Emperor’s Children
 ]

Few beings in the galaxy are as twisted and deranged as the Emperor’s Children. Their sanity blasted by the sick worship of Slaanesh, the Lord of Pleasure, the Emperor’s Children embrace terror and agony as delightful bliss, and wreak the most horrific degradations upon their foes in the name of indulgence and pleasure.

Books

BookKindEditionVersionLast update
  Emperor’s Children
  Emperor’s ChildrenCodex10March 2025
  Munitorum Field Manual
  Munitorum Field ManualExpansion102.3March 2025
  Balance Dataslate
  Balance DataslateRulebook10March 2025March 2025

Introduction

Below you will find several EMPEROR’S CHILDREN Detachments you can select from to use in games of Warhammer 40,000, as described in the Core Rules (see the Select Detachment Rules step). If you are playing a Crusade battle, see the equivalent step in the Mustering a Crusade Army section of the main Crusade rules. Each Detachment is a themed fighting force that focuses on one particular combat style employed by Emperor’s Children - the rules they include are as follows:

1
DETACHMENT RULE
The Detachment rule listed here will apply to either your whole army or to particular units within it. If any additional restrictions or benefits apply to a Detachment, they will be listed here. This can include units your army either must include or cannot include, as well as additional keywords some of your units may gain.

2
ENHANCEMENTS
When mustering your army, your chosen Detachment enables you to upgrade CHARACTERS using the Enhancements listed here, as described in the Core Rules (see the Select Units step). If you are playing a Crusade battle, you can instead use the Renowned Heroes Requisition to give your CHARACTERS Enhancements, as described in the main Crusade rules.

3
STRATAGEMS
Your chosen Detachment gives you access to the Stratagems listed here in addition to the Core Stratagems listed in the Core Rules. During the battle, you can spend Command points (CP) to use these Stratagems. You can find out more about how to use Stratagems here.

Army Rules

Thrill Seekers

The Emperor’s Children are skilled warriors all, their transhuman might enhanced by a lifetime of ceaseless conflict. Their ingrained desire for sensation in all its forms sees them move rapidly across the battlefield, flitting between targets as they attempt to satiate their never-ending hunger for fresh experience.

If your Army Faction is EMPEROR’S CHILDREN, this unit is eligible to shoot and declare a charge in a turn in which it Advanced or Fell Back, but when doing so:
  • It cannot target a unit it was within Engagement Range of at the start of the turn.
  • It cannot target a unit that was the target of another units charge or attack this phase.

Pact of Excess

By enacting the most lurid and excessive acts of ritual violence, the Emperor’s Children may shatter reality itself and summon forth the daemons of Slaanesh.

When mustering your army, unless specifically stated otherwise, you cannot select LEGIONS OF EXCESS as your Army Faction.

Mercurial Host

The Emperor’s Children are a myriad of warbands driven by an obsessive desire to experience the thrill of battle in all its many forms. These warbands strike with a speed and excessive violence that is majestic in its ever-escalating cruelty. Tormentors and Infractors, their pupils dilated by exotic stimm cocktails, flesh scarred and sculpted by self-inflicted tortures, traverse the battlefield. Their murderous intentions flit from target to target, driven by their obsessive need for fresh experience and sensation. Each bloody kill they make is more excruciating and visually gratifying than the last. Noise Marines unleash wave after wave of discordant sonic destruction. The varied pitch and tone of blastmaster, sonic blaster and screamer pistol combine with the screams of the dying and the exultant battle cries of the Emperor’s Children to form a symphony of majestic horror.

Detachment Rule


Quicksilver Grace

The Emperor’s Children are consummate raiders, eager to satiate their lust for sensation amid battle and falling upon their foes with impossible swiftness and inhuman grace.

You can re-roll Advance rolls made for EMPEROR’S CHILDREN units from your army.

Enhancements

  • Steeped in Suffering 20 pts

The warlords of the Emperor’s Children thrive on the pain they cause. The more grievous the injuries they cause, the deadlier they become.

EMPEROR’S CHILDREN model only. Each time a model in the bearer’s unit makes an attack that targets an enemy unit below its Starting Strength, add 1 to the Hit roll. If that target is also Below Half-strength, add 1 to the Wound roll as well.

  • Intoxicating Musk 20 pts

A sickly-sweet aroma emanates from this warrior, at once delightful and abhorrent. A perfumed assault on the senses intoxicates those in its vicinity.

