| 11 | Tactical Precision. Tactical Precision. Play at any point in the round. Choose one friendly fighter. Until the end of the round, that fighter may re-roll a single failed Hit roll each time it shoots or fights — the drilled marksmanship of a warrior who wastes nothing. | Any round |
| 12 | Honour The Codex. Honour the Codex. Play at the start of the round. One friendly fighter may act this round as though the strike force were in an adjacent doctrine stance to the one declared, reading the field a beat ahead of the order. | Start of round |
| 13 | Steady Advance. Steady Advance. Play in the movement phase. One friendly fighter may make a free Move (Simple) action, provided it ends that move no closer to the nearest enemy — the phalanx dressing its line rather than breaking it. | Movement |
| 14 | Defenders Of Ultramar. Defenders of Ultramar. Play at any point in the round. Choose a friendly fighter contesting or within 3" of an objective. Until the start of your next turn, that fighter gains a 6+ field save and cannot be knocked back — ground held is ground kept. | Any round |
| 15 | Finest Hour. Finest Hour. Play at any point in the round. One friendly Leader or Champion gains an additional Attack this round, and friendly fighters within 3" of it may re-roll a single failed Nerve test — the commander driving the line to its greatest effort at the instant it matters most. | Any round |
| 16 | By The Strategium. By the Strategium. Play at the end of the round. Draw one extra Gang Tactic to use in the next round — a plan laid down the moment the fighting pauses, so the strike force never fights without foresight. | End of round |
| 21 | Doctrine Drill. Doctrine Drill. Play at the start of the round. The strike force may shift its Combat Doctrine an extra step along the ladder this round, drilled to move through the phases of battle faster than the enemy can answer. | Start of round |
| 22 | Combined Fire. Combined Fire. Play in the shooting phase. Two friendly fighters that both target the same enemy this round each add 1 to their Hit rolls against it — disciplined fire concentrated where it will tell. | Shooting |
| 23 | Hold The Line. Hold the Line. Play at any point in the round. One friendly fighter contesting an objective counts as three models for the purpose of control until the start of your next turn — a single brother made immovable on the point he holds. | Any round |
| 24 | Tactical Withdrawal. Tactical Withdrawal. Play in the movement phase. One friendly fighter may make a free Move (Simple) action directly away from the nearest enemy, and suffers no reaction attacks for leaving a combat as it does so — a fighting retreat made in good order. | Movement |
| 25 | Oath Kept. Oath Kept. Play at any point in the round. Choose a friendly fighter and an enemy fighter. Until the end of the battle, the chosen fighter re-rolls failed Hit rolls against that enemy — an oath of vengeance sworn before the brethren and honoured to the last. | Any round |
| 26 | Disciplined Volley. Disciplined Volley. Play in the shooting phase. One friendly fighter shooting a weapon with the Rapid Fire trait adds 1 to the number of shots it makes with that action — a controlled burst poured into the enemy line. | Shooting |
| 31 | Counter Punch. Counter-Punch. Play as a reaction when an enemy ends a charge against a friendly fighter. That fighter makes a single free reaction attack against the charger before blows are otherwise struck — the disciplined riposte of a warrior who was never caught unready. | Reaction |
| 32 | Rites Of Battle. Rites of Battle. Play at any point in the round. Choose a friendly Leader or Champion. Until the start of your next turn, any friendly fighter beginning an activation within 6" of it may re-roll a single failed Hit roll — the steadying certainty of a command well kept. | Any round |
| 33 | Codex Formation. Codex Formation. Play immediately after deployment. Redeploy up to two friendly fighters, moving each up to 3" from where it stood — the line dressed to the Codex before the first shot is fired. | Deployment |
| 34 | Unbroken Shield. Unbroken Shield. Play at any point in the round. One friendly fighter gains a 5+ field save against ranged attacks until the start of your next turn — plate and discipline turning aside what would fell a lesser warrior. | Any round |
| 35 | Measured Assault. Measured Assault. Play when a friendly fighter declares a charge. That fighter adds 1 to its Hit rolls in the ensuing close combat this round — a charge pressed home with drilled precision rather than blind fury. | Charge |
| 36 | Forward Observers. Forward Observers. Play in the shooting phase. One friendly fighter that did not move this round ignores cover when it shoots, marking its target for the line to finish. | Shooting |
