Codex · Space Marines
Gang Tactics36
| Roll | Tactic | Timing |
|---|---|---|
| 11 | The Flesh Is Weak. Play at the start of the battle. Until the end of the first round, every friendly fighter gains Feel No Pain 6+, or improves an existing resilience by one step — the creed spoken over the whole line as it deploys. | Start of battle |
| 12 | Iron Within. Play at the start of the round. Until the next round, every friendly fighter's bionic resilience improves to Feel No Pain 5+ — the whole line hardening at once, the iron within answering the pressure of the grind. | Start of round |
| 13 | Machine Cult. Play at the start of the round if a friendly Techmarine is on the field. Until the next round, all friendly walkers re-roll a failed Save regardless of their range to the Techmarine — the cult projected across the whole board. | Start of round |
| 14 | Revere The Fallen. Play when a friendly fighter is taken Out of Action. Friendly fighters within 6" of the fallen do not take Nerve tests for the rest of the round; the Iron Hands do not mourn, they close ranks and grind on. | When a friendly fighter is taken Out of Action |
| 15 | Augmetic Recovery. Play during the post-battle sequence. One friendly fighter that suffered a Lasting Injury this battle rolls twice on the recovery and takes the better result, the wound made into an augmetic upgrade rather than a scar. | During the post-battle sequence |
| 16 | The Iron Council. Play at the start of the battle if your Captain and a Techmarine are both on the field. Until the end of the first round, all friendly walkers re-roll failed Saves — the Iron Council musters, and the machine cult stands at its height. | Start of battle |
| 21 | Bionic Reflex. Play when a friendly fighter is targeted by a ranged attack. Until the end of the phase that fighter gains a 6+ Feel No Pain against the attack, or improves an existing bionic resilience to 5+ — the iron flinching faster than the flesh could. | When the bearer is targeted |
| 22 | Cold Logic. Play at the start of the round. Choose a friendly fighter; until the next round it ignores any penalty to its Cool and Willpower, the machine cult's emotionless logic leaving no room for fear. It reacts as iron, not as a man. | Start of round |
| 23 | Unfeeling. Play at any time a friendly fighter would suffer the effect of being Pinned or the penalty of a Flesh Wound. Ignore it until the end of the phase. The augmetic body logs the harm and files it — data, not pain. The fighter does not flinch. It fights on. | Any time |
| 24 | Servo Assisted. Play at the start of a friendly fighter's activation. If it carries a servo-arm or servo-harness, it may make a free Aim action this turn, the machine steadying the smith's hand. | Start of fighter's activation |
| 25 | The Gorgons Endurance. Play at the start of the battle. Choose one friendly fighter; the first time it would be taken Out of Action this battle it is Seriously Injured instead, the endurance of Ferrus Manus's sons made manifest in one body. | Start of battle |
| 26 | Reinforced Frame. Play at the start of the round. Choose a friendly fighter; until the next round it treats its Toughness as one higher against ranged attacks, the augmetic frame shrugging the fire the flesh could not. | Start of round |
| 31 | Walkers Aegis. Play at the start of the round. Until the next round, one friendly walker extends its machine-cult Save re-roll to any friendly fighter within 3" of it, the aegis of the revered dead spread over the line beside it. | Start of round |
| 32 | The Interred Hero. Play at the start of a friendly walker's activation. Until the end of its turn it gains +1 Attack and re-rolls a failed Hit in melee, the interred hero waking fully to the fight. | Start of a walker's activation |
| 33 | Deathless Machine. Play when a friendly walker loses its last Wound. Roll a D6; on a 4 or higher the walker survives on a single Wound instead of being destroyed, the machine cult refusing to let the revered dead fall. | When a friendly walker loses its last Wound |
| 34 | Repair Protocol. Play at the start of the round if a friendly Techmarine is on the field. It makes a free repair action on a walker within 3", restoring a lost Wound, without spending its activation — the smith's work folded into the grind. | Start of round |
| 35 | Ironstone Blessing. Play during the post-battle sequence if you control an Ironstone or the Iron Forge. One friendly walker that would carry a lasting damage result is fully repaired instead. The smiths take it back. The machine cult works it whole and stands it ready for the next war. | During the post-battle sequence |
| 36 | Sanctified Augmetics. Play at the start of the battle. Choose one friendly fighter; once this battle it may re-roll a failed bionic-resilience save, its augmetics blessed at the forge-shrine before the march. | Start of battle |