EMPEROR’S CHILDREN model only. Each time a melee attack targets the bearer’s unit, if the Strength characteristic of that attack is greater than the Toughness characteristic of that unit, subtract 1 from the Wound roll.

  • Tactical Perfection 15 pts

Since their foundation, the Emperor's Children have sought to master every art of warfare, be it in personal acts of martial prowess or superior tactical displays.

EMPEROR’S CHILDREN model only. After both players have deployed their armies, select up to two EMPEROR’S CHILDREN units from your army and redeploy them. When doing so, you can set those units up in Strategic Reserves if you wish, regardless of how many units are already in Strategic Reserves.

  • Loathsome Dexterity 10 pts

Blessed by Slaanesh to further accentuate their perverse elegance, this leader possesses feline finesse.

EMPEROR’S CHILDREN model only. Each time a model in the bearer’s unit makes a Normal, Advance or Fall Back move, it can move through enemy models. When doing so, it can move within Engagement Range of such models but cannot end that move within Engagement Range of them, and any Desperate Escape test is automatically passed.


Stratagems

VIOLENT EXCESS
1CP
Mercurial Host – Battle Tactic Stratagem
The visceral thrill of killing causes the warriors of the Emperor’s Children to enter an ecstatic frenzy of butchery and dismemberment.
WHEN: Fight phase.

TARGET: One EMPEROR’S CHILDREN unit from your army that has not been selected to fight this phase.

EFFECT: Until the end of the phase, melee weapons equipped by models in your unit have the [SUSTAINED HITS 1] ability.
COMBAT STIMMS
2CP
Mercurial Host – Battle Tactic Stratagem
Hideously euphoric concoctions empower the minds and constitutions of the Legion’s sybaritic warriors.
WHEN: Fight phase, just after an enemy unit has selected its targets.

TARGET: One EMPEROR’S CHILDREN INFANTRY unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, each time an attack targets your unit, subtract 1 from the Wound roll.
HONOUR THE PRINCE
1CP
Mercurial Host – Battle Tactic Stratagem
Warriors who venerate Slaanesh through the most graceful fighting forms are rewarded for their efforts.
WHEN: Your Movement phase.

TARGET: One EMPEROR’S CHILDREN INFANTRY unit from your army that has not been selected to move this phase.

EFFECT: Until the end of the phase, if your unit Advances, do not make an Advance roll. Instead, until the end of the phase, add 6" to the Move characteristic of models in your unit.
DARK VIGOUR
1CP
Mercurial Host – Strategic Ploy Stratagem
The Emperor’s Children possess inhuman vigour- their warriors move with monstrous speed to counter any advance and meet any challenge.
WHEN: Your opponent’s Movement phase, just after an enemy unit ends a Normal, Advance or Fall Back move.

TARGET: One EMPEROR’S CHILDREN unit from your army (excluding BEASTS and VEHICLES) that is within 9" of the enemy unit that just ended that move.

EFFECT: Your unit can make a Normal move of up to 6".
CAPRICIOUS REACTIONS
1CP
Mercurial Host – Battle Tactic Stratagem
Their superhuman reflexes enhanced by endless streams of addictive combat stimms, the Emperor's Children react to incoming fire with haste, weaving between shots and taking cover in the blink of an eye.
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.

TARGET: One EMPEROR’S CHILDREN unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, each time an attack targets your unit, subtract 1 from the Hit roll.
CRUEL RAIDERS
1CP
Mercurial Host – Strategic Ploy Stratagem
The Emperor's Children delight in the shattering of false hope, often disengaging from their foes only to strike again at an exposed flank.
WHEN: End of your opponent’s Fight phase.

TARGET: One EMPEROR’S CHILDREN unit from your army that is wholly within 9" of one or more battlefield edges and not within 3" horizontally of one or more enemy units.

EFFECT: Remove your unit from the battlefield and place it into Strategic Reserves.

Peerless Bladesmen

The Emperor’s Children are consumed by their own pride and driven by insatiable obsession. They seek to prove their prowess in myriad forms of combat. Tall and powerful Flawless Blades stride proudly into battle, seeking out enemy champions to gruesomely humble in single combat. They parry the blows of their foes with sneering arrogance and spill their blood with glee. In their blood-slick wake come squads of Infractors, empowered by rare and esoteric combat drugs. Other sons of Fulgrim unleash death in shredding salvoes from boltguns and sonic weapons. Those who exult in their swordfighting prowess find gaps in armour plate with their curved blades and sinuous whips, rending flesh and spilling viscera with each strike. The slaughter increases in pace and intensity as it rushes towards a gore-slick crescendo, ending only when the last wretched victim has been eviscerated, and the twisted souls of the Emperor’s Children are briefly glutted on the riotous carnage they have inflicted.

