Clad in power armour and armed with bolter and blade, the Sisters of Silence make for vicious combatants, but it is their aura of nullification that gives them their legendary status. To a normal human, these witch-hunters are unsettling; to a psyker, even standing near a Sister of Silence is an unbearable ordeal.

The following section contains all of the datasheets that you will need in order to fight battles with your Sisters of Silence miniatures. 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 Sisters of Silence units – these are described below and referenced on the datasheets.

Books

BookKindEditionVersionLast update
  Imperium 2
  Imperium 2Index81.3April 2018
  Index Imperialis: Sisters of Silence
  Index Imperialis: Sisters of SilenceWhite Dwarf81.0October 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 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.

Expansion: Psychic Awakening: War of the Spider

 Q: If an enemy Psyker that is within 18" of a Sisters of Silence unit successfully manifests a psychic power that targets an Adeptus Custodes unit from my army, can I use both the Fortress of Willpower and Empyric Severance Stratagems to attempt to negate the effects of that power? If my army also includes an ADEPTA SORORITAS Detachment, and the enemy Psyker is within 24" of an Adepta Sororitas unit from my army, could I also use the Purity of Faith Stratagem from Codex: Adepta Sororitas to give me a third attempt to negate the power? If so, how is this resolved?
A:
Yes. Each Stratagem must be used subsequently. If the first Stratagem you use fails, you can then choose to spend Command points to use another, and so on.

Abilities

The following abilities are common to many Sisters of Silence units:

Psychic Abomination

This unit cannot be targeted or affected by psychic powers. When a Psychic test or a Deny the Witch test is taken for an enemy model, subtract 1 from the total for each unit from your army with this ability within 18" of that model (to a maximum of -4).

Witch Hunters

When resolving an attack made by a model in this unit against a PSYKER unit, you can re-roll the wound roll.

Detachment Rules


Null Maidens

A SISTERS OF SILENCE Vanguard Detachment – that is, a Vanguard Detachment that includes only SISTERS OF SILENCE units – is treated as having HQ Battlefield Role slots of ‘0’ and Command Benefits of ‘None’. Note that this means there are no compulsory HQ selections for SISTERS OF SILENCE Vanguard Detachments.

Talons of the Emperor

If your army is Battle-forged, units with the SISTERS OF SILENCE Faction keyword can be included in an ADEPTUS CUSTODES Detachment in your army, without preventing that Detachment from being an ADEPTUS CUSTODES Detachment. Note that this does not prevent ADEPTUS CUSTODES units in that Detachment from gaining any Detachment abilities (e.g. The Emperor’s Chosen and the Sworn Guardians abilities), however SISTERS OF SILENCE units cannot themselves gain any Detachment abilities. Similarly, those SISTERS OF SILENCE units are 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’s Faction.

Stratagems by Phase

Battle Round

Movement phase

CREEPING DREAD

TALONS

Enemy Movement phase

CREEPING DREAD

TALONS

Psychic phase

CREEPING DREAD

TALONS

Enemy Psychic phase

CREEPING DREAD

DESPERATION’S PRICE

EMPYRIC SEVERANCE

TALONS

Shooting phase

CREEPING DREAD

IMMATERIAL DISSONANCE

PUNISHMENT FIRE

PURGATION SWEEP

TALONS

Enemy Shooting phase

CREEPING DREAD

TALONS

Charge phase

CREEPING DREAD

TALONS

Enemy Charge phase

CREEPING DREAD

TALONS

Fight phase

CREEPING DREAD

DECAPITATING STRIKES

TALONS

Enemy Fight phase

CREEPING DREAD

TALONS

Morale phase

CREEPING DREAD

TALONS

Enemy Morale phase

CREEPING DREAD

TALONS


Stratagems

If your army is Battle-forged and includes any SISTERS OF SILENCE Detachments (excluding Auxiliary Support Detachments), or any ADEPTUS CUSTODES Detachments that include any SISTERS OF SILENCE units, you can use the Stratagems on this page. These reflect the unique strategies and fighting styles of the Sisters of Silence.


