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  Kill Team Annual 2019Expansion81.0December 2019

Servants of the Abyss Kill Teams

If every model in your kill team has the SERVANTS OF THE ABYSS Faction keyword, you can use Servants of the Abyss Tactics.

VETERANS OF THE LONG WAR
Servants of the Abyss Tactic
Use this Tactic when a HERETIC ASTARTES model from your kill team is chosen to attack in the Shooting or Fight phase. You can add 1 to wound rolls for the model’s attacks that target IMPERIUM models, until the end of the phase.
2 COMMAND POINTS
BLACKSTONE TRINKET
Servants of the Abyss Tactic
Use this Tactic when an enemy PSYKER successfully manifests a psychic power within 6" of a SERVANTS OF THE ABYSS model from your kill team. Roll a D6. On a 4+ that psychic power has no effect.
2 COMMAND POINTS
INTO THEM YOU DOGS!
Servants of the Abyss Tactic
Use this Tactic at the start of the Morale phase. Pick one TRAITOR GUARDSMAN or CULTIST OF THE ABYSS model from your kill team that is within 6" of a TRAITOR COMMISSAR model from your kill team. That model is taken out of action. You can re-roll any tests to see if your kill team is broken until the end of the phase. In addition, until the end of the phase, models from your kill team automatically pass any Nerve tests they are required to make.
2 COMMAND POINTS
EXPENDABLE MINIONS
Servants of the Abyss Tactic
Use this Tactic when a HERETIC ASTARTES model from your kill team is picked as the target of a shooting attack. Pick a SERVANTS OF THE ABYSS model (excluding HERETIC ASTARTES models) from your kill team that is within 1" of that model – these attacks are resolved against that model instead.
1 COMMAND POINT
FULLY CHARGED
Servants of the Abyss Tactic
Use this Tactic at the start of the Shooting phase. Pick two NEGAVOLT CULTIST models from your kill team that are within 1" of each other. Add 1 to invulnerable saves made for these models, until the end of this battle round.
2 COMMAND POINTS

Datasheets


Black Legionnaire

NAME M WS BS S T W A Ld Sv Max
Black Legionnaire 6" 3+ 3+ 4 4 1 1 7 3+ 2
This model is armed with a bolt pistol, boltgun, frag grenades and krak grenades.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
0
Bolt pistol
12"
Pistol 1
4
0
1
-
0
Boltgun
24"
Rapid Fire 1
4
0
1
-
0
Frag grenade
6"
Grenade D6
3
0
1
-
0
Krak grenade
6"
Grenade 1
6
-1
D3
-
ABILITIES
Death to the False Emperor: If a model with this ability makes an attack in the Fight phase that targets an IMPERIUM model, each time you roll a hit roll of 6+ you may make an additional attack with the same weapon against the same target. These attacks cannot themselves generate any further attacks.

Transhuman Physiology: Ignore the penalty to this model’s hit rolls from one flesh wound it has suffered.
SPECIALISTS
Leader, Combat, Sniper, Veteran, Zealot
FACTION KEYWORDS
SERVANTS OF THE ABYSS
KEYWORDS
CHAOS, HERETIC ASTARTES, INFANTRY, BLACK LEGIONNAIRE


Chaos Beastman

NAME M WS BS S T W A Ld Sv Max
Chaos Beastman 6" 3+ 4+ 4 4 1 1 6 5+ 4
This model is armed with either an autopistol or laspistol, either a brutal assault weapon or chainsword, and frag grenades and krak grenades.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
0
Autopistol
12"
Pistol 1
3
0
1
-
0
Laspistol
12"
Pistol 1
3
0
1
-
0
Brutal assault weapon
Melee
Melee
User
0
1
Each time the bearer fights, it can make 1 additional attack with this weapon.
0
Chainsword
Melee
Melee
User
0
1
Each time the bearer fights, it can make 1 additional attack with this weapon.
0
Frag grenade
6"
Grenade D6
3
0
1
-
0
Krak grenade
6"
Grenade 1
6
-1
D3
-
ABILITIES
Servants of the Abyss: You can re-roll failed Nerve tests for this model whilst it is within 6" of a HERETIC ASTARTES model from your kill team.

