The Imperium’s armies are vast, but there are times when one well-timed strike can do more to alter the course of a battle than even the largest force. When such services are required, the Imperium turns to the shadowy Officio Assassinorum, calling upon them to unleash their highly trained killers. The assassins are the knife in the dark, the blade that can pierce where other weapons cannot.

This section contains all of the datasheets and Stratagems that you will need in order to fight battles with your Officio Assassinorum models. You will also find rules for including these models in your Imperium armies.

Books

BookKindEditionVersionLast update
  Imperium 2
  Imperium 2Index81.3April 2018
  Index Imperialis: Assassins
  Index Imperialis: AssassinsWhite Dwarf81.0September 2019
  Psychic Awakening: War of the Spider
  Psychic Awakening: War of the SpiderExpansion8Indomitus 1.0July 2020
  Chapter Approved ’2020
  Chapter Approved ’2020Expansion9Indomitus 1.1August 2020

FAQ

Index: Imperium 2

 Q: If a unit of Dark Reapers (which have the Inescapable Accuracy ability) shoots at a Culexus Assassin (which has the Etherium ability), what roll do the Dark Reapers require to successfully hit the Assassin?
A:
3+. This is because while the Dark Reapers treat their Ballistic Skill as 6+ because of the Etherium ability, they always score a hit on rolls of 3+ because of their Inescapable Accuracy ability, which is irrespective of their Ballistic Skill characteristic or any modifiers.
 Q: If a psyker manifests a psychic power that affects the nearest enemy unit (e.g. Smite) and that unit happens to be either a Culexus Assassin or a Sisters of Silence unit with the Abomination/Psychic Abomination ability, what happens? Does that psychic power then affect the next nearest unit instead?
A:
No, the power simply has no effect.
 Q: If a Tyranid Warlord with the Heightened Senses Warlord Trait (which means the Warlord never suffers any penalties to their hit rolls) shoots at a Culexus Assassin (which has the Etherium ability), what roll does the Warlord require to successfully hit the Assassin?
A:
6+.

This is because the Etherium ability does not impose a penalty to the hit roll, instead it says that the firing model treats their Ballistic Skill as 6+.

Index Imperialis: Assassins

 Q: When a unit Falls Back from an Eversor Assassin, when are attacks made using the Sentinel Array ability?
A:
Attacks are made when your opponent declares the unit will Fall Back, but before any models are moved. As such, the Eversor can only fire Pistol weapons, as it will still be within 1" of that enemy unit.

Expansion: Psychic Awakening: War of the Spider

 Q: The Vindicare Assassin’s Stealth Suit ability can subtract 2 from the hit roll; given that these rolls cannot be modified by more than -1 or +1, how does this work?
A:
While hit rolls and wounds rolls cannot be modified by more than -1 or +1, this limit takes effect after all applicable modifiers have been applied, some of which may cancel each other out.

For example, if a model that is making an attack against a Vindicare Assassin which is in cover (thereby conferring a -2 modifier to the hit roll) also has a rule that applies a +1 modifier to the hit roll, then, after applying both of these modifiers to the roll, there would be a final modifier of -1.

Abilities

The following abilities are common to many Officio Assassinorum units:

Agent of the Imperium

If your army is Battle-forged, you can include 1 AGENT OF THE IMPERIUM unit in each IMPERIUM (excluding FALLEN) Patrol, Battalion and Brigade Detachment in your army without those units taking up slots in those Detachments. The inclusion of an AGENT OF THE IMPERIUM unit does not prevent other units from their Detachment from benefiting from Detachment abilities (e.g. Chapter Tactics, Defenders of Humanity etc.), and it does not prevent other units from your army benefiting from abilities that require every model in your army to have that ability (e.g. Combat Doctrines). An AGENT OF THE IMPERIUM unit included in a Patrol, Battalion or Brigade Detachment in this manner is ignored for any rules that state all units from that Detachment must have at least one Faction keyword in common (e.g. in a matched play game) and when determining your Army Faction.