Detachment Rule


Exquisite Swordsmanship

These warriors are peerless swordsmen, each demonstrating exquisite fighting form. Those who lock swords with these obsessive warriors do so at their peril.

Each time an EMPEROR’S CHILDREN unit from your army is selected to fight, if it made a Charge move this turn, select one of the abilities below. While resolving those attacks, melee weapons equipped by models in that unit have that ability:
  • [LETHAL HITS]
  • [SUSTAINED HITS 1]

Enhancements

  • Faultless Opportunist 15 pts

This swordsman forever seeks opportunities to flaunt their dazzling and deadly bladework.

EMPEROR’S CHILDREN model only. You can target the bearer’s unit with the Heroic Intervention Stratagem for 0CP, and can do so even if you have already targeted a different unit with that Stratagem this phase.

  • Blinding Speed 25 pts

By injecting powerful combat stimms distilled from the perfumed ichor of Daemonettes, these warriors slash out with diabolically enhanced speed.

EMPEROR’S CHILDREN model only. Once per battle, at the start of the Fight phase, the bearer can use this Enhancement. If it does, until the end of the phase, models in the bearer’s unit have the Fights First ability.

  • Distortion 25 pts

The sheen of this blade reflects to the bearer their own alluring countenance. In their image, they see an example of perfection. In reality, the bearer has become a hideous wretch, every ounce of elegance leached away to increase the daemon blade’s killing power.

EMPEROR’S CHILDREN model only. Add 1 to the Attacks and Damage characteristics of melee weapons equipped by the bearer.

  • Rise to the Challenge 30 pts

This warriors arrogance is matched by a listless ennui at the galaxy's everyday stimuli. Should a worthy opponent challenge them in combat, they transform into a faultless duellist with skill beyond compare.

EMPEROR’S CHILDREN INFANTRY model only. Once per battle, at the end of the Fight phase, if the bearer is within Engagement Range of three or more enemy models, it can use this Enhancement. If it does, the bearer can fight one additional time. When doing so, you can select one ability using the Exquisite Swordsmanship Detachment rule to apply to those attacks.


Stratagems

DEFT PARRY
1CP
Peerless Bladesmen – Battle Tactic Stratagem
Bedazzled by these warriors’ weaving swordsmanship and hypnotic aura, foes cannot land a telling blow upon them.
WHEN: Fight phase, just after an enemy unit has selected its targets.

TARGET: One EMPEROR’S CHILDREN unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, each time an attack targets your unit, subtract 1 from the Hit roll.
DEATH ECSTASY
2CP
Peerless Bladesmen – Strategic Ploy Stratagem
Death is but another thrilling experience and the Emperor's Children are loath to deny the enemy such ecstatic sensation.
WHEN: Fight phase, just after an enemy unit has selected its targets.

TARGET: One EMPEROR’S CHILDREN unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, each time a model in your unit is destroyed, if that model has not fought this phase, do not remove it from play. The destroyed model can fight after the attacking unit has finished making its attacks, and is then removed from play.
INCESSANT VIOLENCE
1CP
Peerless Bladesmen – Battle Tactic Stratagem
Caught up in the joyful exhilaration of violent excess, the momentum of the Emperor's Children is almost impossible to halt.
WHEN: Fight phase, just before an EMPEROR’S CHILDREN unit from your army Consolidates.

TARGET: That EMPEROR’S CHILDREN unit.

EFFECT: Until the end of the phase, each time a model in your unit makes a Consolidation move, it can move up to 6" instead of up to 3", provided your unit ends that Consolidation move within Engagement Range of one or more enemy units.
CRUEL BLADESMAN
1CP
Peerless Bladesmen – Battle Tactic Stratagem
Fulgrim’s scions are renowned for their bladecraft, toying with their inferiors while preparing an exquisite, penetrating thrust.
WHEN: Fight phase.

TARGET: One EMPEROR’S CHILDREN unit from your army that made a Charge move this turn and has not been selected to fight this phase.

EFFECT: Until the end of the phase, improve the Armour Penetration characteristic of melee weapons equipped by models in your unit by 1.
TERRIFYING SPECTACLE
1CP
Peerless Bladesmen – Strategic Ploy Stratagem
Flensing strikes, dismemberments and eviscerations strike fear into the hearts of the foe.
WHEN: Your opponent’s Command phase.