Savage Charge: Add 1 to the Strength and Attacks characteristics of this model in a battle round in which it charges.
SPECIALISTS
Leader, Combat, Demolitions, Veteran, Zealot
FACTION KEYWORDS
SERVANTS OF THE ABYSS
KEYWORDS
CHAOS, INFANTRY, CHAOS BEASTMEN


Chaos Ogryn

NAME M WS BS S T W A Ld Sv Max
Chaos Ogryn 6" 3+ 4+ 5 5 4 4 8 5+ 1
This model is armed with a mutant claw and scavenged maul.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
0
Mutant claw
Melee
Melee
User
-2
2
Each time the bearer fights, before the bearer makes any other attacks it can make one (and only one) attack with this weapon. If the attack hits, you can re-roll hit rolls for attacks made by the bearer that target the same model until the end of the phase.
0
Scavenged maul
Melee
Melee
+2
-1
2
-
ABILITIES
Avalanche of Muscle: Add 1 to the Attacks characteristic of this model during any turn in which it made a successful charge.

Bodyguard: Roll a D6 each time a TRAITOR COMMISSAR from your kill team loses a wound whilst it is within 3" of this model; on a 3+ the TRAITOR COMMISSAR does not lose a wound, but this model suffers 1 mortal wound.

Blasphemous Icon: When you pick this model to move in the Movement phase, roll a D6. On a 6, you can add 2" to this model’s Move characteristic until the end of the phase, and this model regains 1 lost wound.
SPECIALISTS
Combat
FACTION KEYWORDS
SERVANTS OF THE ABYSS
KEYWORDS
CHAOS, INFANTRY, OGRYN, CHAOS OGRYN


Cultist of the Abyss

NAME M WS BS S T W A Ld Sv Max
Cultist of the Abyss 6" 4+ 4+ 3 3 1 1 6 6+ -
Cultist of the Abyss Gunner 6" 4+ 4+ 3 3 1 1 6 6+ 2
Cultist of the Abyss Champion 6" 4+ 4+ 3 3 1 2 7 6+ 1
This model is armed with an autogun, frag grenades and krak grenades.
Up to two Cultists of the Abyss in your kill team can be a Cultist of the Abyss Gunner, and one Cultist of the Abyss in your kill team can be a Cultist of the Abyss Champion. A Cultist of the Abyss Champion is instead armed with a stubcarbine, frag grenades, krak grenades and chainsword.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
0
Autogun
24"
Rapid Fire 1
3
0
1
-
2
Grenade launcher
When attacking with this weapon, choose one of the profiles below.
 - Frag grenade
24"
Assault D6
3
0
1
-
 - Krak grenade
24"
Assault 1
6
-1
D3
-
2
Heavy stubber
36"
Heavy 3
4
0
1
-
0
Stubcarbine
18"
Pistol 3
4
0
1
-
0
Chainsword
Melee
Melee
User
0
1
Each time the bearer fights, it can make 1 additional attack with this weapon.
0
Frag grenade
6"
Grenade D6
3
0
1
-
0
Krak grenade
6"
Grenade 1
6
-1
D3
-
WARGEAR OPTIONS
 • One Cultist of the Abyss Gunner in your kill team may replace their autogun with a grenade launcher.
 • One Cultist of the Abyss Gunner in your kill team may replace their autogun with a heavy stubber.
ABILITIES
Servants of the Abyss: You can re-roll failed Nerve tests for this model whilst it is within 6" of a HERETIC ASTARTES model from your kill team.
SPECIALISTS
Leader (Champion only), Demolitions (Gunner only), Heavy (Gunner only), Combat, Veteran, Zealot
FACTION KEYWORDS
SERVANTS OF THE ABYSS
KEYWORDS
CHAOS, INFANTRY, CULTISTS OF THE ABYSS


Negavolt Cultist

NAME M WS BS S T W A Ld Sv Max
Negavolt Cultist 6" 3+ 4+ 3 3 1 3 8 6+ 4
This model is armed with electro-goads.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
0
Electro-goads
Melee
Melee
+2
0
1
Each hit roll of 6+ made with this weapon scores 3 hits.
ABILITIES
Servants of the Abyss: You can re-roll failed Nerve tests for this model whilst it is within 6" of a HERETIC ASTARTES model from your kill team.

Fanatical Devotion: Each time this model loses a wound, roll a D6; on a 5+ the model does not lose that wound.