Execution Force

If your Warlord has the IMPERIUM keyword (excluding FALLEN), you can include this unit in your army as part of a Vanguard Detachment even if that Detachment contains no HQ units. If you do so, that Detachment’s Command Benefits are changed to ‘None’ and its Restrictions are changed to ‘This Detachment cannot include the same datasheet more than once.’

Independent Operative

This model can never have a Warlord Trait. During deployment, you can set this model up in concealment instead of placing it on the battlefield. At the end of any of your Movement phases, this model can reveal its position – set it up anywhere on the battlefield that is more than 9" away from any enemy models.

Lightning Reflexes

This model has a 4+ invulnerable save.

Stratagems by Phase

Before battle

SHADOW ASSIGNMENT

Battle Round

At the start of battle round

SUPREME DECEPTION (Callidus)

Movement phase

PRIORITY THREAT NEUTRALISED

HYPERMETABOLISM (Eversor)

ACROBATIC (Callidus)

TURBO-PENETRATOR ROUND (Vindicare)

Enemy Movement phase

PRIORITY THREAT NEUTRALISED

HYPERMETABOLISM (Eversor)

TURBO-PENETRATOR ROUND (Vindicare)

Psychic phase

PRIORITY THREAT NEUTRALISED

HYPERMETABOLISM (Eversor)

TURBO-PENETRATOR ROUND (Vindicare)

Enemy Psychic phase

PRIORITY THREAT NEUTRALISED

HYPERMETABOLISM (Eversor)

TURBO-PENETRATOR ROUND (Vindicare)

Shooting phase

PRIORITY THREAT NEUTRALISED

HYPERMETABOLISM (Eversor)

DOUBLE KILL (Vindicare)

PARIAH’S GAZE (Culexus)

TURBO-PENETRATOR ROUND (Vindicare)

Enemy Shooting phase

PRIORITY THREAT NEUTRALISED

HYPERMETABOLISM (Eversor)

TURBO-PENETRATOR ROUND (Vindicare)

Charge phase

PRIORITY THREAT NEUTRALISED

HYPERMETABOLISM (Eversor)

TURBO-PENETRATOR ROUND (Vindicare)

Enemy Charge phase

PRIORITY THREAT NEUTRALISED

HYPERMETABOLISM (Eversor)

TURBO-PENETRATOR ROUND (Vindicare)

Fight phase

PRIORITY THREAT NEUTRALISED

HYPERMETABOLISM (Eversor)

SOUL HORROR (Culexus)

TURBO-PENETRATOR ROUND (Vindicare)

STIMM OVERLOAD (Eversor)

Enemy Fight phase

PRIORITY THREAT NEUTRALISED

HYPERMETABOLISM (Eversor)

TURBO-PENETRATOR ROUND (Vindicare)

Morale phase

PRIORITY THREAT NEUTRALISED

HYPERMETABOLISM (Eversor)

TURBO-PENETRATOR ROUND (Vindicare)

Enemy Morale phase

PRIORITY THREAT NEUTRALISED

HYPERMETABOLISM (Eversor)

TURBO-PENETRATOR ROUND (Vindicare)


Stratagems

If your army is Battle-forged and includes any IMPERIUM Detachments (that is, a Detachment in which every unit has the IMPERIUM keyword), you have access to the Stratagems shown here, meaning you can spend Command Points to activate them. These help to reflect the unique tactics used by Assassins on the battlefield.


2CP

SHADOW ASSIGNMENT

Officio Assassinorum Stratagem

The enemy have decoded deployment orders for an Assassinorum operative. Yet this ‘intelligence’ is but another ruse, disguising the true identity of the killer that approaches…

Use this Stratagem before the battle begins. If your army includes exactly 1 OFFICIO ASSASSINORUM unit, remove that unit from your army and then add 1 OFFICIO ASSASSINORUM unit of your choice to your army. The unit that is removed does not count as being destroyed for any rules purposes. Unlike other units that are added to your army, this new unit does not cost any reinforcement points, even in a matched play game.
0CP

PRIORITY THREAT NEUTRALISED

Officio Assassinorum Stratagem

Eliminating the enemy’s command elements allows a competent commander to seize the strategic initiative.

