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 2
  Imperium 2Index81.3April 2018
  Imperial Armour: Forces of the Astra Militarum
  Imperial Armour: Forces of the Astra MilitarumIndex8Indomitus 1.0July 2020
  Chapter Approved ’2020
  Chapter Approved ’2020Expansion9Indomitus 1.1August 2020

FAQ

Index: Imperial Armour: 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: 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: 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 <COVENANT OF KHORNE>, all the units in the detachment with the <CHAOS COVENANT> keyword will change their keyword to <COVENANT OF KHORNE> 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 
Autocannon
Autocannon
48"
Heavy 2
7
-1
2
-
0
Autogun
0
Autogun
24"
Rapid Fire 1
3
0
1
-
0
Autopistol
0
Autopistol
12"
Pistol 1
3
0
1
-
0
Baneblade cannon
0
Baneblade cannon
72"
Heavy 3D6
9
-3
3
Blast
Blast
20
Battle cannon
20
Battle cannon
72"
Heavy D6
8
-2
D3
Blast
Blast
1
Bolt pistol
1
Bolt pistol
12"
Pistol 1
4
0
1
-
1
Boltgun
1
Boltgun
24"
Rapid Fire 1
4
0
1
-
0
Chem cannon
0
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+.
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
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.
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
20
Demolisher cannon
24"
Heavy D6
10
-3
D6
Blast
Blast
0
Earthshaker cannon
0
Earthshaker cannon
240"
Heavy D6
9
-3
D3
Blast. 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.
Blast. 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
15
Eradicator nova cannon
36"
Heavy D6
6
-2
D3
Blast. Units attacked by this weapon do not gain any bonus to their saving throws for being in cover.
Blast. 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.
15
Executioner plasma cannon
When attacking with this weapon, choose one of the profiles below.
 - Standard
 - Standard
36"
Heavy D6
7
-3
1
Blast
Blast
 - Supercharge
 - Supercharge
36"
Heavy D6
8
-3
2
Blast. For each hit roll of 1, the bearer suffers 1 mortal wound after all of this weapon’s shots have been resolved.
Blast. For each hit roll of 1, the bearer suffers 1 mortal wound after all of this weapon’s shots have been resolved.
30
Exterminator autocannon
30
Exterminator autocannon
48"
Heavy 4
7
-1
2
-
6
Flamer
6
Flamer
8"
Assault D6
4
0
1
This weapon automatically hits its target.
This weapon automatically hits its target.
0
Frag grenade
0
Frag grenade
6"
Grenade D6
3
0
1
Blast
Blast
3
Grenade launcher
When attacking with this weapon, choose one of the profiles below.
3
Grenade launcher
When attacking with this weapon, choose one of the profiles below.
 - Frag grenade
 - Frag grenade
24"
Assault D6
3
0
1
Blast
Blast
 - Krak grenade
 - Krak grenade
24"
Assault 1
6
-1
D3
-
0
Griffon heavy mortar
0
Griffon heavy mortar
48"
Heavy D6
6
-1
D3
Blast. 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.
Blast. 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.
Heavy bolter
Heavy bolter
36"
Heavy 3
5
-1
1
-
Heavy flamer
Heavy flamer
8"
Heavy D6
5
-1
1
This weapon automatically hits its target.
This weapon automatically hits its target.
0
Heavy mortar
0
Heavy mortar
48"
Heavy D6
6
-1
D3
Blast. This weapon can target units that are not visible to the bearer.
Blast. This weapon can target units that are not visible to the bearer.
0
Heavy quad launcher
0
Heavy quad launcher
48"
Heavy 4D6
5
0
1
Blast. This weapon can target units that are not visible to the bearer.
Blast. This weapon can target units that are not visible to the bearer.
5
Heavy stubber
5
Heavy stubber
36"
Heavy 3
4
0
1
-
10
Hellstrike missiles
10
Hellstrike missiles
72"
Heavy 1
8
-2
D6
Roll two dice when inflicting damage with this weapon and discard the lowest result.
Roll two dice when inflicting damage with this weapon and discard the lowest result.
5
Hunter-killer missile
5
Hunter-killer missile
48"
Heavy 1
8
-2
D6
Each hunter-killer missile can only be fired once per battle.
Each hunter-killer missile can only be fired once per battle.
0
Hydra quad autocannon
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.
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.
10
Inferno cannon
10
Inferno cannon
16"
Heavy 2D6
6
-1
1
This weapon automatically hits its target.
This weapon automatically hits its target.
0