1CP

EMPYRIC SEVERANCE

Sisters of Silence Stratagem

The mere presence of Null-Maidens is enough to quash the psychic manifestations of enemy witches.

Use this Stratagem in your opponent’s Psychic phase, when an enemy PSYKER manifests a psychic power within 18" of a SISTERS OF SILENCE INFANTRY unit from your army, after any Deny the Witch attempt. Roll one D6; on a 3+ that psychic power is resisted and its effects are negated.
1CP

TALONS

Sisters of Silence Stratagem

The Talons of the Emperor strike with deadly unity.

Use this Stratagem in any phase, after shooting or fighting with an ADEPTUS CUSTODES unit from your army. Select one friendly SISTERS OF SILENCE INFANTRY unit within 6" of that unit. Until the end of that phase, when resolving an attack made by a model in that SISTERS OF SILENCE unit, you can re-roll the hit roll.
1CP

PUNISHMENT FIRE

Sisters of Silence Stratagem

Prosecutor squads train to pummel the enemy.

Use this Stratagem in your Shooting phase, when a PROSECUTORS unit from your army is chosen to shoot with. Until the end of that phase, change the Range and Type characteristic of boltguns equipped on models in that unit to 18" and Assault 3 respectively.
1CP

DESPERATION’S PRICE

Sisters of Silence Stratagem

To overcome the Null-Maidens’ aura, enemy psykers overstretch themselves with horrible consequences.

Use this Stratagem in your opponent’s Psychic phase, when an enemy PSYKER unit within 18" of a SISTERS OF SILENCE INFANTRY unit from your army suffers Perils of the Warp. That PSYKER suffers an additional D3 mortal wounds.
1CP

CREEPING DREAD

Sisters of Silence Stratagem

Foes shrink from the Null-Maidens’ unsettling presence.

Use this Stratagem at the start of any phase. Select one SISTERS OF SILENCE INFANTRY unit from your army. Until the end of that phase, when resolving an attack made by a model in an enemy unit within 6" of that unit, subtract 1 from the hit roll.
1CP

DECAPITATING STRIKES

Sisters of Silence Stratagem

Vigilators train to lop their enemy’s heads from their necks, the better to separate witches from their powers.

Use this Stratagem in the Fight phase, when a VIGILATOR unit from your army is chosen to fight with. Until the end of that phase, when resolving an attack made with a melee weapon by a model in that unit, add 1 to the wound roll.
1/2CP

PURGATION SWEEP

Sisters of Silence Stratagem

Enough flame can make a pyre of anything.

Use this Stratagem in your Shooting phase. Select a WITCHSEEKER unit from your army that contains five or less models for 1CP, or six or more models for 2CP. Until the end of that phase, when determining the number of attacks made by flamer weapons that models in that unit are equipped with, any results of less than 4 count as 4.
1CP

IMMATERIAL DISSONANCE

Sisters of Silence Stratagem

Psyk-out grenades leave their targets reeling.

Use this Stratagem in your Shooting phase or your opponent’s Charge phase, after resolving an attack made with a psyk-out grenade by a SISTERS OF SILENCE model from your army against a PSYKER or DAEMON unit that scored a hit. Until the end of that turn, that PSYKER or DAEMON unit cannot fire Overwatch and when resolving an attack made by a model in that unit, subtract 1 from the hit roll.

Reference


Wargear


Ranged Weapons

WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
0
Boltgun
0
Boltgun
24"
Rapid Fire 1
4
0
1
-
0
Flamer
0
Flamer
8"
Assault D6
4
0
1
When resolving an attack made with this weapon, do not make a hit roll: it automatically scores a hit.
When resolving an attack made with this weapon, do not make a hit roll: it automatically scores a hit.
5
Hunter-killer missile
5
Hunter-killer missile
48"
Heavy 1
8
-2
D6
The bearer can only shoot with each hunter-killer missile it is equipped with once per battle.
The bearer can only shoot with each hunter-killer missile it is equipped with once per battle.
0
Psyk-out grenade
0
Psyk-out grenade
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 a 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 a mortal wound on the target and the attack sequence ends.
0
Storm bolter
0
Storm bolter
24"
Rapid Fire 2
4
0
1
-

Melee Weapons

WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
0
Executioner greatblade
0
Executioner greatblade
Melee
Melee
+2
-3
D3
-
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.
Manifesting Psychic Powers
The same Psyker unit cannot attempt to manifest Smite more than once during the same battle round. When you select a Psyker unit to manifest psychic powers, you select one psychic power that unit knows and attempt to manifest it. With the exception of Smite, you cannot attempt to manifest the same psychic power more than once in the same battle round, even with different Psyker units.