Voltagheist Field: This model has a 5+ invulnerable save. After this model has charged, choose one of the target models within 1" and roll a D6. On a 6 that target model suffers 1 mortal wound.
SPECIALISTS
Leader, Combat, Veteran, Zealot
FACTION KEYWORDS
SERVANTS OF THE ABYSS
KEYWORDS
CHAOS, INFANTRY, NEGAVOLT CULTISTS


Rogue Psyker

NAME M WS BS S T W A Ld Sv Max
Rogue Psyker 6" 4+ 4+ 3 3 4 2 8 5+ 2
This model is armed with a laspistol and Chaos stave.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
0
Laspistol
12"
Pistol 1
3
0
1
-
0
Chaos stave
Melee
Melee
User
-1
D3
-
ABILITIES
Servants of the Abyss: You can re-roll failed Nerve tests for this model whilst it is within 6" of a HERETIC ASTARTES model from your kill team.

Unrestrained Power: You can re-roll any dice rolls of 1 when taking a Psychic test for this model. However, this model suffers Perils of the Warp on any Psychic test roll of a double, not just double 1 or double 6.
PSYKER
This model can attempt to manifest one psychic power and attempt to deny one psychic power in each Psychic phase. It knows the Psybolt psychic power.
SPECIALISTS
Leader, Comms, Veteran, Zealot
FACTION KEYWORDS
SERVANTS OF THE ABYSS
KEYWORDS
CHAOS, INFANTRY, PSYKER, ROGUE PSYKER


Traitor Guardsman

NAME M WS BS S T W A Ld Sv Max
Traitor Guardsman 6" 4+ 4+ 3 3 1 1 6 5+ -
Traitor Guardsman Gunner 6" 4+ 4+ 3 3 1 1 6 5+ 2
Traitor Sergeant 6" 4+ 4+ 3 3 1 2 7 5+ 1
This model is armed with a lasgun and frag grenades.
Up to two Traitor Guardsmen in your kill team can be Traitor Guardsman Gunners, and one Traitor Guardsman in your kill team can be a Traitor Sergeant. A Traitor Sergeant is instead armed with a laspistol, chainsword and frag grenades.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
0
Autopistol
12"
Pistol 1
3
0
1
-
3
Flamer
8"
Assault D6
4
0
1
This weapon automatically hits its target.
0
Lasgun
24"
Rapid Fire 1
3
0
1
-
0
Laspistol
12"
Pistol 1
3
0
1
-
0
Brutal assault weapon
Melee
Melee
User
0
1
Each time the bearer fights, it can make 1 additional attack with this weapon.
0
Chainsword
Melee
Melee
User
0
1
Each time the bearer fights, it can make 1 additional attack with this weapon.
0
Frag grenade
6"
Grenade D6
3
0
1
-
0
Krak grenade
6"
Grenade 1
6
-1
D3
-
WARGEAR OPTIONS
 • A Traitor Guardsman Gunner may replace their lasgun with a flamer or krak grenades.
 • A Traitor Guardsman may replace their lasgun with an autopistol and brutal assault weapon, or a laspistol and brutal assault weapon.
ABILITIES
Servants of the Abyss: You can re-roll failed Nerve tests for this model whilst it is within 6" of a HERETIC ASTARTES model from your kill team.
SPECIALISTS
Leader (Traitor Sergeant only), Heavy (Gunner only), Demolitions, Scout, Sniper, Veteran
FACTION KEYWORDS
SERVANTS OF THE ABYSS
KEYWORDS
CHAOS, INFANTRY, TRAITOR GUARDSMAN


Commanders


Cultist Firebrand

NAME M WS BS S T W A Ld Sv Max
Cultist Firebrand 6" 3+ 3+ 4 4 3 3 6 4+ 1
This model is armed with a hellfire torch, laspistol, frag grenades and krak grenades.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
4
Hellfire torch
8"
Assault D6
5
-1
2
This weapon automatically hits its target.
0
Laspistol
12"
Pistol 1
3
0
1
-
0
Frag grenade
6"
Grenade D6
3
0
1
-
0
Krak grenade
6"
Grenade 1
6
-1
D3
-
ABILITIES
Explosive Demise: If this model is taken out of action, roll a dice before removing it from the battlefield; on a 5+ the warp energies contained within it burst out, and each model within 3" suffers 1 mortal wound.
SPECIALISTS
Ferocity, Strength
FACTION KEYWORDS
SERVANTS OF THE ABYSS
KEYWORDS
CHAOS, COMMANDER, INFANTRY, CULTIST FIREBRAND