Krak grenade
0
Krak grenade
6"
Grenade 1
6
-1
D3
-
Lascannon
Lascannon
48"
Heavy 1
9
-3
D6
-
0
Laser destroyer
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.
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
0
Lasgun
24"
Rapid Fire 1
3
0
1
-
0
Lasgun array
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.
This weapon can only be fired if a unit is embarked upon the vehicle equipped with it.
0
Laspistol
0
Laspistol
12"
Pistol 1
3
0
1
-
0
Macharius battle cannon
0
Macharius battle cannon
72"
Heavy 2D6
8
-2
D6
Blast
Blast
0
Macharius vanquisher cannon
When attacking with this weapon, choose one of the profiles below:
0
Macharius vanquisher cannon
When attacking with this weapon, choose one of the profiles below:
 - Blast shells
 - Blast shells
72"
Heavy 2D6
8
-2
D3
Blast
Blast
 - Armour piercing shells
 - Armour piercing shells
72"
Heavy 2
9
-3
D6
Roll two dice when inflicting damage with this weapon and discard the lowest result.
Roll two dice when inflicting damage with this weapon and discard the lowest result.
0
Macharius vulcan mega-bolter
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.
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
0
Medusa siege cannon
36"
Heavy D6
10
-3
D3
Blast. This weapon can target units that are not visible to the bearer.
Blast. 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:
0
Medusa siege gun
When attacking with this weapon, choose one of the profiles below:
 - Standard shells
 - Standard shells
36"
Heavy D6
10
-3
D3
Blast. This weapon can target units that are not visible to the bearer.
Blast. This weapon can target units that are not visible to the bearer.
 - Breacher shells
 - Breacher shells
48"
Heavy D6
10
-3
D3
Blast. When attacking a BUILDING, increase this weapon’s Damage characteristic to D6.
Blast. When attacking a BUILDING, increase this weapon’s Damage characteristic to D6.
10
Melta cannon
10
Melta cannon
24"
Assault D3
8
-4
D6
Blast. If the target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result.
Blast. If the target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result.
Meltagun
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.
If the target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result.
Missile launcher
When attacking with this weapon, choose one of the profiles below.
Missile launcher
When attacking with this weapon, choose one of the profiles below.
 - Frag missile
 - Frag missile
48"
Heavy D6
4
0
1
Blast
Blast
 - Krak missile
 - Krak missile
48"
Heavy 1
8
-2
D6
-
9
Mortar
9
Mortar
48"
Heavy D6
4
0
1
Blast. This weapon can target units that are not visible to the bearer.
Blast. This weapon can target units that are not visible to the bearer.
5
Multi-laser
5
Multi-laser
36"
Heavy 3
6
0
1
-
Multi-melta
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.
If the target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result.
5
Multiple rocket pod
5
Multiple rocket pod
36"
Assault D6
5
-1
1
Blast
Blast
0
Neutron laser projector
0
Neutron laser projector
72"
Heavy 2D3
14
-4
D6
Any VEHICLE which suffers wounds from this weapon but is not slain must subtract 1 from its Shooting hit roll until the end of its controlling player’s next turn.
Any VEHICLE which suffers wounds from this weapon but is not slain must subtract 1 from its Shooting hit roll until the end of its controlling player’s next turn.
0
Omega pattern plasma blastgun
When attacking with this weapon, choose one of the profiles below.
0
Omega pattern plasma blastgun
When attacking with this weapon, choose one of the profiles below.
 - Pulsed bolts
 - Pulsed bolts
60"
Heavy 2D6
8
-3
2
Blast
Blast
 - Maximal bolts
 - Maximal bolts
60"
Heavy 2D6
9
-3
3
Blast. On a hit roll of a 1, the bearer suffers a mortal wound after all of this weapon’s shots have been resolved.
Blast. On a hit roll of a 1, the bearer suffers a mortal wound after all of this weapon’s shots have been resolved.
Plasma cannon
When attacking with this weapon, choose one of the profiles below.
Plasma cannon
When attacking with this weapon, choose one of the profiles below.
 - Standard
 - Standard
36"
Heavy D3
7
-3
1
Blast
Blast
 - Supercharge
 - Supercharge
36"
Heavy D3
8
-3
2
Blast. On a hit roll of 1, the bearer is slain after all of this weapon’s shots have been resolved.