Use this Stratagem in any phase, when a CHARACTER model in an enemy unit is destroyed by an OFFICIO ASSASSINORUM model from your army. You gain 1 Command Point (or 2 Command Points if the CHARACTER was a Warlord). You can only use this Stratagem once for each enemy CHARACTER model destroyed.
1CP

ACROBATIC

Callidus Stratagem

Callidus Assassins strike with such speed and grace that their targets rarely land a single defensive blow.

Use this Stratagem in your Movement phase. Select one CALLIDUS ASSASSIN model from your army. That model can Advance and charge this turn. In addition, until the start of the next battle round, subtract 1 from hit rolls for attacks that target the selected model.
2CP

SUPREME DECEPTION

Callidus Stratagem

Operatives of the Callidus Temple are peerless infiltrators, able to disrupt any chain of command.

Use this Stratagem at the start of any battle round after the first. Choose one CALLIDUS ASSASSIN from your army (this can be one that is not on the battlefield). That model’s Reign of Confusion ability is considered to be in effect until the end of that battle round. You can only use this Stratagem once per battle.
1CP

PARIAH’S GAZE

Culexus Stratagem

The pure negativity of a Culexus Assassin’s soulless presence is focused through their wargear.

Use this Stratagem in your Shooting phase, when you select a CULEXUS ASSASSIN model to shoot with. Until the end of that phase, change the Damage characteristic of that model’s animus speculum to D3.
2CP

SOUL HORROR

Culexus Stratagem

An aura of nameless fear surrounds operatives of the Culexus Temple, freezing the hearts of their foes.

Use this Stratagem at the start of the Fight phase. Select one CULEXUS ASSASSIN model from your army. Enemy units within 3" of that model cannot be chosen to fight with this phase until after all other units have done so, even if they charged. If one of those units has an ability that allows them to fight first this phase, they instead fight in this phase as if they do not have that ability.
1CP

HYPERMETABOLISM

Eversor Stratagem

Chemically augmented in the extreme, the bodies of Eversor Assassins can weather injuries that would otherwise prove fatal.

Use this Stratagem at the start of any phase. Select one EVERSOR ASSASSIN model from your army. Until the end of that phase, roll one D6 each time that model loses a wound (excluding those lost as the result of a mortal wound); on a 4+ the wound is not lost.
2CP

STIMM OVERLOAD

Eversor Stratagem

Dangerous levels of frenzon flood the Eversor’s system, triggering a frenetic killing spree.

Use this Stratagem at the end of the Fight phase. Select one EVERSOR ASSASSIN model from your army that fought this phase; that model can fight an additional time this phase. After that model has fought again this phase, roll one D6; on a 1, 2 or 3 it suffers 1 mortal wound.
1CP

DOUBLE KILL

Vindicare Stratagem

Vindicare Assassins have been known to fell a second foe before the body of the first has even hit the floor.

Use this Stratagem in your Shooting phase, after a VINDICARE ASSASSIN model from your army shoots. That model can shoot one additional time this phase (this must be at a different target).
1CP

TURBO-PENETRATOR ROUND

Vindicare Stratagem

Ripping through the densest armour before detonating, this ammunition is the bane of vehicles and beasts alike.

Use this Stratagem in any phase when a VINDICARE ASSASSIN model from your army makes an attack with an exitus rifle or exitus pistol that targets an opponent’s VEHICLE or MONSTER unit. If a hit is scored, the target suffers D3 mortal wounds and the attack sequence ends. If this Stratagem is used then the Head Shot ability does not apply to that attack.