To manifest the psychic power, you must first pass a Psychic test. The opposing player can then select one of their Psyker units that is within 24" of the Psyker unit attempting to manifest the power and attempt to deny that power before its effects are resolved by passing a Deny the Witch test.

So long as the Psychic test was successful and the psychic power was not denied by a successful Deny the Witch test, the psychic power is successfully manifested and its effects, which will be described in the power itself, are then resolved. If the Psyker unit can attempt to manifest more than one psychic power in its Psychic phase, you can then attempt to manifest those, one at a time, as described above. The number of psychic powers each Psyker unit can attempt to manifest in its Psychic phase is listed on its datasheet.

  • Select psychic power.
  • You cannot select the same psychic power more than once per battle round, unless that power is Smite.
  • Attempt to manifest the psychic power by taking a Psychic test.
  • The opponent can attempt to deny the psychic power by taking a Deny the Witch test.
  • If successfully manifested, resolve the psychic power’s effects.
  • Select another psychic power.

The Custodian Wardens keyword is used in following Adeptus Custodes datasheets:

1CP

FORTRESS OF WILLPOWER

Adeptus Custodes Stratagem

Unclean tendrils of witchcraft slither in futile frustration across the indomitable souls of the Adeptus Custodes, never finding a single crack to give them purchase.

Use this Stratagem in your opponent’s Psychic phase, when an ADEPTUS CUSTODES unit from your army is selected as the target of a Psychic power that was successfully manifested this turn. Roll one D6, adding 1 to the result if that unit is a CUSTODIAN WARDENS unit; on a 4+ that psychic power has no effect.

The Sisters of Silence and Infantry keywords are used in following Sisters of Silence datasheets:

1CP

EMPYRIC SEVERANCE

Sisters of Silence Stratagem

The mere presence of Null-Maidens is enough to quash the psychic manifestations of enemy witches.

Use this Stratagem in your opponent’s Psychic phase, when an enemy PSYKER manifests a psychic power within 18" of a SISTERS OF SILENCE INFANTRY unit from your army, after any Deny the Witch attempt. Roll one D6; on a 3+ that psychic power is resisted and its effects are negated.
1CP

PURITY OF FAITH

Adepta Sororitas Stratagem

The faith of the Adepta Sororitas steels their hearts and bodies against psychic assaults.

Use this Stratagem when an enemy PSYKER model manifests a psychic power within 24" of an ADEPTA SORORITAS unit from your army, after any Deny the Witch attempt. Roll one D6; on a 4+ that psychic power is resisted.
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.
Psychic Tests
When a Psyker unit attempts to manifest a psychic power, you must take a Psychic test for that unit by rolling 2D6. If the total is equal to or greater than that power’s warp charge value, the Psychic test is passed. If you roll a double 1 or a double 6 when taking a Psychic test, that unit immediately suffers Perils of the Warp.

  • Psychic test: Passed if 2D6 equals or exceeds psychic power’s warp charge.
  • If double 1 or double 6 rolled, Psyker suffers Perils of the Warp.
Deny the Witch
When a Psyker unit attempts to deny a psychic power, you must take a Deny the Witch test for that unit by rolling 2D6. If the total is greater than the result of the Psychic test, the Deny the Witch test is passed and the psychic power is denied. Only one attempt can be made to deny a psychic power. If a Psyker unit can attempt to deny more than one psychic power in a psychic phase, this will be listed on its datasheet.