Obsidius Mallex

NAME M WS BS S T W A Ld Sv Max
Obsidius Mallex 6" 2+ 2+ 4 4 5 4 9 3+ 1
This model is armed with a plasma pistol and thunder hammer.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
0
Plasma pistol
When attacking with this weapon, choose one of the profiles below.
 - Standard
12"
Pistol 1
7
-3
1
-
 - Supercharge
12"
Pistol 1
8
-3
2
On an unmodified hit roll of 1, the bearer is taken out of action.
0
Thunder hammer
Melee
Melee
x2
-3
3
When attacking with this weapon, you must subtract 1 from the hit roll.
ABILITIES
Death to the False Emperor: If a model with this ability makes an attack in the Fight phase that targets an IMPERIUM model, each time you roll a hit roll of 6+ you may make an additional attack with the same weapon against the same target. These attacks cannot themselves generate any further attacks.

For the Dark Gods: You can re-roll failed hit rolls for this model if the target is an enemy COMMANDER.

Sigil of Corruption: This model has a 4+ invulnerable save.

Transhuman Physiology: Ignore the penalty to this model’s hit rolls from one flesh wound it has suffered.
SPECIALISTS
Fortitude
FACTION KEYWORDS
SERVANTS OF THE ABYSS
KEYWORDS
CHAOS, HERETIC ASTARTES, BLACK LEGION, COMMANDER, INFANTRY, OBSIDIUS MALLEX


Traitor Commissar

NAME M WS BS S T W A Ld Sv Max
Traitor Commissar 6" 2+ 3+ 3 3 4 3 9 4+ 1
This model is armed with a bolt pistol, power fist and frag grenades.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
0
Bolt pistol
12"
Pistol 1
4
0
1
-
4
Power fist
Melee
Melee
x2
-3
D3
When attacking with this weapon, you must subtract 1 from the hit roll.
0
Frag grenade
6"
Grenade D6
3
0
1
-
ABILITIES
Enforcer: Friendly TRAITOR GUARDSMEN models within 6" of this model can use this model’s Leadership characteristic instead of their own.

Refractor Field: This model has a 5+ invulnerable save.

Forwards! For the Dark Gods!: At the start of the Movement phase, you can pick one TRAITOR GUARDSMAN model from your kill team that is within 6" of this model. Add 2 to Advance and charge rolls made for that model until the end of the phase.
SPECIALISTS
Ferocity, Fortitude, Leadership, Melee, Strategist, Strength
FACTION KEYWORDS
SERVANTS OF THE ABYSS
KEYWORDS
CHAOS, COMMANDER, INFANTRY, TRAITOR COMMISSAR

Wargear

Ranged Weapons

WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
0
Autogun
24"
Rapid Fire 1
3
0
1
-
0
Autopistol
12"
Pistol 1
3
0
1
-
0
Bolt pistol
12"
Pistol 1
4
0
1
-
0
Boltgun
24"
Rapid Fire 1
4
0
1
-
3
Flamer
8"
Assault D6
4
0
1
This weapon automatically hits its target.
0
Frag grenade
6"
Grenade D6
3
0
1
-
2
Grenade launcher
When attacking with this weapon, choose one of the profiles below.
 - Frag grenade
24"
Assault D6
3
0
1
-
 - Krak grenade
24"
Assault 1
6
-1
D3
-
2
Heavy stubber
36"
Heavy 3
4
0
1
-
4
Hellfire torch
8"
Assault D6
5
-1
2
This weapon automatically hits its target.
0
Krak grenade
6"
Grenade 1
6
-1
D3
-
0
Lasgun
24"
Rapid Fire 1
3
0
1
-
0
Laspistol
12"
Pistol 1
3
0
1
-
0
Plasma pistol
When attacking with this weapon, choose one of the profiles below.
 - Standard
12"
Pistol 1
7
-3
1
-
 - Supercharge
12"
Pistol 1
8
-3
2
On an unmodified hit roll of 1, the bearer is taken out of action.
0
Stubcarbine
18"
Pistol 3
4
0
1
-

