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The Imperium is a vast bureaucracy, bound together by ancient oaths and intractable laws. With billions of people under its control, the Imperium is often beset by rebellions against its rule. Not all of these rebels are directly inspired by the Chaos Gods, but the Chaos Gods often find a way to corrupt the cause of the rebels to their own ends. Many such rebellions are led by powerful individuals, men who have been corrupted by that power and are seeking to break away from the Imperium’s constricting laws. These are dangerous men, and the Inquisition constantly polices the Imperium for threats from ‘the enemy within’ as well as the enemy without. But the Inquisition cannot be everywhere...

This section contains all of the datasheets that you will need in order to fight battles with your Renegades and Heretics models. Each datasheet includes the characteristics profiles of the unit it describes, as well as any wargear and abilities it may have. Some rules are common to several Renegades and Heretics units – these are described below and referenced on the datasheets.

Books

BookKindEditionVersionLast update
► Imperium 2Index81.3April 2018
  Imperial Armour: Forces of the Astra MilitarumIndex81.6April 2019
  Chapter Approved 2017 EditionExpansion81.1April 2018
  Chapter Approved 2018 EditionExpansion81.1May 2019

Index: Imperial Armour: Forces of the Astra Militarum

 Q: If my Warlord is not a Renegade Commander, does that mean I cannot choose a Chaos Covenant for my Renegades and Heretics units?
 A
That is correct – in order to choose a Chaos Covenant your Warlord must be a Renegade Commander.
 Q: Can Death Korps of Krieg, Elysian Drop Troops or Renegades and Heretics Detachments use any of the Regiment-specific rules (Doctrines, Orders, Stratagems, Warlord Traits, etc.) in Codex: Astra Militarum?
 A
No. Instead these units use the bespoke abilities and Orders that are described in Imperial Armour – Index: Forces of the Astra Militarum.
 Q: The Death Korps of Krieg, Elysian Drop Troops and Renegades and Heretics Army Lists each detail numerous units that can be taken from Index: Imperium 2. Do these units have to be taken from Index: Imperium 2, or can they be taken from Codex: Astra Militarum instead?
 A
If the unit appears in Codex: Astra Militarum, you must use the datasheet from there.
 Q: If my Warlord is not a Renegade Commander, does that mean I cannot choose a Chaos Covenant for my Renegades and Heretics units?
 A
That is correct – in order to choose a Chaos Covenant your Warlord must be a Renegade Commander.

Abilities

The following abilities are common to several RENEGADES AND HERETICS units:

Chaos Covenant

If you include a Renegade Commander as the Warlord in your Renegades and Heretics army list, you may select a Chaos Covenant for your detachment from the four below, note that each Chaos Covenant comes with an ability also listed below.

If you choose to do this, change the <CHAOS COVENANT> keyword for all the units in the same detachment with your chosen Chaos Covenant from the list below: eg, if your Renegade Commander chooses the , all the units in the detachment with the <CHAOS COVENANT> keyword will change their keyword to and will gain the Covenant of Khorne ability listed below too.

 • COVENANT OF KHORNE
Any INFANTRY unit with this keyword adds 1 to its Strength in a turn in which it has charged.

 • COVENANT OF NURGLE
Any INFANTRY unit with this keyword gains a 6+ invulnerable save against attacks with a Strength of 4 or less.

 • COVENANT OF SLAANESH
Any INFANTRY unit with this keyword may roll two dice when making an Advance, and choose the highest result (discarding the lowest). Additionally, they may roll 3D6 when making a charge move and choose the two highest results (discarding the lowest).

 • COVENANT OF TZEENTCH
Any INFANTRY unit with this keyword gains +1 to hit when firing Overwatch.

Uncertain Worth

The first time this unit is required to make a Morale test, roll a D6 and add 2 (giving you a number between 3 and 8). This is the unit’s Leadership value for the rest of the battle – make a note of it for reference.

Renegades and Heretics Discipline

Before the battle, generate the psychic powers for PSYKERS that can use powers from the Renegades and Heretics Discipline using the table below. You can either roll a D3 to generate their powers randomly (re-roll any duplicate results), or you can select the psychic powers you wish the PSYKER to have.

RENEGADES AND HERETICS DISCIPLINE
D3PSYCHIC POWER
1Warp Flux
Warp Flux has a warp charge value of 7. Choose an enemy unit within 12", it immediately suffers D3 mortal wounds. Against VEHICLES, it inflicts D6 mortal wounds instead.
2Creeping Terror
Creeping Terror has a warp charge value of 7. Choose an enemy unit within 12", if that unit takes a Morale test in this battle round, subtract D3 from its Leadership characteristic until the end of the battle round.
3Unnatural Vigour
Unnatural Vigour has a warp charge value of 10. Every RENEGADES AND HERETICS INFANTRY unit (except this unit) within 6" re-rolls failed charge rolls and re-rolls failed hit rolls and wound rolls in the Fight phase for the rest of the turn. At the start of the Morale phase, each affected unit suffers D3 mortal wounds.