Reference


Wargear


Ranged Weapons

WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Animus speculum
Animus speculum
18"
Assault D3
5
-4
1
Whilst there are any enemy PSYKER units within 18" of the bearer, change this weapon’s Type characteristic to Assault D6.
Whilst there are any enemy PSYKER units within 18" of the bearer, change this weapon’s Type characteristic to Assault D6.
Blind grenade
Blind grenade
12"
Grenade D6
*
*
*
Blast. This weapon does not inflict any damage (do not make any wound rolls). Instead, if a unit is hit by any blind grenades, subtract 1 from all hit rolls for attacks made by that unit until the end of the turn.
Blast. This weapon does not inflict any damage (do not make any wound rolls). Instead, if a unit is hit by any blind grenades, subtract 1 from all hit rolls for attacks made by that unit until the end of the turn.
Executioner pistol
Executioner pistol
12"
Pistol 4
4
-1
1
You can re-roll wound rolls for attacks made with this weapon that target INFANTRY units.
You can re-roll wound rolls for attacks made with this weapon that target INFANTRY units.
Exitus pistol
Exitus pistol
12"
Pistol 1
4
-3
D3
When resolving an attack made with this weapon, an invulnerable saving throw cannot be made. Attacks made with this weapon wound INFANTRY units on a 2+.
When resolving an attack made with this weapon, an invulnerable saving throw cannot be made. Attacks made with this weapon wound INFANTRY units on a 2+.
Exitus rifle
Exitus rifle
72"
Heavy 1
5
-3
D3
When resolving an attack made with this weapon, an invulnerable saving throw cannot be made. Attacks made with this weapon wound INFANTRY units on a 2+.
When resolving an attack made with this weapon, an invulnerable saving throw cannot be made. Attacks made with this weapon wound INFANTRY units on a 2+.
Melta bombs
Melta bombs
4"
Grenade 1
8
-4
D6
You can re-roll wound rolls for attacks made with this weapon that target VEHICLE units.
You can re-roll wound rolls for attacks made with this weapon that target VEHICLE units.
Neural shredder
Neural shredder
9"
Assault 1
*
*
*
When resolving an attack with this weapon, if a hit is scored, do not make a wound roll: instead roll 3D6; if the result is equal to or greater than the target unit’s highest Leadership characteristic, it suffers D3 mortal wounds.
When resolving an attack with this weapon, if a hit is scored, do not make a wound roll: instead roll 3D6; if the result is equal to or greater than the target unit’s highest Leadership characteristic, it suffers D3 mortal wounds.
Psyk-out grenades
Psyk-out grenades
6"
Grenade D3
2
0
1
Blast. When resolving an attack made with this weapon against a PSYKER or DAEMON unit, a hit roll of 6+ inflicts 1 mortal wound on the target and the attack sequence ends.
Blast. When resolving an attack made with this weapon against a PSYKER or DAEMON unit, a hit roll of 6+ inflicts 1 mortal wound on the target and the attack sequence ends.

Melee Weapons

WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Neuro-gauntlet
Neuro-gauntlet
Melee
Melee
+1
-1
1
You can re-roll wound rolls for attacks made with this weapon.
You can re-roll wound rolls for attacks made with this weapon.
Phase sword
Phase sword
Melee
Melee
User
-3
2
When resolving an attack made with this weapon, an invulnerable saving throw cannot be made.
When resolving an attack made with this weapon, an invulnerable saving throw cannot be made.
Poison blades
Poison blades
Melee
Melee
2
-1
1
When the bearer fights, it makes 1 additional attack with this weapon. Attacks made with this weapon wound on a 3+ unless the target is a VEHICLE unit.
When the bearer fights, it makes 1 additional attack with this weapon. Attacks made with this weapon wound on a 3+ unless the target is a VEHICLE unit.
Power sword
Power sword
Melee
Melee
User
-3
1
-
Smite
Smite has a warp charge value of 5. Add 1 to the warp charge value of this psychic power for each other attempt that has been made to manifest this power by a unit from your army in this phase, whether that attempt was successful or not. If manifested, the closest enemy unit within 18" of and visible to the psyker suffers D3 mortal wounds. If the result of the Psychic test was 11 or more, that unit suffers D6 mortal wounds instead.