| 41 | Grinding Advance. Play at the start of the round. Friendly fighters that make a standard Move toward the nearest enemy this round cannot be targeted by Overwatch — the line comes on regardless, iron and unhurried. | Start of round |
| 42 | No Retreat No Feeling. Play at any time a friendly fighter would take a Bottle test. That fighter automatically passes and stays on the field — the Iron Hands do not feel the urge to run, only the logic of the fight still to finish. | Any time |
| 43 | Attrition Wins. Play at the end of the battle if your gang has more standing fighters than the enemy did at its end. You gain a bonus to a single reputation gain, and one Lasting Injury a fighter suffered this battle may be re-rolled — the grind rewarded, the survivors made harder. | End of battle |
| 44 | Out Endure. Play at the start of the round, from round four onward. Until the next round, friendly fighters re-roll a failed bionic-resilience save — the longer the war runs, the harder the iron is to kill. | Start of round |
| 45 | The Long War. Play at the start of a battle fought in the second half of a campaign. Until the end of round two, friendly fighters re-roll a failed bionic-resilience save — the survivors of a long war are the hardest of all to kill. | Start of battle |
| 46 | Weather The Storm. Play when a friendly fighter is hit by a template or blast weapon. It gains a 5+ Feel No Pain against that attack, the augmetic frame weathering the storm of fire that would break a lesser body. | When the gang is shot by a template or blast |
| 51 | Bolter Precision. Play at the start of a friendly fighter's activation. Until the end of its turn, its bolt weapons re-roll a failed Hit roll at half range or less — the cold, methodical marksmanship of a line that never wastes a round. | Start of a fighter's activation |
| 52 | Concentrated Fire. Play at the start of the round. Nominate one enemy fighter; friendly fighters re-roll a failed Wound roll of 1 when they shoot it this round, the whole line grinding a single target down together. | Start of round |
| 53 | Devastator Doctrine. Play at the start of the round while your gang holds the Devastator Doctrine. Until the next round, friendly heavy and special weapons gain +1 Accuracy at long range — the gun-line settling into the grind and reaching out to kill. | Start of round |
| 54 | Heavy Discipline. Play at the start of a friendly fighter's activation while it carries a heavy weapon. It ignores the penalty for having moved when it shoots this turn, the warsuit or braced frame holding the weapon dead steady. | Start of a fighter's activation |
| 55 | Mark Of The Machine. Play at the start of the battle. Choose one friendly fighter; for this battle it gains heavy bionics, ignoring the penalty of one Flesh Wound. The Techmarine has blessed its augmetics before the muster marched. | Start of battle |
| 56 | Terminator Vigil. Play at any time a friendly Terminator-marked fighter is targeted. Until the end of the phase it re-rolls a failed armour save, the master-crafted plate turning the blow the augmetics did not need to answer. | Any time |
| 61 | Feirros Command. Play at the start of the round if your Techmarine is on the field. Until the next round, friendly walkers within 9" of it, rather than 6", re-roll a failed Save — the Iron Father's command projected further over the revered dead. | Start of round |
| 62 | The Iron Fathers Word. Play at the start of the battle. Choose one friendly walker; for this battle it counts as always within command of a Techmarine, re-rolling a failed Save each round wherever it stands. The Iron Father's word carries the length of the field. | Start of battle |
| 63 | Master Of The Forge. Play during the post-battle sequence. You may make one additional walker repair or bionic upgrade this phase at no cost, the master smith working through the night to ready the iron. | During the post-battle sequence |
| 64 | Contempt For Frailty. Play when a friendly fighter makes a Nerve or Willpower test. It automatically passes — the Iron Hands feel no fear their augmetics cannot answer, holding where a lesser warrior would break. | When making a Nerve or Willpower test |
| 65 | Rise Again. Play during the Recovery phase. One friendly fighter making a Recovery test rolls twice and takes the better result, the augmetics dragging it back to its feet where flesh alone would have stayed down. | During the Recovery phase |
| 66 | The Tenth Legions Wrath. Play at the start of the battle. Until the end of the first round, friendly fighters re-roll failed Hit rolls of 1 against enemy Leaders and Champions — the cold wrath of the Tenth Legion turned on the ones who matter. | Start of battle |