Blast. 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.
7
Plasma gun
When attacking with this weapon, choose one of the profiles below.
 - Standard
 - Standard
24"
Rapid Fire 1
7
-3
1
-
 - Supercharge
 - 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.
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.
5
Plasma pistol
When attacking with this weapon, choose one of the profiles below.
 - Standard
 - Standard
12"
Pistol 1
7
-3
1
-
 - Supercharge
 - Supercharge
12"
Pistol 1
8
-3
2
On a hit roll of 1, the bearer is slain.
On a hit roll of 1, the bearer is slain.
35
Punisher gatling cannon
35
Punisher gatling cannon
24"
Heavy 20
5
0
1
-
0
Shotgun
0
Shotgun
12"
Assault 2
3
0
1
If the target is within half range, add 1 to this weapon’s Strength.
If the target is within half range, add 1 to this weapon’s Strength.
2
Sniper rifle
2
Sniper rifle
36"
Heavy 1
4
0
1
Each time you select a target for this weapon, you can ignore the Look Out, Sir rule. Each time an attack is made with this weapon, an unmodified wound roll of 6 inflicts 1 mortal wound on the target in addition to any normal damage.
Each time you select a target for this weapon, you can ignore the Look Out, Sir rule. Each time an attack is made with this weapon, an unmodified wound roll of 6 inflicts 1 mortal wound on the target in addition to any normal damage.
3
Storm bolter
3
Storm bolter
24"
Rapid Fire 2
4
0
1
-
0
Stub gun
0
Stub gun
6"
Pistol 1
3
0
1
-
30
Twin autocannon
30
Twin autocannon
48"
Heavy 4
7
-1
2
-
0
Twin earthshaker cannon
0
Twin earthshaker cannon
240"
Heavy 2D6
9
-3
D3
Blast. 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.
Blast. 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.
30
Twin heavy bolter
30
Twin heavy bolter
36"
Heavy 6
5
-1
1
-
30
Twin heavy flamer
30
Twin heavy flamer
8"
Heavy 2D6
5
-1
1
This weapon automatically hits its target.
This weapon automatically hits its target.
10
Twin heavy stubber
10
Twin heavy stubber
36"
Heavy 6
4
0
1
-
10
Twin multi-laser
10
Twin multi-laser
36"
Heavy 6
6
0
1
-
15
Vanquisher battle cannon
15
Vanquisher battle cannon
72"
Heavy 1
8
-3
D6
Roll two dice when inflicting damage with this weapon and discard the lowest result.
Roll two dice when inflicting damage with this weapon and discard the lowest result.
0
Wyvern quad stormshard mortar
0
Wyvern quad stormshard mortar
48"
Heavy 4D6
4
0
1
Blast. This weapon can target units that are not visible to the bearer. You can re-roll failed wound rolls for this weapon.
Blast. 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
0
Adamantium tracks
Melee
Melee
User
-2
D3
-
0
Bare hands
0
Bare hands
Melee
Melee
User
0
1
-
0
Befouled fangs and claws
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.
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
0
Brutal assault weapon
Melee
Melee
User
0
1
Each time the bearer fights, it can make 1 additional attack with this weapon.
Each time the bearer fights, it can make 1 additional attack with this weapon.
0
Chainsword
0
Chainsword
Melee
Melee
User
0
1
Each time the bearer fights, it can make 1 additional attack with this weapon.
Each time the bearer fights, it can make 1 additional attack with this weapon.
Close combat weapon
Close combat weapon
Melee
Melee
User
0
1
-
0
Hideous mutations
0
Hideous mutations
Melee
Melee
User
-2
2
-
1
Mauler goad
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.
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
10
Ogryn power drill
Melee
Melee
10
-3
D3
Against VEHICLES, re-roll failed wound rolls.
Against VEHICLES, re-roll failed wound rolls.
1
Ogryn weapon
1
Ogryn weapon
Melee
Melee
+1
-1
2
-
1
Plague claws
1
Plague claws
Melee
Melee
User
-1
D3
Re-roll failed wound rolls against non-VEHICLE models.
Re-roll failed wound rolls against non-VEHICLE models.
5
Power axe
5
Power axe
Melee
Melee
+1
-2
1
-
8
Power fist
8
Power fist
Melee
Melee
x2
-3
D3
When attacking with this weapon, you must subtract 1 from the hit roll.
When attacking with this weapon, you must subtract 1 from the hit roll.
4
Power maul
4
Power maul
Melee
Melee
+2
-1
1
-
4
Power sword
4
Power sword
Melee
Melee
User
-3
1
-
3
Ripper claw
3
Ripper claw
Melee
Melee
User
-1
D3
-
2
Sentinel chainsaw
2
Sentinel chainsaw
Melee
Melee
User
-1
1
-