  • Warp Charge 5: A Psychic test of 5+ is required to manifest Smite.
  • Warp charge increases by 1 for each other attempt to manifest Smite made in this phase.
  • If manifested, closest visible enemy unit in 18" suffers D3 mortal wounds.
  • If manifested with a Psychic test result of 11+, enemy instead suffers D6 mortal wounds.
The Warlord
While mustering your army, you can nominate one model (except a model with the FORTIFICATION keyword) to be your Warlord. That model gains the WARLORD keyword. If this model is a CHARACTER, you can also assign a Warlord Trait to it. Note, that more than one model in your army can have a Warlord Trait (e.g. by using Stratagems), but they are only considered your Warlord for the purpose of that trait.
Hit Roll
When a model makes an attack, make one hit roll for that attack by rolling one D6. If the result of the hit roll is equal to or greater than the attacking model’s Ballistic Skill (BS) characteristic (if the attack is being made with a ranged weapon) or its Weapon Skill (WS) characteristic (if the attack is being made with a melee weapon), then that attack scores one hit against the target unit. If not, the attack fails and the attack sequence ends.

If an attack is made with a weapon that has an ability that says it ‘automatically hits the target’, no hit roll is made – that attack simply scores one hit on the target unit. An unmodified hit roll of 6 always scores a hit, and an unmodified hit roll of 1 always fails. A hit roll can never be modified by more than -1 or +1. This means that if, after all the cumulative modifiers to a hit roll have been calculated, the total modifier would be -2 or worse, it is changed to be -1. Similarly, if, after all the cumulative modifiers to a hit roll have been calculated, the total modifier would be +2 or better, it is changed to be +1.
Fall Back
When a unit Falls Back, each model in that unit can move a distance in inches equal to or less than the Move (M) characteristic shown on its datasheet, and when doing so you can move it within Engagement Range of enemy models, but it cannot end its move within Engagement Range of any enemy models – if it cannot do this then it cannot Fall Back. A unit cannot declare a charge in the same turn that it Fell Back. A unit cannot shoot or attempt to manifest a psychic power in the same turn that it Fell Back unless it is Titanic.

  • Fall Back: Models move up to M".
  • Units that Fall Back cannot charge this turn.
  • Units that Fall Back cannot shoot or manifest psychic powers this turn unless they are Titanic.
PISTOL
Due to their compact size, pistols can even be used in melee to shoot at point-blank range.
A model can make attacks with a Pistol even when its unit is within Engagement Range of enemy units, but it must target an enemy unit that is within Engagement Range of its own unit when it does so. In such circumstances, the model can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

When 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 its other ranged weapons. Choose which it will fire (Pistols or non-Pistols) before selecting targets.

  • Can be shot even if firing model’s unit is within Engagement Range of enemy unit.
  • Cannot be shot alongside any other type of weapon.

The Agent of the Imperium keyword is used in following Officio Assassinorum datasheets:

The Fallen keyword is used in following Chaos Space Marines datasheets:

Elites
Warlord Traits
Warlord Trait is a bonus that your Warlord receives upon being nominated. Such Traits can be found in Codices, Supplements and another Games Workshop publications. Any Warlord can have the Inspiring Leader Warlord Trait. Normally, only one Warlord Trait can be given to the Warlord, but there are ways to bypass this restriction (e.g. by using Stratagems). You can choose a Warlord Trait randomly by rolling a dice, or simply pick one. Note, that named characters usually have predetermined Warlord Traits and receive them after being nominated as Warlord.
Saving Throw
The player commanding the target unit then makes one saving throw by rolling one D6 and modifying the roll by the Armour Penetration (AP) characteristic of the weapon that the attack was made with. For example, if the weapon has an AP of -1, then 1 is subtracted from the saving throw roll. If the result is equal to, or greater than, the Save (Sv) characteristic of the model the attack was allocated to, then the saving throw is successful and the attack sequence ends. If the result is less than the model’s Save characteristic, then the saving throw fails and the model suffers damage. An unmodified roll of 1 always fails.
Invulnerable Saves
Some models have an invulnerable save. Each time an attack is allocated to a model with an invulnerable save, you can choose to use either its normal Save (Sv) 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.