Melee Weapons

WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
0
Brutal assault weapon
Melee
Melee
User
0
1
Each time the bearer fights, it can make 1 additional attack with this weapon.
0
Chainsword
Melee
Melee
User
0
1
Each time the bearer fights, it can make 1 additional attack with this weapon.
0
Chaos stave
Melee
Melee
User
-1
D3
-
0
Electro-goads
Melee
Melee
+2
0
1
Each hit roll of 6+ made with this weapon scores 3 hits.
0
Mutant claw
Melee
Melee
User
-2
2
Each time the bearer fights, before the bearer makes any other attacks it can make one (and only one) attack with this weapon. If the attack hits, you can re-roll hit rolls for attacks made by the bearer that target the same model until the end of the phase.
4
Power fist
Melee
Melee
x2
-3
D3
When attacking with this weapon, you must subtract 1 from the hit roll.
0
Scavenged maul
Melee
Melee
+2
-1
2
-
0
Thunder hammer
Melee
Melee
x2
-3
3
When attacking with this weapon, you must subtract 1 from the hit roll.

The SERVANTS OF THE ABYSS keyword is used in following Servants of the Abyss datasheets:

Datasheet
Commander

The HERETIC ASTARTES keyword is used in following Servants of the Abyss datasheets:

Datasheet
Commander
Wound Roll
If an attack scores a hit, you will then need to roll another dice to see if the attack wounds the target. The roll required is determined by comparing the attacking weapon’s Strength characteristic with the target’s Toughness characteristic, as shown on the following table:

WOUND ROLL
ATTACK’S STRENGTH VS TARGET’S TOUGHNESSD6 ROLL REQUIRED
Is the Strength
TWICE (or more)
than the Toughness?
2+
Is the Strength
GREATER
than the Toughness?
3+
Is the Strength
EQUAL
to the Toughness?
4+
Is the Strength
LOWER
than the Toughness?
5+
Is the Strength
HALF (or less)
than the Toughness?
6+


If the roll is equal to or greater than the required number, the attack succeeds and the attack sequence continues. If the roll is less than the required number, the attack fails and the attack sequence ends. An unmodified wound roll of 1 always fails and an unmodified wound roll of 6 is always successful.
Psychic Test
You can attempt to manifest a psychic power with a psyker from your kill team by taking a Psychic test. To do so, roll 2D6. If the total is equal to or greater than that power’s warp charge value, the power is successfully manifested.

The TRAITOR GUARDSMAN keyword is used in following Servants of the Abyss datasheets:

Datasheet

The CULTISTS OF THE ABYSS keyword is used in following Servants of the Abyss datasheets:

Datasheet

The TRAITOR COMMISSAR keyword is used in following Servants of the Abyss datasheets:

Commander
Out of Action
A model that is taken out of action is seriously injured or may even be slain – either way it will play no further part in the battle. Remove that model from the battlefield.
Nerve Tests
You must take a Nerve test for each of your models that has a flesh wound, and for your other models if your kill team is broken. To take a Nerve test for a model, roll a D6 and apply the following cumulative modifiers:

NERVE TEST MODIFIERS
Each other friendly model that is shaken or is out of action+1
Each other friendly model (other than shaken models) within 2" of the model-1

If the result of the Nerve test exceeds the model’s Leadership characteristic, the test is failed. The model is shaken, and cannot do anything until it is no longer shaken: place a Shaken token next to it. Otherwise, the test is passed. The test is always passed on an unmodified roll of 1.

The NEGAVOLT CULTISTS keyword is used in following Servants of the Abyss datasheets:

Datasheet
Invulnerable Saves
Some models possess abilities or wargear, such as supernatural reflexes or force fields, that grant them an invulnerable save. Each time you are required to make a save roll for a model with an invulnerable save, you can choose to use either its normal Save characteristic or its invulnerable save, but not both. If you use a model’s invulnerable save, it is never modified (e.g. by a weapon’s Armour Penetration characteristic or by the Survivor ability) unless the modifier explicitly applies to invulnerable saves. If a model has more than one invulnerable save, it can only use one of them – choose which it will use.
Does not include wargear

Bolt pistol used in following datasheets:

Datasheet
Commander
PISTOL
Pistols are carried one-handed and can even be used in a melee to shoot at point-blank range.
You can choose to shoot with a model with a Pistol weapon even if there are enemy models within 1", but it must target the closest enemy model (you can choose which if two or more are equidistant) and can only shoot with its Pistol weapon(s). In such circumstances, the model can shoot its Pistol even if other friendly models are within 1" of the same enemy model. It cannot fire a Pistol if it was charged in this battle round.