Other Wargear

OTHER WARGEAR
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 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 CHAOS units subtract 1 from their Leadership characteristic whilst they are within 6" of any models with a Banner of the Apostate.
10
Banner of the Apostate
Enemy CHAOS units subtract 1 from their Leadership characteristic whilst they are within 6" of any models with a Banner of the Apostate.
10
Chaos Sigil
If this unit contains a model with a Chaos sigil, when taking a Morale test for this unit, roll one additional D6 and discard the highest result. If two of the highest results are the same, select one of those dice to discard.
10
Chaos Sigil
If this unit contains a model with a Chaos sigil, when taking a Morale test for this unit, roll one additional D6 and discard the highest result. If two of the highest results are the same, select one of those dice to discard.
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.
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.
5
Vox-caster
A unit equipped with a vox-caster rolls two dice to determine its Leadership value and chooses the highest score.
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.
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 <COVENANT OF KHORNE>, all the units in the detachment with the <CHAOS COVENANT> keyword will change their keyword to <COVENANT OF KHORNE> 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.
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.
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.
Engagement Range
Engagement Range represents the zone of threat that models present to their enemies. While a model is within 1" horizontally and 5" vertically of an enemy model, those models are within Engagement Range of each other. While two enemy models are within Engagement Range of each other, those models’ units are also within Engagement Range of each other. Models cannot be set up within Engagement Range of enemy models.

  • Engagement Range: 1" horizontally + 5" vertically.
  • Models cannot be set up within Engagement Range of enemy models.
Charging with a Unit
Once you have chosen an eligible unit to declare a charge with, you must select one or more enemy units within 12" of it as the targets of its charge. The target(s) of this charge do not need to be visible to the charging unit. You then make a charge roll for your unit by rolling 2D6. This is the maximum number of inches each model in the charging unit can now be moved if they can make the charge move. To make a charge move, the unit’s charge roll must be sufficient that it is able to end that move in unit coherency and within Engagement Range of every unit that was a target of its charge, without moving within Engagement Range of any enemy units that were not a target of its charge. If this is possible, then the charge is successful and the models in the unit make a charge move so as to fulfil the above conditions. If this is impossible, the charge fails and no models in the charging unit move this phase.