  • Invulnerable save: Saving throw that is never modified by attacking weapon’s AP.
  • A model with an invulnerable save can use it instead of its normal Sv.

The Officio Assassinorum keyword is used in following Officio Assassinorum datasheets:

2CP

SHADOW ASSIGNMENT

Officio Assassinorum Stratagem

The enemy have decoded deployment orders for an Assassinorum operative. Yet this ‘intelligence’ is but another ruse, disguising the true identity of the killer that approaches…

Use this Stratagem before the battle begins. If your army includes exactly 1 OFFICIO ASSASSINORUM unit, remove that unit from your army and then add 1 OFFICIO ASSASSINORUM unit of your choice to your army. The unit that is removed does not count as being destroyed for any rules purposes. Unlike other units that are added to your army, this new unit does not cost any reinforcement points, even in a matched play game.

The Callidus Assassin keyword is used in following Officio Assassinorum datasheets:

2CP

SUPREME DECEPTION

Callidus Stratagem

Operatives of the Callidus Temple are peerless infiltrators, able to disrupt any chain of command.

Use this Stratagem at the start of any battle round after the first. Choose one CALLIDUS ASSASSIN from your army (this can be one that is not on the battlefield). That model’s Reign of Confusion ability is considered to be in effect until the end of that battle round. You can only use this Stratagem once per battle.
0CP

PRIORITY THREAT NEUTRALISED

Officio Assassinorum Stratagem

Eliminating the enemy’s command elements allows a competent commander to seize the strategic initiative.

Use this Stratagem in any phase, when a CHARACTER model in an enemy unit is destroyed by an OFFICIO ASSASSINORUM model from your army. You gain 1 Command Point (or 2 Command Points if the CHARACTER was a Warlord). You can only use this Stratagem once for each enemy CHARACTER model destroyed.

The Eversor Assassin keyword is used in following Officio Assassinorum datasheets:

1CP

HYPERMETABOLISM

Eversor Stratagem

Chemically augmented in the extreme, the bodies of Eversor Assassins can weather injuries that would otherwise prove fatal.

Use this Stratagem at the start of any phase. Select one EVERSOR ASSASSIN model from your army. Until the end of that phase, roll one D6 each time that model loses a wound (excluding those lost as the result of a mortal wound); on a 4+ the wound is not lost.
1CP

ACROBATIC

Callidus Stratagem

Callidus Assassins strike with such speed and grace that their targets rarely land a single defensive blow.

Use this Stratagem in your Movement phase. Select one CALLIDUS ASSASSIN model from your army. That model can Advance and charge this turn. In addition, until the start of the next battle round, subtract 1 from hit rolls for attacks that target the selected model.

The Vindicare Assassin keyword is used in following Officio Assassinorum datasheets:

1CP

TURBO-PENETRATOR ROUND

Vindicare Stratagem

Ripping through the densest armour before detonating, this ammunition is the bane of vehicles and beasts alike.

Use this Stratagem in any phase when a VINDICARE ASSASSIN model from your army makes an attack with an exitus rifle or exitus pistol that targets an opponent’s VEHICLE or MONSTER unit. If a hit is scored, the target suffers D3 mortal wounds and the attack sequence ends. If this Stratagem is used then the Head Shot ability does not apply to that attack.
1CP

DOUBLE KILL

Vindicare Stratagem

Vindicare Assassins have been known to fell a second foe before the body of the first has even hit the floor.

Use this Stratagem in your Shooting phase, after a VINDICARE ASSASSIN model from your army shoots. That model can shoot one additional time this phase (this must be at a different target).

The Culexus Assassin keyword is used in following Officio Assassinorum datasheets:

1CP

PARIAH’S GAZE

Culexus Stratagem

The pure negativity of a Culexus Assassin’s soulless presence is focused through their wargear.