  • Deny the Witch: Passed if 2D6 exceeds result of the opposing Psyker’s Psychic test.
  • Only one attempt can be made to deny each psychic power.
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.
1CP

CREEPING DREAD

Sisters of Silence Stratagem

Foes shrink from the Null-Maidens’ unsettling presence.

Use this Stratagem at the start of any phase. Select one SISTERS OF SILENCE INFANTRY unit from your army. Until the end of that phase, when resolving an attack made by a model in an enemy unit within 6" of that unit, subtract 1 from the hit roll.
1CP

TALONS

Sisters of Silence Stratagem

The Talons of the Emperor strike with deadly unity.

Use this Stratagem in any phase, after shooting or fighting with an ADEPTUS CUSTODES unit from your army. Select one friendly SISTERS OF SILENCE INFANTRY unit within 6" of that unit. Until the end of that phase, when resolving an attack made by a model in that SISTERS OF SILENCE unit, you can re-roll the hit roll.
1CP

DESPERATION’S PRICE

Sisters of Silence Stratagem

To overcome the Null-Maidens’ aura, enemy psykers overstretch themselves with horrible consequences.

Use this Stratagem in your opponent’s Psychic phase, when an enemy PSYKER unit within 18" of a SISTERS OF SILENCE INFANTRY unit from your army suffers Perils of the Warp. That PSYKER suffers an additional D3 mortal wounds.
1CP

IMMATERIAL DISSONANCE

Sisters of Silence Stratagem

Psyk-out grenades leave their targets reeling.

Use this Stratagem in your Shooting phase or your opponent’s Charge phase, after resolving an attack made with a psyk-out grenade by a SISTERS OF SILENCE model from your army against a PSYKER or DAEMON unit that scored a hit. Until the end of that turn, that PSYKER or DAEMON unit cannot fire Overwatch and when resolving an attack made by a model in that unit, subtract 1 from the hit roll.

The Prosecutors keyword is used in following Sisters of Silence datasheets:

1CP

PUNISHMENT FIRE

Sisters of Silence Stratagem

Prosecutor squads train to pummel the enemy.

Use this Stratagem in your Shooting phase, when a PROSECUTORS unit from your army is chosen to shoot with. Until the end of that phase, change the Range and Type characteristic of boltguns equipped on models in that unit to 18" and Assault 3 respectively.

The Witchseekers keyword is used in following Sisters of Silence datasheets:

1/2CP

PURGATION SWEEP

Sisters of Silence Stratagem

Enough flame can make a pyre of anything.

Use this Stratagem in your Shooting phase. Select a WITCHSEEKER unit from your army that contains five or less models for 1CP, or six or more models for 2CP. Until the end of that phase, when determining the number of attacks made by flamer weapons that models in that unit are equipped with, any results of less than 4 count as 4.

The Vigilators keyword is used in following Sisters of Silence datasheets:

1CP

DECAPITATING STRIKES

Sisters of Silence Stratagem

Vigilators train to lop their enemy’s heads from their necks, the better to separate witches from their powers.

Use this Stratagem in the Fight phase, when a VIGILATOR unit from your army is chosen to fight with. Until the end of that phase, when resolving an attack made with a melee weapon by a model in that unit, add 1 to the wound roll.
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.
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.
Perils of the Warp
When a Psyker unit suffers Perils of the Warp, it suffers D3 mortal wounds. If a Psyker unit is destroyed by Perils of the Warp while attempting to manifest a psychic power, that power automatically fails to manifest. If a Psyker unit is destroyed by Perils of the Warp, then just before removing the last model in that unit, every unit within 6" of it immediately suffers D3 mortal wounds.

  • Perils of the Warp: The Psyker unit manifesting the power suffers D3 mortal wounds.
  • If Psyker unit is destroyed, the psychic power fails to manifest.
  • If Psyker unit destroyed, every other unit within 6" suffers D3 mortal wounds.
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.
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.

Boltgun used in following datasheets:

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.

Flamer used in following datasheets:

Hunter-killer missile used in following datasheets:

Dedicated Transport
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.

Psyk-out 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.
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.

Storm bolter used in following datasheets:

Dedicated Transport

Executioner greatblade 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.
© Vyacheslav Maltsev 2013-2020