| 41 | Relentless Discipline. Relentless Discipline. Play at any point in the round. One friendly fighter ignores the characteristic penalties of any Flesh Wounds it carries until the start of your next turn — the brother fighting on as though unhurt. | Any round |
| 42 | No Mercy. No Mercy. Play at any point in the round. Until the start of your next turn, friendly fighters re-roll failed Injury dice against Prone or Seriously Injured enemies — a broken foe run down before it can rise. | Any round |
| 43 | Phalanx Wall. Phalanx Wall. Play in the movement phase. Until the start of your next turn, any friendly fighter within 2" of another friendly fighter gains a 6+ field save — the shield-wall closed, each brother covered by the one beside him. | Movement |
| 44 | Sequenced Strike. Sequenced Strike. Play at the start of the round. Choose a friendly fighter; this round it may take one additional Simple action during its activation, the drill letting it do in a breath what the enemy needs a whole turn for. | Start of round |
| 45 | Chapter Pride. Chapter Pride. Play when a friendly fighter is called upon to make a Nerve test. That fighter automatically passes the test. An Ultramarine does not break. The pride of the Chapter admits no thought of rout. | Nerve |
| 46 | Overwatch Drill. Overwatch Drill. Play as a reaction when an enemy moves within line of sight of a friendly fighter that is Standing and Active. That fighter may immediately Shoot (Basic) at the moving enemy without making an Ammo check. The lane was already his. Discipline, not luck, put the round where the enemy chose to step. | Reaction |
| 51 | Command Relay. Command Relay. Play at any point in the round. A friendly Leader or Champion issuing a Group Activation may bring one additional friendly fighter into it, the order relayed cleanly down the line. | Any round |
| 52 | Hammer And Anvil. Hammer and Anvil. Play when a friendly fighter charges an enemy already engaged with another friendly fighter. In that combat the charging fighter adds 1 to its Hit rolls and 1 to its Wound rolls — the foe pinned against the anvil and broken by the hammer. | Charge |
| 53 | Codex Adaptation. Codex Adaptation. Play at the start of the round. Discard one Gang Tactic from your hand and draw a different one at random — the strike force adapting its plan the moment the field changes. | Start of round |
| 54 | Unyielding. Unyielding. Play at any point in the round. The first time this round a friendly fighter would be taken Out of Action, it becomes Seriously Injured instead — a brother who simply refuses to fall while the line still needs him. | Any round |
| 55 | Fire Discipline. Fire Discipline. Play in the shooting phase. Until the start of your next turn, friendly fighters suffer no penalty for shooting at a target that is not the closest enemy — each brother taking the mark assigned to him rather than the nearest. | Shooting |
| 56 | Brothers In Arms. Brothers in Arms. Play at any point in the round. Choose two friendly fighters within 3" of each other. Until the start of your next turn, each may re-roll a single failed save — brethren who trust the warrior at their shoulder and fight the better for it. | Any round |
| 61 | Strategic Reserve. Strategic Reserve. Play during deployment. Hold up to two friendly fighters in reserve. At the start of any round from the second onward, deploy them within 2" of a board edge in your own half — a measured commitment held back until the field is read. | Deployment |
| 62 | Doctrine Mastery. Doctrine Mastery. Play at the start of the round. This round the strike force benefits from two Combat Doctrine stances at once — the stance declared and the one below it on the ladder — the mark of a chapter that has made the whole Codex second nature. | Start of round |
| 63 | Pincer Advance. Pincer Advance. Play in the movement phase. Two friendly fighters may each make a free Move (Simple) action, provided each ends its move closer to the same enemy and the two approach from different directions — the foe caught between two closing arms. | Movement |
| 64 | Last Stand. Last Stand. Play at any point in the round. Choose a friendly fighter that is the last standing member of its group. Until the end of the battle, it gains an additional Attack and a 5+ field save — a lone brother selling the ground at the highest price the enemy can pay. | Any round |
| 65 | Honour Titles. Honour Titles. Play in the post-battle sequence. One friendly fighter that took an enemy Leader or Champion Out of Action during the battle gains 1 bonus experience, its deed marked in the honour-rolls of the Chapter. | Post-battle |
| 66 | Inevitability. Inevitability. Play at the end of the round. If the strike force has advanced or held its Combat Doctrine in every round of the battle so far, the gang gains 1 reputation at the end of the battle — the patient, ground-down certainty of a foe who was never going to win. | End of round |