Each time a model armed with both a Pistol and another type of ranged weapon (e.g. a Pistol and a Rapid Fire weapon) is chosen to shoot, it can either shoot with its Pistol(s) or with all of its other weapons. Choose which it will fire (Pistols or non-Pistols) before making hit rolls.
RAPID FIRE

Rapid Fire weapons are capable of single aimed shots at long range and controlled bursts at close quarters.

A model firing a Rapid Fire weapon doubles the number of attacks it makes if all of its targets are within half the weapon’s Range characteristic.

Frag grenade used in following datasheets:

Datasheet
Commander
GRENADE

Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.

A model in your kill team armed with a Grenade weapon may fire it in Overwatch or in the Shooting phase. If they do so, they cannot fire any other weapons that phase, and no other model in your kill team can fire a Grenade weapon that phase.

Krak grenade used in following datasheets:

Datasheet
Commander
Long Range
A target is at long range if it is more than half the weapon’s Range characteristic away from the attacking model. Grenade weapons are not affected by this rule.

For example, a boltgun has a Range of 24". Any target that is more than 12" away from a model attacking with a boltgun is at long range.
Obscured
Other models (even friendly models) and terrain may hide a target from view. If the target of an attack is even partially obscured from the best point of view of the firing model (that is, the point of view from a part of the firing model that gives the clearest line of sight), then it is said to be obscured.

When checking to see if a target is obscured, consider the main body of the firing and target models – do not include a model’s base or parts that are ‘sticking out’ like aerials or weapons, but do include all limbs and a model’s head. If there is still doubt, we recommend the players agree about what constitutes the main body of a model before the battle begins.
Flesh Wound
A model that suffers a flesh wound is restored to 1 wound remaining. A model with one or more flesh wounds suffers penalties to hit and is more likely to be taken out of action (see above). Mark one of the empty Flesh Wound boxes on that model’s datacard. If a model suffers a flesh wound and all of the Flesh Wound boxes on their datacard are marked, it is taken out of action instead. In the Morale phase each player takes Nerve tests for each of their models that has one or more flesh wounds.
Hit Roll
To see if an attack hits the target, roll a D6 and apply the following cumulative modifiers:

HIT ROLL MODIFIERS
Target model is at long range-1
Target model is obscured-1
Each flesh wound on the attacking model-1
Attacking model’s kill team is broken-1

If the result is equal to or greater than the attacking model’s Ballistic Skill characteristic, then it scores a hit with the weapon it is using. If not, the attack fails and the attack sequence ends. An unmodified hit roll of 1 always fails, and an unmodified hit roll of 6 always hits.

The SERVANTS OF THE ABYSS keyword is used in following Servants of the Abyss datasheets:

Datasheet
Commander

The CHAOS keyword is used in following Servants of the Abyss datasheets:

Datasheet
Commander

The HERETIC ASTARTES keyword is used in following Servants of the Abyss datasheets:

Datasheet
Commander

The INFANTRY keyword is used in following Servants of the Abyss datasheets:

Datasheet
Commander

Autopistol used in following datasheets:

Datasheet

Laspistol used in following datasheets:

Datasheet
Commander

Brutal assault weapon used in following datasheets:

Datasheet
Melee
Each time a model makes a close combat attack, it uses a melee weapon – the weapons a model is armed with are listed on its datasheet. In addition to the melee weapons listed on their datasheets, all models are also assumed to be able to fight with a close combat weapon, which has the following profile:

WEAPONRANGETYPESAPD
Close combat weaponMeleeMeleeUser01

If a model has more than one melee weapon, choose which it will use before rolling the dice. If a model has more than one melee weapon and can make several close combat attacks, it can split its attacks between these weapons however you wish – declare how you will divide the attacks before any dice are rolled.

Chainsword used in following datasheets:

Datasheet
Charge Move
After all Reactions have been resolved, make a charge roll by rolling 2D6. The charging model can move up to this number of inches – this is their charge distance this turn. To make a successful charge roll, the model must finish its move within 1" of at least one of the target models. A model that does so is said to have charged, and the enemy models that are within 1" of it at the end of its move are said to have been charged. It cannot move within 1" of an enemy model that was not a target of its charge.