Use this Stratagem in your Shooting phase, when you select a CULEXUS ASSASSIN model to shoot with. Until the end of that phase, change the Damage characteristic of that model’s animus speculum to D3.
2CP

SOUL HORROR

Culexus Stratagem

An aura of nameless fear surrounds operatives of the Culexus Temple, freezing the hearts of their foes.

Use this Stratagem at the start of the Fight phase. Select one CULEXUS ASSASSIN model from your army. Enemy units within 3" of that model cannot be chosen to fight with this phase until after all other units have done so, even if they charged. If one of those units has an ability that allows them to fight first this phase, they instead fight in this phase as if they do not have that ability.
2CP

STIMM OVERLOAD

Eversor Stratagem

Dangerous levels of frenzon flood the Eversor’s system, triggering a frenetic killing spree.

Use this Stratagem at the end of the Fight phase. Select one EVERSOR ASSASSIN model from your army that fought this phase; that model can fight an additional time this phase. After that model has fought again this phase, roll one D6; on a 1, 2 or 3 it suffers 1 mortal wound.
Command Points
The starting number of CPs each player starts with for Battle-forging their army depends on the size of the battle you are playing. This is usually defined in the mission pack that is being played, but if one is not presented in the mission pack, use the following table. Note that the total Power Level is based on the combined power of all the models used in the battle (so the combined Power Level of both your and your opponent's armies). If you are using a game that uses points values, then the points limit is the maximum points limit per side.

COMMAND POINTS
BATTLE SIZETOTAL POWER LEVELPOINTS LIMITCOMMAND POINTS
Combat PatrolUp to 50Up to 5003
Incursion51-100501-10006
Strike Force101-2001001-200012
Onslaught201-3002001-300018

  • Starting number of Command points varies with battle size.
Characters
Some models have the CHARACTER keyword. These models can make Heroic Interventions in Charge Phase and are not easy targets in the Shooting Phase (see Look out, Sir, rule). If your Warlord has the CHARACTER keyword he may be able to have a Warlord Trait (see Warlord Trait section on model’s faction page).

Note that CHARACTERS cannot use their Aura Abilities while performing actions.
Advance
When a unit makes an Advance, make an Advance roll for the unit by rolling one D6. Add the result in inches to the Move (M) characteristic of each model in that unit until the end of the current phase. Each model in that unit can then move a distance in inches equal to or less than this total, but no model can be moved within Engagement Range of enemy models. A unit cannot shoot or declare a charge in the same turn that it made an Advance.

  • Advance: Models move up to M+D6".
  • Cannot move within Engagement Range of enemy models.
  • Units that Advance cannot shoot or charge this turn.
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 1 point of damage on the target unit, and they are always applied one at a time. Do not make a wound roll or saving throw (including invulnerable saves) against a mortal wound – just allocate it as you would any other attack and inflict damage to a model in the target unit. Unlike damage inflicted by normal attacks, excess damage from 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.

If an attack inflicts mortal wounds in addition to the normal damage, resolve the normal damage first. If an attack inflicts mortal wounds in addition to the normal damage, but the normal damage is subsequently saved, the target unit still suffers the mortal wounds, as described before. If an ability modifies the damage inflicted by a weapon, and that weapon can inflict mortal wounds in addition to the normal damage, the modifier does not apply to any mortal wounds that are inflicted (unless the rule specifically states otherwise).

  • Each mortal wound inflicted on a unit causes one model in the unit to lose one wound.
  • No saving throws can be made against mortal wounds.
  • Mortal wounds inflicted by attacks in addition to normal damage always apply, even if normal damage saved.

Animus speculum used in following datasheets:

ASSAULT
Assault weapons fire so rapidly or indiscriminately that they can be shot from the hip as warriors dash forwards into combat.
If a unit includes any models equipped with Assault weapons, that unit is still eligible to shoot with in your Shooting phase even if it has Advanced this turn, but you can only resolve attacks using those Assault weapons when you select that unit to shoot with. If a model shoots an Assault weapon in the same turn in which its unit has Advanced, subtract 1 from hit rolls when resolving that weapon’s attacks.