  • Declare targets of the charge (must be within 12").
  • Charge roll = 2D6".
  • If insufficient to move charging unit into Engagement Range of all targets, charge fails.
  • If charge successful, models make their charge move.
  • Cannot make a charge move within Engagement Range of any unit that was not the target of the charge.
Overwatch
Certain rules enable units to fire Overwatch at an enemy unit before it can charge. If an enemy unit declares a charge that targets one or more units from your army that have such a rule, each of those units can fire Overwatch before the charge roll is made. A unit cannot fire Overwatch if there are any enemy units within Engagement Range of it. Overwatch is resolved like a normal shooting attack (albeit one resolved in the Charge phase) and uses all the normal rules, except that an unmodified hit roll of 6 is always required for a successful hit roll, irrespective of the firing model’s Ballistic Skill or any hit roll modifiers. In addition, when a model fires Overwatch, it does so at the charging unit. Any rule that states the unit cannot be targeted unless it is the closest target (e.g. Look Out, Sir) does not apply when firing Overwatch.

  • Overwatch: Before charge roll made, all charge targets that can fire Overwatch can do so.
  • Can never fire Overwatch while enemy units are in Engagement Range.
  • When firing Overwatch, shoot with unit, but attacks only hit on unmodified 6s.
Morale Tests
To take a Morale test, roll one D6 and add the number of models from the unit that have been destroyed this turn. If the result is equal to or less than the highest Leadership (Ld) characteristic in the unit, the Morale test is passed and nothing else happens. An unmodified roll of 1 also always results in a passed Morale test, irrespective of the total result. In any other case, the Morale test is failed, one model flees that unit, and you must then take Combat Attrition tests for the remaining models in the unit. You decide which model from your unit flees – that model is removed from play and counts as having been destroyed, but it never triggers any rules that are used when a model is destroyed.

  • Morale test = D6 + number of models destroyed this turn.
  • Unmodified roll of 1 always a success (no models flee).
  • If Morale test exceeds unit’s Ld, one model flees and other models must take Combat Attrition tests.
Psychic Powers
All Psykers know the Smite psychic power. Some know other powers instead of, or in addition to, Smite – the unit’s datasheets and other supplementary rules you are using will make it clear which powers each Psyker knows. Each psychic power has a warp charge value – the higher this is, the more difficult it is to manifest the psychic power. A Psyker unit generates their powers before the battle.

  • All Psykers know Smite.
  • Psykers will know additional psychic powers, as described on their datasheets.
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.
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.
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.
INFANTRY/other model
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.
RAPID FIRE
Rapid fire weapons are versatile armaments capable of aimed single shots at long range or controlled bursts of fire at close quarters.
When a model shoots a Rapid Fire weapon, double the number of attacks it makes if its target is within half the weapon’s range.

  • Double number of attacks made if target is within half range.
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.

Baneblade cannon used in following datasheets:

Lords of War
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.

Battle cannon used in following datasheets:

Boltgun used in following datasheets:

Chem cannon used in following datasheets:

Fast Attack

Colossus siege mortar used in following datasheets:

Heavy Support
Terrain and Cover
Some pieces of terrain can provide certain bonuses to units in your army. Each bonus and how to acquire it is described in the Terrain Features section of the Core Rules. If a model has acquired such a bonus (to it's Save, Leadership or other characteristics), it is considered as receiving the benefit of cover. There are ways for some models to ignore such bonuses while making an attack, but it should be known what kind of benefit is ignored (see the Rare Rules for clarification).

Demolisher cannon used in following datasheets:

Lords of War

Earthshaker cannon used in following datasheets:

Number of Attacks (shooting)
When a model shoots a ranged weapon, it will make a number of attacks. You make one hit roll for each attack being made.

The number of attacks that a model makes with a ranged weapon is equal to the number written on that weapon’s profile after its type. For example, a model shooting an ‘Assault 1’ weapon can make one attack with that weapon; a model firing a ‘Heavy 3’ weapon can make three attacks, and so on.

  • All of a ranged weapon’s attacks must be made against the same target unit.
  • Number of attacks = number after weapon’s type.