If the model cannot finish its move while following these restrictions, the charge fails and the model is not said to have charged – however, the model can move up to its charge distance, as long as that move takes it as close as possible to at least one of the targets of its charge, and not within 1" of any enemy models. A model can only make one charge attempt in each Movement phase, and once it has done so it cannot shoot later in the battle round. If you have Kill Team tokens, place a Charge token next to the model as a reminder.
Mortal Wounds
Some attacks inflict mortal wounds – these are so powerful that no armour or force field can withstand their fury. Each mortal wound inflicts one point of damage on the target model. Do not make a wound roll or saving throw (including invulnerable saves) against a mortal wound – just inflict damage to the model. If a mortal wound reduces a model to 0 wounds, any further mortal wounds directed against this model by this attack are not resolved and the player whose model caused the mortal wound makes an Injury roll for that model.
ASSAULT

Assault weapons fire so rapidly or indiscriminately that they can be shot from the hip as warriors dash forwards into combat.

You can choose to shoot with a model with an Assault weapon in the Shooting phase (or React with that model to fire Overwatch) even if it Advanced earlier in that battle round. If it does so, it can only fire Assault weapons, and you must subtract 1 from any hit rolls made when firing that weapon this battle round.
HEAVY

Heavy weapons are the biggest and deadliest guns on the battlefield, but require reloading, careful set-up or bracing to fire at full effect.

If a model with a Heavy weapon moved in the preceding Movement phase, you must subtract 1 from any hit rolls made when firing that weapon this battle round.
Perils of the Warp
If you roll a double 1 or a double 6 when taking a Psychic test, the psyker immediately suffers Perils of the Warp. The psyker suffers D3 mortal wounds. If the psyker is taken out of action by Perils of the Warp, the power they were attempting to manifest automatically fails and each model within 3" immediately suffers D3 mortal wounds.
Deny the Witch Test
If there are any enemy psykers within 24" of a psyker that has manifested a psychic power, the controlling player can choose one of those models to take a Deny the Witch test to resist the psychic power. The number of times a psyker can make a Deny the Witch attempt in each battle round is specified on their datasheet. Only one model can take a Deny the Witch test for each psychic power that is manifested, regardless of the number of models that could make an attempt or the number of times each is allowed to try and Deny the Witch in each battle round.

If more than one player has an eligible model to take a Deny the Witch test, players take it in turn to choose a model from their kill team to take a Deny the Witch test with, or pass, in the order determined in the Initiative phase. If a player passes, it is the next player’s turn to choose, and so on until a player chooses a model to take a Deny the Witch test or all players with eligible models have passed.

To take a Deny the Witch test, roll 2D6. If the total is greater than the result of the Psychic test that manifested the power, it has been successfully resisted and its effects are negated.
Psybolt
Psybolt has a warp charge value of 5. If manifested, the closest enemy model within 18" of and visible to the psyker suffers 1 mortal wound. If the result of the Psychic test was 11+, the target suffers D3 mortal wounds instead.
LevelPoints per model*
170
280
390
4105
* Does not include wargear

The COMMANDER keyword is used in following Servants of the Abyss datasheets:

Commander
LevelPoints per model*
1125
2140
3155
4170
* Does not include wargear
LevelPoints per model*
120
225
340
460
* Does not include wargear
Advancing
When you pick a model to move, instead of making a normal move with that model you can declare that it will Advance, unless it is within 1" of an enemy model. If you do so, make an Advance roll by rolling a D6. Add the result to the model’s Move characteristic for that Movement phase. You can then move that model a distance equal to or less than its Move characteristic. A model that Advances cannot charge, React or shoot later that battle round. If you have Kill Team tokens, place an Advance token next to the model as a reminder.

Autogun used in following datasheets:

Datasheet

Boltgun used in following datasheets:

Datasheet

Flamer used in following datasheets:

Datasheet

Grenade launcher used in following datasheets:

Datasheet

Heavy stubber used in following datasheets:

Datasheet

Hellfire torch used in following datasheets:

Commander

Lasgun used in following datasheets:

Datasheet

Plasma pistol used in following datasheets:

Commander

Stubcarbine used in following datasheets:

Datasheet

Chaos stave used in following datasheets:

Datasheet

Electro-goads used in following datasheets:

Datasheet

Mutant claw used in following datasheets:

Datasheet

Power fist used in following datasheets:

Commander

Scavenged maul used in following datasheets:

Datasheet

Thunder hammer used in following datasheets:

Commander
© Vyacheslav Maltsev 2013-2020