Wargear

Many of the units you will find on this page reference one or more of the following wargear lists (e.g. Renegades and Heretics Ranged Weapons). When this is the case, the unit may take any item from the appropriate list below.

RENEGADES AND HERETICS RANGED WEAPONS

 • Bolt pistol

 • Laspistol

 • Plasma pistol

RENEGADES AND HERETICS SPECIAL WEAPONS

 • Flamer

 • Grenade launcher

 • Meltagun

 • Plasma gun

 • Sniper rifle1

RENEGADES AND HERETICS HEAVY WEAPONS

 • Autocannon

 • Heavy bolter

 • Heavy stubber

 • Lascannon

 • Missile launcher

 • Mortar

RENEGADES AND HERETICS MELEE WEAPONS

 • Brutal assault weapon

 • Chainsword

 • Power axe

 • Power maul

 • Power sword

 • Power fist


Reference


Wargear


Ranged Weapons

WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
10
Autocannon
48"
Heavy 2
7
-1
2
-
0
Autogun
24"
Rapid Fire 1
3
0
1
-
0
Autopistol
12"
Pistol 1
3
0
1
-
0
Baneblade cannon
72"
Heavy 3D6
9
-3
3
-
22
Battle cannon
72"
Heavy D6
8
-2
D3
-
1
Bolt pistol
12"
Pistol 1
4
0
1
-
1
Boltgun
24"
Rapid Fire 1
4
0
1
-
7
Chem cannon
8"
Heavy D6
*
-3
1
This weapon automatically hits its target. In addition, it wounds on a 2+, unless it is targeting a VEHICLE, in which case it wounds on a 6+.
0
Colossus siege mortar
240"
Heavy 2D6
6
-2
D3
This weapon can target units that are not visible to the bearer. Units attacked by this weapon do not gain any bonus to their saving throws for being in cover.
20
Demolisher cannon
24"
Heavy D3
10
-3
D6
When attacking units with 5 or more models, change this weapon’s Type to Heavy D6.
0
Earthshaker cannon
240"
Heavy D6
9
-3
D3
Roll two dice for the number of attacks when firing this weapon and discard the lowest result. This weapon can target units that are not visible to the bearer.
15
Eradicator nova cannon
36"
Heavy D6
6
-2
D3
Units attacked by this weapon do not gain any bonus to their saving throws for being in cover.
15
Executioner plasma cannon
When attacking with this weapon, choose one of the profiles below.
 - Standard
36"
Heavy D6
7
-3
1
-
 - Supercharge
36"
Heavy D6
8
-3
2
For each hit roll of 1, the bearer suffers 1 mortal wound after all of this weapon’s shots have been resolved.
17
Exterminator autocannon
48"
Heavy 4
7
-1
2
-
6
Flamer
8"
Assault D6
4
0
1
This weapon automatically hits its target.
0
Frag grenade
6"
Grenade D6
3
0
1
-
3
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
-
0
Griffon heavy mortar
48"
Heavy D6
6
-1
D3
Roll two dice for the number of attacks when firing this weapon and discard the lowest result. This weapon can target units that are not visible to the bearer. Units attacked by this weapon do not gain any bonus to their saving throws for being in cover.
8
Heavy bolter
36"
Heavy 3
5
-1
1
-
14
Heavy flamer
8"
Heavy D6
5
-1
1
This weapon automatically hits its target.
0
Heavy mortar
48"
Heavy D6
6
-1
D3
This weapon can target units that are not visible to the bearer.
0
Heavy quad launcher
48"
Heavy 4D6
5
0
1
This weapon can target units that are not visible to the bearer.
2
Heavy stubber
36"
Heavy 3
4
0
1
-
12
Hellstrike missiles
72"
Heavy 1
8
-2
D6
Roll two dice when inflicting damage with this weapon and discard the lowest result.
6
Hunter-killer missile
48"
Heavy 1
8
-2
D6
Each hunter-killer missile can only be fired once per battle.
0
Hydra quad autocannon
72"
Heavy 8
7
-1
2
Add 1 to all hit rolls made for this weapon against targets that can FLY. Subtract 1 from the hit rolls made for this weapon against all other targets.
20
Inferno cannon
16"
Heavy 2D6
6
-1
1
This weapon automatically hits its target.
0
Krak grenade
6"
Grenade 1
6
-1
D3
-
20
Lascannon
48"
Heavy 1
9
-3
D6
-
0
Laser destroyer
36"
Heavy 1
12
-4
D6
If this weapon successfully inflicts damage, roll an additional D6. On a result of a ‘3-5’, the weapon’s Damage is increased to 2D6. On a result of a ‘6’, the weapon’s Damage is increased to 3D6.
0
Lasgun
