
If the Devastator Doctrine was active for your army during the previous battle round, you can change it so that the Tactical Doctrine is now active.From the second battle round onwards, at the start of the battle round, you can change which Combat Doctrine is active for your army, as follows: During the first battle round, the Devastator Doctrine is active for your army. After pounding the foe with heavy weapons, warriors advance to lay down a hail of bolter fire before charging forth with chainswords roaring to finish the foe.If every unit from your army has the ADEPTUS ASTARTES keyword (excluding AGENT OF THE IMPERIUM and UNALIGNED units), this unit gains a bonus (see below) depending on which Combat Doctrine is active for your army. When the Adeptus Astartes fight, they employ a set of combat doctrines to eliminate the enemy. For example, if a Grenade D6 weapon with the Blast rule targets a unit that has 11 or more models, that weapon makes six attacks against that unit.īlast weapons can never be used to make attacks against a unit that is within Engagement Range of the firing model’s unit, even if the weapon has the Pistol type or if the firing model is a VEHICLE or a MONSTER – firing high-explosives at point-blank range is simply unwise.

When a Blast weapon targets a unit that has 11 or more models, do not roll dice to randomly determine how many attacks are made – instead, make the maximum possible number of attacks.For example, if a Grenade D6 weapon with the Blast rule targets a unit that has 6 or more models, and you roll a 2 to determine how many attacks are made, that roll is counted as being a 3 and that weapon makes three attacks against that unit. So if, when determining how many attacks are made with that weapon, the dice rolled results in less than 3 attacks being made, make 3 attacks instead. If a Blast weapon targets a unit that has between 6 and 10 models, it always makes a minimum of 3 attacks.In addition to the normal rules, the following rules apply to Blast weapons: Some weapons have ‘Blast’ listed in their profile’s abilities. KEYWORDS: VEHICLE, TITANIC, AIRCRAFT, TRANSPORT, FLY, MACHINE SPIRIT, THUNDERHAWK GUNSHIP Each CENTURION or BIKER model takes up the space of 3 models (a PRIMARIS BIKER model takes up the space of 4 models instead).įACTION KEYWORDS: IMPERIUM, ADEPTUS ASTARTES, BLACK TEMPLARS BLOOD ANGELS DARK ANGELS DEATHWATCH IMPERIAL FISTS IRON HANDS RAVEN GUARD SALAMANDERS SPACE WOLVES ULTRAMARINES WHITE SCARS ASTRAL CLAWS BLOOD RAVENS CARCHARODONS CRIMSON FISTS EMPEROR’S SPEARS EXECUTIONERS EXORCISTS FIRE ANGELS FIRE HAWKS FLESH TEARERS HOWLING GRIFFONS LAMENTERS MANTIS WARRIORS MARINES ERRANT MINOTAURS NOVAMARINES RAPTORS RED SCORPIONS SILVER TEMPLARS SONS OF MEDUSA STAR PHANTOMS TIGER CLAWS TOME KEEPERS WOLFSPEAR Each WULFEN, TERMINATOR, MK X GRAVIS and JUMP PACK model takes up the space of 2 models (a PRIMARIS JUMP PACK model takes up the space of 3 models instead). This model has a transport capacity of 30 BLACK TEMPLARS BLOOD ANGELS DARK ANGELS DEATHWATCH IMPERIAL FISTS IRON HANDS RAVEN GUARD SALAMANDERS SPACE WOLVES ULTRAMARINES WHITE SCARS ASTRAL CLAWS BLOOD RAVENS CARCHARODONS CRIMSON FISTS EMPEROR’S SPEARS EXECUTIONERS EXORCISTS FIRE ANGELS FIRE HAWKS FLESH TEARERS HOWLING GRIFFONS LAMENTERS MANTIS WARRIORS MARINES ERRANT MINOTAURS NOVAMARINES RAPTORS RED SCORPIONS SILVER TEMPLARS SONS OF MEDUSA STAR PHANTOMS TIGER CLAWS TOME KEEPERS WOLFSPEAR INFANTRY or BLACK TEMPLARS BLOOD ANGELS DARK ANGELS DEATHWATCH IMPERIAL FISTS IRON HANDS RAVEN GUARD SALAMANDERS SPACE WOLVES ULTRAMARINES WHITE SCARS ASTRAL CLAWS BLOOD RAVENS CARCHARODONS CRIMSON FISTS EMPEROR’S SPEARS EXECUTIONERS EXORCISTS FIRE ANGELS FIRE HAWKS FLESH TEARERS HOWLING GRIFFONS LAMENTERS MANTIS WARRIORS MARINES ERRANT MINOTAURS NOVAMARINES RAPTORS RED SCORPIONS SILVER TEMPLARS SONS OF MEDUSA STAR PHANTOMS TIGER CLAWS TOME KEEPERS WOLFSPEAR BIKER models.