Eradicator nova cannon used in following datasheets:

Executioner plasma cannon used in following datasheets:

Exterminator autocannon 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.
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.

Griffon heavy mortar used in following datasheets:

Heavy mortar used in following datasheets:

Heavy quad launcher used in following datasheets:

Hellstrike missiles used in following datasheets:

Hydra quad autocannon used in following datasheets:

Heavy Support
Flying
If a unit’s datasheet has the Fly keyword, then when it makes a Normal Move, an Advance or it Falls Back, its models can be moved across other models (and their bases) as if they were not there, and they can be moved within Engagement Range of enemy models. In addition, any vertical distance up and/or down that they make as part of that move is ignored. However, these models cannot finish their move either on top of another model (or its base) or within Engagement Range of any enemy models.

  • Fly models can move over other models when they make a Normal Move, an Advance or when they Fall Back.
  • Fly models ignore vertical distances when they make a Normal Move, an Advance or when they Fall Back.

Inferno cannon used in following datasheets:

Fast Attack

Laser destroyer used in following datasheets:

Lasgun array used in following datasheets:

Dedicated Transport

Macharius battle cannon used in following datasheets:

Macharius vanquisher cannon used in following datasheets:

Macharius vulcan mega-bolter used in following datasheets:

Lords of War

Medusa siege cannon used in following datasheets:

Medusa siege gun used in following datasheets:

Melta cannon used in following datasheets:

Fast Attack
model with a Ballistic Skill of 4+/other models

Multi-laser used in following datasheets:

Dedicated Transport
Flyers

Multi-melta used in following datasheets:

Fast Attack

Multiple rocket pod used in following datasheets:

Flyers

Neutron laser projector used in following datasheets:

Lords of War

Omega pattern plasma blastgun used in following datasheets:

Lords of War

Plasma cannon used in following datasheets:

Punisher gatling cannon used in following datasheets:

Look out, Sir
Models cannot target a unit that contains any Character models with a Wounds characteristic of 9 or less with a ranged weapon while that Character unit is within 3" of any of the following:
  • A friendly unit that contains 1 or more Vehicle or Monster models with a wounds characteristic of 10 or more.
  • A friendly non-Character unit that contains 1 or more Vehicle or Monster models.
  • A friendly non-Character unit that contains 3 or more models.
In all cases, if that Character unit is both visible to the firing model and it is the closest enemy unit to the firing model, it can be targeted normally. When determining if that Character unit is the closest enemy unit to the firing model, ignore other enemy units that contain any Character models with a Wounds characteristics of 9 or less.

  • Cannot shoot at an enemy Character with 9 or less wounds while it is within 3" of a friendly unit that contains 1 Monster, 1 Vehicle or 3+ other models (excluding Character models with 9 or less wounds) unless it is the closest target.

Stub gun used in following datasheets:

Twin autocannon used in following datasheets:

Twin earthshaker cannon used in following datasheets:

Twin heavy bolter used in following datasheets:

Lords of War

Twin heavy flamer used in following datasheets:

Lords of War

Twin heavy stubber used in following datasheets:

Twin multi-laser used in following datasheets:

Vanquisher battle cannon used in following datasheets:

Wyvern quad stormshard mortar used in following datasheets:

Heavy Support

Adamantium tracks used in following datasheets:

Lords of War
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.

Bare hands used in following datasheets:

Befouled fangs and claws used in following datasheets:

Close combat weapon used in following datasheets:

Hideous mutations used in following datasheets:

Fast Attack

Mauler goad used in following datasheets:

Ogryn power drill used in following datasheets:

Ogryn weapon used in following datasheets:

Plague claws used in following datasheets:

Ripper claw used in following datasheets:

Sentinel chainsaw used in following datasheets:

Banner of Hate used in following datasheets:

Banner of the Apostate used in following datasheets:

Chaos Sigil used in following datasheets:

Command Vox Net used in following datasheets:

Vox-caster used in following datasheets:

© Vyacheslav Maltsev 2013-2020