  • Can be shot even if firing model’s unit Advanced.
  • Subtract 1 from hit rolls if the firing model’s unit Advanced.

Blind grenade used in following datasheets:

Blast Weapons
Some weapons have ‘Blast’ listed in their profile’s abilities. These are referred to as Blast weapons. In addition to the normal rules, the following rules apply to Blast weapons:
  1. If a Blast weapon targets a unit that has between 6 and 10 models, it always makes a minimum of 3 attacks. 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. 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.
  2. 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 11 or more models, that weapon makes six attacks against that unit.
Blast 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.

  • Blast Weapons: Minimum three attacks against units with 6+ models. Always make maximum number of attacks against units with 11+ models.
  • Can never be used to attack units within the firing unit’s Engagement Range.
Wound Roll
Each time an attack scores a hit against a target unit, make a wound roll for that attack by rolling one D6 to see if that attack successfully wounds the target. The result required is determined by comparing the attacking weapon’s Strength (S) characteristic with the target’s Toughness (T) 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 result of the wound roll is less than the required number, the attack fails and the attack sequence ends. An unmodified wound roll of 6 always successfully wounds the target, and an unmodified wound roll of 1 always fails. A wound roll can never be modified by more than -1 or +1. This means that if, after all the cumulative modifiers to a wound roll have been calculated, the total modifier would be -2 or worse, it is changed to be -1. Similarly, if, after all the cumulative modifiers to a wound roll have been calculated, the total modifier would be +2 or better, it is changed to be +1.
GRENADE
Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.
When a unit shoots, one model that is equipped with a Grenade in that unit can resolve attacks with it instead of shooting any other weapons.

  • Only one model can use a Grenade when its unit shoots.

Executioner pistol used in following datasheets:

Exitus pistol used in following datasheets:

Exitus rifle used in following datasheets:

HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an Infantry model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is Infantry and its unit has moved this turn.

Melta bombs used in following datasheets:

Neural shredder used in following datasheets:

Psyk-out grenades used in following datasheets:

Neuro-gauntlet used in following datasheets:

Select Weapon
When a model makes a close combat attack, it must do so using a melee weapon (i.e. a weapon that has the ‘Melee’ type). The weapons a model is equipped with are described on its datasheet. If a model is not equipped with any melee weapons, or if it cannot make an attack with any of the melee weapons it is equipped with, then that model makes its attacks using a close combat weapon, which has the following profile:

WEAPONRANGETYPESAPD
Close combat weaponMeleeMeleeUser01

If a model has more than one melee weapon, select which it will use before resolving any attacks. If a model has more than one melee weapon and can make several attacks, it can split them between these weapons however you wish – declare which attacks are being made with which weapons before any attacks are resolved. If the selected weapon has more than one profile that you must choose between, you must declare which profile is being used at the same time. Different attacks made with such a weapon can be made using different profiles if you wish.

If your unit is making attacks with more than one melee weapon against a unit, and those weapons have different characteristics profiles, then after you have resolved an attack with one of those weapons you must, if any other weapons with the same characteristics profile are also being used to make attacks against that unit, resolve those attacks before resolving any attacks against the target with a weapon that has a different characteristics profile. Note that all the attacks you have declared are always resolved against the target unit even if, when you come to resolve an individual attack, no models in the target unit remain in range (this can happen because of models being destroyed and removed from the battlefield as the result of resolving other attacks made by the attacking model’s unit first).

  • Each close combat attack is made with a melee weapon.
  • A model makes attacks using the close combat weapon profile if it has no other melee weapons.
  • If a unit attacks with multiple weapons, all attacks made with weapons that have the same profile must be resolved before resolving attacks with the next.

Phase sword used in following datasheets:

Poison blades used in following datasheets:

Power sword used in following datasheets:

© Vyacheslav Maltsev 2013-2020