on it. Play at any time and choose a friendly fighter within 1" of an objective. Until the start of your next turn it cannot be Pinned and may re-roll a failed Nerve test — the anvil holds the line whatever the cost.Any
21Storm Of Bolts. Disciplined fire falls like a storm. Play in the shooting phase and choose a friendly fighter firing a Rapid Fire weapon: until the end of the phase it re-rolls failed Hit rolls. The bolt-hail does not slacken until the target is gone.Shooting
22Wrath Of The First Legion. Ten thousand years of held grievance falls on the enemy at once. Play in the melee phase. Until the start of your next turn, friendly fighters re-roll Hit rolls of 1 in close combat. The wrath of the First Legion is a cold and patient thing, and terrible when it is finally loosed.Melee
23Speed Of The Raven. When the Ravenwing commit to the charge, nothing outruns them. Play in the movement phase and choose a Ravenwing fighter: it may make a second standard Move this phase. The hawk crosses the field before the enemy has set its guard.Movement
24Outflank Strike. The First Legion is rarely where the enemy expects it. Play at deployment and set up to two friendly fighters aside in reserve to Outflank. At the start of any following round, bring them onto the battlefield from a chosen board edge, striking the flank the enemy thought secure.Deployment
25The Hunt Begins. Somewhere in the enemy ranks stands a soul the First Legion means to take. Play at any time and nominate an enemy fighter as the quarry. While it lives, friendly fighters within 6" of the quarry re-roll failed Hit rolls against it. The Hunt has begun. It does not end until the quarry falls.Any
26Hit And Fade. The hawk strikes and is gone before the answer comes. Play in reaction to a friendly Ravenwing fighter finishing its attacks in melee: it may immediately make a free 4" Move away from the fight, breaking clean before the enemy can reply.Reaction
31Twin Linked Fusillade. Paired barrels double the certainty of the kill. Play in the shooting phase and choose a friendly fighter firing a storm bolter or other twin-linked weapon: until the end of the phase it re-rolls failed Hit rolls. Two guns speaking as one leave little to chance.Shooting
32Ride Them Down. The hawk does not stop at one kill. Play in the melee phase when a friendly Ravenwing fighter takes an enemy Out of Action: it may immediately make a free 3" Move, carrying the charge on into the next foe within reach.Melee
33Corvex Swiftness. The Ravenwing move like the wind they are named for. Play in the movement phase and choose a Ravenwing fighter. It adds 2" to its Move this phase and ignores the penalty for moving through difficult terrain.Movement
34The Black Host. The black host rides ahead of the war. Play at deployment: every Ravenwing fighter in your gang may deploy up to 3" further forward than it otherwise could, or be held in reserve to Outflank. The hawk is already on the enemy's flank before the battle is joined.Deployment
35Hunt The Fallen. The true war of the First Legion runs beneath every other. Play before the battle and secretly nominate one enemy fighter as the quarry. Friendly fighters re-roll failed Hit rolls against the quarry, and should it be taken Out of Action the secret is kept — the enemy learns nothing of why it was singled out.Pre-battle
36The Quarry Marked. Once the quarry is marked, there is no hiding from the Hunt. Play at any time and mark an enemy fighter: the next friendly attack made against it this round, in melee or at range, re-rolls failed Hit and Wound rolls. What the First Legion marks, it kills.Any
41Secrets Kept. What the First Legion keeps hidden dies with the body. Play in reaction to a friendly fighter being taken Out of Action: the enemy gains no experience or reward from felling it, and you need not reveal any of your reserves still off the board. The secret is kept, whatever the cost.Reaction
42Relentless Pursuit. A fleeing enemy is not permitted to escape. Play in the movement phase and choose a friendly fighter: if it moves toward the nearest Broken or fleeing enemy, it adds 2" to that Move. The First Legion runs down what it has broken.Movement
43Both Wings Converge. The anvil and the hawk are deadliest when they close on the same foe. Play at any time and choose one Deathwing fighter and one Ravenwing fighter. Until the start of your next turn, while the two are within 6" of each other, each may re-roll a failed Hit roll.Any
