Factions — Codex Supplement: Imperial Fists

Imperial Fists

Ceramite Sentinels2 pts#

Take and Hold

Adaptive Defence#

  • While a friendly Adeptus Astartes unit is within a terrain area, that unit’s attacks can re-roll wound rolls of 1.
  • Friendly Adeptus Astartes units are entrenched while all of the following apply:
    • That unit is within a terrain area.
    • That unit was not set up this turn.
    • No model in that unit moved more than 3" this turn.

  • Friendly Darnath Lysander/Tor Garadon units have the following ability:
    Defensive Mastery: At the start of each phase, this unit is entrenched.

Darnath Lysander's/Tor Garadon's unit is always entrenched, regardless of the conditions listed above.

Restrictions: Your army can include Imperial Fists units, but it cannot include any Adeptus Astartes units drawn from any other Chapter.

Enhancements

Castellum Omnivox#

10 pts

Adeptus Astartes unit only. When this unit makes a advance/fall-back move, that move does not prevent this unit from being eligible to start an action.

Defensive Mastery#

10 pts

Adeptus Astartes model only. When both players have deployed their armies, you can redeploy up to three friendly Adeptus Astartes Infantry units. When doing so, you can set those units up in strategic reserves, regardless of how many units are already in strategic reserves.

Honour Indefatigable#

10 pts

Gravis model only. (Once per battle, per army) At the end of a phase in which this model is destroyed, roll one D6:

  • On a 2+, set this model back up on the battlefield as close as possible to where it was destroyed, unengaged, with 3 wounds remaining.

Stratagems

Augmented Targeting#

1 CPShootingFighteither turn
When

Your Shooting phase or the Fight phase, when a friendly Adeptus Astartes unit is selected to attack.

Target

That Adeptus Astartes unit.

Effect

Your unit’s attacks have:

  • [LETHAL HITS].
  • Or: [SUSTAINED HITS 1].
  • Or: If your unit is entrenched, [LETHAL HITS] and [SUSTAINED HITS 1].

Establish Supremacy#

1 CPFighteither turn
When

Fight phase, when a friendly entrenched ADEPTUS ASTARTES INFANTRY unit is selected to make a consolidation move.

Target

That ADEPTUS ASTARTES INFANTRY unit.

Effect

You can select the objective consolidation mode for that consolidation move, regardless of that consolidation move’s Before Moving restrictions.

Designer’s Note: This means your unit can move out of engagement range with enemy units, provided it meets the conditions of the
objective consolidation mode.

Evasive Repositioning#

1 CPShootingopponent's turn
When

Your opponent’s Shooting phase, when an enemy unit has shot.

Target

One friendly unengaged Adeptus Astartes Infantry/Mounted unit that lost a wound as a result of those attacks.

Effect
  • Your unit can make a normal move of up to D6".
  • Or: If your unit is entrenched, your unit can make a normal move of up to D3+3".

Your unit is not able to embark within a TRANSPORT until the end of the turn.

Priority Strike#

1 CPShootingFighteither turn
When

Your Shooting phase or the Fight phase, when a friendly Adeptus Astartes Infantry/Mounted unit is selected to attack.

Target

That Adeptus Astartes Infantry/Mounted unit.

Effect

Your unit’s attacks that target a Monster/Vehicle unit, have +1 to wound rolls.

Stand to the End#

1 CPShootingFighteither turn
When

Your opponent’s Shooting phase or the Fight phase, when an enemy unit targets a friendly ADEPTUS ASTARTES unit (excluding Monster/Vehicle units).

Target

That ADEPTUS ASTARTES unit.

Effect
  • Attacks that target your unit with a S greater than your unit’s T have -1 to wound rolls.
  • Or: If your unit is entrenched, attacks that target your unit have -1 to wound rolls.

Unyielding Might#

1 CPCommandeither turn
When

Command phase.

Target

One friendly Adeptus Astartes unit that is within range of an objective.

Effect

Your unit has +1 OC until the end of the turn.