24"
Rapid Fire 1
3
0
1
-
0
Lasgun array
24"
Rapid Fire 3
3
0
1
This weapon can only be fired if a unit is embarked upon the vehicle equipped with it.
0
Laspistol
12"
Pistol 1
3
0
1
-
0
Macharius battle cannon
72"
Heavy 2D6
8
-2
D6
-
0
Macharius vanquisher cannon
When attacking with this weapon, choose one of the profiles below:
 - Blast shells
72"
Heavy 2D6
8
-2
D3
-
 - Armour piercing shells
72"
Heavy 2
9
-3
D6
Roll two dice when inflicting damage with this weapon and discard the lowest result.
0
Macharius vulcan mega-bolter
60"
Heavy 15
6
-2
2
If this model does not move during its Movement phase, in your next Shooting phase, change this weapon’s Type to Heavy 30 until the end of the turn.
0
Medusa siege cannon
36"
Heavy D6
10
-3
D3
This weapon can target units that are not visible to the bearer.
0
Medusa siege gun
When attacking with this weapon, choose one of the profiles below:
 - Standard shells
36"
Heavy D6
10
-3
D3
This weapon can target units that are not visible to the bearer.
 - Breacher shells
48"
Heavy D6
10
-3
D3
When attacking a BUILDING, increase this weapon’s Damage characteristic to D6.
20
Melta cannon
24"
Assault D3
8
-4
D6
If the target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result.
Meltagun
12"
Assault 1
8
-4
D6
If the target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result.
15
Missile launcher
When attacking with this weapon, choose one of the profiles below.
 - Frag missile
48"
Heavy D6
4
0
1
-
 - Krak missile
48"
Heavy 1
8
-2
D6
-
5
Mortar
48"
Heavy D6
4
0
1
This weapon can target units that are not visible to the bearer.
5
Multi-laser
36"
Heavy 3
6
0
1
-
15
Multi-melta
24"
Heavy 1
8
-4
D6
If the target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result.
8
Multiple rocket pod
36"
Assault D6
5
-1
1
-
0
Omega pattern plasma blastgun
When attacking with this weapon, choose one of the profiles below.
 - Pulsed bolts
60"
Heavy 2D6
8
-3
2
-
 - Maximal bolts
60"
Heavy 2D6
9
-3
3
On a hit roll of a 1, the bearer suffers a mortal wound after all of this weapon’s shots have been resolved.
10
Plasma cannon
When attacking with this weapon, choose one of the profiles below.
 - Standard
36"
Heavy D3
7
-3
1
-
 - Supercharge
36"
Heavy D3
8
-3
2
On a hit roll of 1, the bearer is slain after all of this weapon’s shots have been resolved.
7
Plasma gun
When attacking with this weapon, choose one of the profiles below.
 - Standard
24"
Rapid Fire 1
7
-3
1
-
 - Supercharge
24"
Rapid Fire 1
8
-3
2
On a hit roll of 1, the bearer is slain after all of this weapon’s shots have been resolved.
5
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 a hit roll of 1, the bearer is slain.
20
Punisher gatling cannon
24"
Heavy 20
5
0
1
-
0
Shotgun
12"
Assault 2
3
0
1
If the target is within half range, add 1 to this weapon’s Strength.
2
Sniper rifle
36"
Heavy 1
4
0
1
A model firing a sniper weapon can target an enemy CHARACTER even if they are not the closest enemy unit. If you roll a wound roll of 6+ for this weapon, it inflicts a mortal wound in addition to its normal damage.
2
Storm bolter
24"
Rapid Fire 2
4
0
1
-
0
Stub gun
6"
Pistol 1
3
0
1
-
25
Twin autocannon
48"
Heavy 4
7
-1
2
-
0
Twin earthshaker cannon
240"
Heavy 2D6
9
-3
D3
Roll four dice for the number of attacks when firing this weapon and discard the two lowest results. This weapon can target units that are not visible to the bearer.
14
Twin heavy bolter
36"
Heavy 6
5
-1
1
-
28
Twin heavy flamer
8"
Heavy 2D6
5
-1
1
This weapon automatically hits its target.
7
Twin heavy stubber
36"
Heavy 6
4
0
1
-
18
Twin multi-laser
36"
Heavy 6
6
0
1
-
15
Vanquisher battle cannon
72"
Heavy 1
8
-3
D6
Roll two dice when inflicting damage with this weapon and discard the lowest result.
0
Wyvern quad stormshard mortar
48"
Heavy 4D6
4
0
1
This weapon can target units that are not visible to the bearer. You can re-roll failed wound rolls for this weapon.