44Inner Circle Discipline. Those who keep the Chapter's secrets keep their nerve as well. Play at any time and choose a friendly fighter. Until the start of your next turn, that fighter and any friendly fighter within 3" of it automatically pass Nerve tests. The discipline of the Inner Circle steadies all who stand near it.Any
45Declare The Wing. The strike force chooses its shape before the enemy is seen. Play before the battle and re-tag one winged fighter to the other wing, or grant one un-winged fighter a wing's standing posture for this battle only. The host commits to its stance, and fights the coming war in the form it has chosen.Pre-battle
46The Two Postures. The strike force can hold both stances at the moment they are both needed. Play when the declared Combat Doctrine shifts: this round, one Deathwing fighter keeps its Devastator-leaning posture and one Ravenwing fighter keeps its Assault-leaning posture regardless of the new Doctrine. Anvil and hawk each fight in the stance the moment demands.Doctrine
51Silent Brotherhood. The brotherhood fights in silence and shares its fear with no one. Play at any time. Until the start of your next turn, no friendly fighter may be forced to take a Nerve test by an enemy effect. The line holds, wordless and unshaken.Any
52The Lions Blade. A blade struck in the Lion's name finds the killing line. Play in the melee phase and choose a friendly fighter making close-combat attacks: it may re-roll one failed Hit roll and one failed Wound roll this round. The sword remembers the war it was forged for.Melee
53Weapons Of The First Legion. The armouries of the First Legion hold weapons older than most Chapters. Play before the battle and choose a friendly fighter to draw an ancient arm from the vaults: each round of the battle, that fighter may re-roll one failed Hit roll made with its chosen weapon. The old wargear kills as surely as it did in the Legion's first war.Pre-battle
54Plasma Talon Overcharge. A Ravenwing rider pushes the fury of its plasma to the edge. Play in the shooting phase when a friendly fighter fires a plasma weapon: that shot is made at +1 Strength. If its Ammo check fails, however, the weapon flares and the fighter suffers a hit at the weapon's profile as the coils burn out.Shooting
55Vengeful Fusillade. A fallen brother is answered before his body cools. Play in reaction to a friendly fighter being taken Out of Action: a friendly fighter within 12" may immediately Shoot as a free action at the enemy that felled it. The First Legion pays its debts in the same breath they are incurred.Shooting
56Sanctified Rounds. Rounds blessed by the Chaplains bite deeper. Play in the shooting phase and choose a friendly fighter: until the end of the phase it re-rolls Wound rolls of 1 with its ranged weapons. The First Legion sends its enemies to judgement with hallowed shot.Shooting
61Grim Resolve. The First Legion does not falter when the fight turns against it. Play in reaction to a friendly fighter failing a Nerve or Cool test: that test is passed instead. Where lesser wills break, the grim resolve of the Unforgiven holds.Reaction
62No Fear No Mercy. The First Legion charges without fear and strikes without mercy. Play at any time. Until the start of your next turn, friendly fighters that made a charge this round re-roll failed Hit rolls in the ensuing melee. The enemy that stands to receive them does not stand long.Any
63The Masters Command. A word from the master moves the strike force as one. Play at any time when a friendly Leader is on the battlefield: one friendly fighter within 12" of that Leader may immediately make a free Move or Shoot action. The host answers command before the enemy can react to it.Any
64Stubborn To The Last. The Unforgiven do not yield while breath remains. Play in reaction to your gang failing a Bottle test, or a friendly fighter failing a Cool test to stay in the fight: re-roll that test. The First Legion holds the field long after a lesser force would have quit it.Reaction
65Vengeance For Caliban. The loss of a brother is a debt paid in the enemy's blood. Play in the melee phase when a friendly fighter is taken Out of Action: a friendly fighter within 6" gains +1 Attack until the end of the round. The memory of dead Caliban lends fury to the blade.Melee
66The First Legion Endures. The First Legion has endured every age of the Imperium, and endures still. Play at the end of the battle, before recovery rolls are made: one friendly fighter who is Seriously Injured recovers to Standing and Active instead. The Unforgiven rise again to fight on.End