Melee Weapons

WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
0
Adamantium tracks
Melee
Melee
User
-2
D3
-
0
Bare hands
Melee
Melee
User
0
1
-
0
Befouled fangs and claws
Melee
Melee
User
0
1
A unit that suffers 1 or more unsaved wounds from this weapon adds 1 to the dice roll for the subsequent Morale test.
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.
Close combat weapon
Melee
Melee
User
0
1
-
0
Hideous mutations
Melee
Melee
User
-2
2
-
1
Mauler goad
Melee
Melee
User
0
1
Attack with this weapon before the Mauler Hounds make their attacks. If this weapon causes 1 or more unsaved wounds on an enemy unit, the Mauler Hounds get +1 to their hit rolls against the same unit this turn.
10
Ogryn power drill
Melee
Melee
10
-3
D3
Against VEHICLES, re-roll failed wound rolls.
1
Ogryn weapon
Melee
Melee
+1
-1
2
-
1
Plague claws
Melee
Melee
User
-1
D3
Re-roll failed wound rolls against non-VEHICLE models.
5
Power axe
Melee
Melee
+1
-2
1
-
8
Power fist
Melee
Melee
x2
-3
D3
When attacking with this weapon, you must subtract 1 from the hit roll.
4
Power maul
Melee
Melee
+2
-1
1
-
4
Power sword
Melee
Melee
User
-3
1
-
3
Ripper claw
Melee
Melee
User
-1
D3
-
2
Sentinel chainsaw
Melee
Melee
User
-1
1
-

Other Wargear

WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
10
Banner of Hate
Whenever a RENEGADES AND HERETICS model is slain in the Fight phase within 6" of this unit, it may immediately make a single attack against the unit that killed it.
10
Banner of the Apostate
Enemy IMPERIUM units subtract 1 from their Leadership characteristic whilst they are within 6" of any models with a Banner of the Apostate.
10
Chaos Sigil
A unit equipped with a Chaos sigil rolls two dice when making Morale tests, and chooses the lowest score.
10
Command Vox Net
All friendly units with a vox-caster within 120" of a command vox net can use this unit’s Leadership for Morale tests if it is higher.

1 Note that a Renegade Command Squad can only have one of these abilities, which should be noted before the game begins.
5
Vox-caster
A unit equipped with a vox-caster rolls two dice to determine its Leadership value and chooses the highest score.
Invulnerable Saves
Some models possess supernatural reflexes or are protected by force fields that grant them an invulnerable save. Each time a wound is allocated to a model with an invulnerable save, you can choose to use either its normal Save characteristic or its invulnerable save, but not both. If a model has more than one invulnerable save, it can only use one of them – choose which it will use. If you use a model’s invulnerable save, it is never modified by a weapon’s Armour Penetration value.
Advancing
When you pick a unit to move in the Movement phase, you can declare that it will Advance. Roll a dice and add the result to the Move characteristics of all models in the unit for that Movement phase. A unit that Advances can’t shoot or charge later that turn.
Overwatch
Each time a charge is declared against a unit, the target unit can immediately fire Overwatch at the would-be attacker. A target unit can potentially fire Overwatch several times a turn, though it cannot fire if there are any enemy models within 1" of it. Overwatch is resolved like a normal shooting attack (albeit one resolved in the enemy’s Charge phase) and uses all the normal rules except that a 6 is always required for a successful hit roll, irrespective of the firing model’s Ballistic Skill or any modifiers.
Chaos Covenant
If you include a Renegade Commander as the Warlord in your Renegades and Heretics army list, you may select a Chaos Covenant for your detachment from the four below, note that each Chaos Covenant comes with an ability also listed below.

If you choose to do this, change the <CHAOS COVENANT> keyword for all the units in the same detachment with your chosen Chaos Covenant from the list below: eg, if your Renegade Commander chooses the , all the units in the detachment with the <CHAOS COVENANT> keyword will change their keyword to and will gain the Covenant of Khorne ability listed below too.

 • COVENANT OF KHORNE
Any INFANTRY unit with this keyword adds 1 to its Strength in a turn in which it has charged.

 • COVENANT OF NURGLE
Any INFANTRY unit with this keyword gains a 6+ invulnerable save against attacks with a Strength of 4 or less.

 • COVENANT OF SLAANESH
Any INFANTRY unit with this keyword may roll two dice when making an Advance, and choose the highest result (discarding the lowest). Additionally, they may roll 3D6 when making a charge move and choose the two highest results (discarding the lowest).

 • COVENANT OF TZEENTCH
Any INFANTRY unit with this keyword gains +1 to hit when firing Overwatch.
Morale Test

Even the bravest heart may quail when the horrors of battle take their toll.

In the Morale phase, starting with the player whose turn it is, players must take Morale tests for units from their army that have had models slain during the turn.

To take a Morale test, roll a dice and add the number of models from the unit that have been slain this turn. If the result of the Morale test exceeds the highest Leadership characteristic in the unit, the test is failed. For each point that the test is failed by, one model in that unit must flee and is removed from play. You choose which models flee from the units you command.
Psyker
Some models are noted as being a Psyker on their datasheet. Psykers can manifest their otherworldly abilities and attempt to deny enemy sorceries. The powers a psyker knows, and the number of powers they can attempt to manifest or deny each Psychic phase, are detailed on their datasheet.
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 unit. Do not make a wound roll or saving throw (including invulnerable saves) against a mortal wound – just allocate it as you would any other wound and inflict damage to a model in the target unit as described above. Unlike normal attacks, excess damage from attacks that inflict mortal wounds is not lost. Instead keep allocating damage to another model in the target unit until either all the damage has been allocated or the target unit is destroyed.
Hit Roll
Each time a model makes an attack, roll a dice. If the roll 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. A roll of 1 always fails, irrespective of any modifiers that may apply.
Wound Roll
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 an attack scores a hit, you will then need to roll another dice to see if the attack successfully 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 table to the right:

If the roll is less than the required number, the attack fails and the attack sequence ends. A roll of 1 always fails, irrespective of any modifiers that may apply.
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 its preceding Movement phase, you must subtract 1 from any hit rolls made when firing that weapon this turn.
RAPID FIRE

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

A model firing a Rapid Fire weapon doubles the number of attacks it makes if its target is within half the weapon’s maximum range.
PISTOL

Pistols are carried one-handed and can even be used in a melee to shoot at point-blank range. Many warriors carry one as a sidearm, alongside their primary weapon.

A model can fire a Pistol even if there are enemy units within 1" of its own unit, but it must target the closest enemy unit. In such circumstances, the model can shoot its Pistol even if other friendly units are within 1" of the same enemy unit.

Each time a model equipped with both a Pistol and another type of ranged weapon (e.g. a Pistol and a Rapid Fire weapon) shoots, 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.
Terrain and Cover
The battlefields of the far future are littered with terrain features such as ruins, craters and twisted copses. Models can take shelter within such terrain features to gain protection against incoming weapons’ fire.

If a unit is entirely on or within any terrain feature, add 1 to its models’ saving throws against shooting attacks to represent the cover received from the terrain (invulnerable saves are unaffected). Units gain no benefit from cover in the Fight phase.
Number of Attacks (shooting)
Each time a model shoots a ranged weapon, it will make a number of attacks. You roll one dice for each attack being made. The number of attacks a model can make with a weapon, and therefore the number of dice you can roll, is found on the weapon’s profile, along with the weapon’s type. A weapon’s type can impact the number of attacks it can make.
ASSAULT

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

A model with an Assault weapon can fire it even if it Advanced earlier that turn. If it does so, you must subtract 1 from any hit rolls made when firing that weapon this turn.
GRENADE

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

Each time a unit shoots, a single model in the unit that is equipped with Grenades may throw one instead of firing any other weapon.
model with a Ballistic Skill of 4+/other models
Characters
Some models are noted as being a Character on their datasheet. These heroes, officers, prophets and warlords are powerful individuals that can have a great impact on the course of a battle. The swirling maelstrom of the battlefield can make it difficult to pick out such individuals as targets, however.

An enemy CHARACTER with a Wounds characteristic of less than 10 can only be chosen as a target in the Shooting phase if it is both visible to the firing model and it is the closest enemy unit to the firing model. Ignore other enemy CHARACTERS with a Wounds characteristics of less than 10 when determining if the target is the closest enemy unit to the firing model.

This means that if any other enemy units (other than other CHARACTERS with a Wounds characteristics of less than 10) are closer, whether they are visible or not, then the enemy CHARACTER cannot be targeted.
Melee Weapon
Each time a model makes a close combat attack, it uses a melee weapon – the weapons a model is equipped with are described on its datasheet. In addition to their other weapons, all models are assumed to be equipped 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.
© Vyacheslav Maltsev 2013-2019