TARGET: One EMPEROR’S CHILDREN unit from your army that made a Charge move in the previous turn and destroyed one or more enemy units in the previous Fight phase.

EFFECT: Each enemy unit within 6" of your unit must take a Battle-shock test, subtracting 1 from that test if they are Below Half-strength. Enemy units affected by this Stratagem do not need to take any other Battle-shock tests in the same phase.
CUT DOWN THE WEAK
2CP
Peerless Bladesmen – Strategic Ploy Stratagem
Contempt for lesser warriors drives the Emperor's Children in their punishing reprisals.
WHEN: Your opponent’s Movement phase, just after an enemy unit Falls Back.

TARGET: One EMPEROR’S CHILDREN unit from your army (you can only select a VEHICLE if it is a WALKER) that is within 6" of that enemy unit and would be eligible to declare a charge against that enemy unit if it were your Charge phase.

EFFECT: Your unit can declare a charge. When doing so, you must select that enemy unit as a target of that charge, and your unit does not receive a Charge bonus this turn.

Rapid Evisceration

The armoured transports of the Emperor’s Children are a testament to the debased nature of those who ride within them. Daubed in vibrant colours and covered in symbols of dedication to both Legion and Dark Prince, the war engines’ twisted machine spirits snarl, whine and growl like beasts straining at the leash. Warp amps emit streams of daemonic screeches, spreading fear in the ranks of the enemy and heralding the slaughter to come. Laying down destructive choruses of firepower from turrets, hatches and sponsons, armoured transports grind over the foe’s defences, smash into enemy infantry and disgorge their fell cargo to battle. From the armoured behemoths emerge the Emperor’s Children, weapons drawn in anticipation of the glorious violence to come.

Detachment Rule


Mechanised Murder

The Emperor’s Children are masters of the mechanised assault, leaping from their growling, daemonically tainted vehicles to fall upon the foe with blade and bolter.

Each time an EMPEROR’S CHILDREN model from your army makes an attack, if it disembarked from a TRANSPORT this turn, re-roll a Hit roll of 1 and re-roll a Wound roll of 1.

Enhancements

  • Sublime Prescience 25 pts

This leader’s tactical prowess ensures that their reinforcements arrive when required.

EMPEROR’S CHILDREN INFANTRY model only. Once per turn, in your Movement phase, the bearer can use this Enhancement. If it does, select one friendly EMPEROR’S CHILDREN TRANSPORT that is in Strategic Reserves. Until the end of the phase, for the purposes of setting up that TRANSPORT on the battlefield, treat the current battle round number as being one higher than it actually is.

  • Spearhead Striker 20 pts

This leader and their bodyguard pride themselves being first into the fray.

EMPEROR’S CHILDREN INFANTRY model only. Each time the bearer disembarks from a TRANSPORT, until the end of the turn, you can re-roll Charge rolls made for the bearer’s unit and enemy units cannot use the Fire Overwatch Stratagem to shoot at the bearer’s unit.

  • Accomplished Tactician 35 pts

Possessed of uncanny situational awareness, this leader directs hit-and-fade attacks with great precision.

EMPEROR’S CHILDREN INFANTRY model only. Once per turn, in your opponent’s Shooting phase, just after an enemy unit has shot, you can select one friendly EMPEROR’S CHILDREN unit within 9" of the bearer that was hit by one or more of those attacks, then select one friendly TRANSPORT that unit is wholly within 6" of and is able to embark within. That EMPEROR’S CHILDREN unit can embark within that Transport.

  • Heretek Adept 35 pts

This warrior is well-versed in the fell rituals of the Dark Mechanicum.

EMPEROR’S CHILDREN INFANTRY model only. Once per battle round, when a saving throw is failed for a friendly EMPEROR’S CHILDREN VEHICLE model within 6" of the bearer, you can change the Damage characteristic of that attack to 0.


Stratagems

ONTO THE NEXT
1CP
Rapid Evisceration – Strategic Ploy Stratagem
The fleeting obsessions of the Emperor's Children cause them always to seek fresh targets.
WHEN: Fight phase, just after an enemy unit has selected its targets.

TARGET: One EMPEROR’S CHILDREN unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, each time an attack targets your unit, subtract 1 from the Hit roll.
ADVANCE AND CLAIM
1CP
Rapid Evisceration – Strategic Ploy Stratagem
The Emperor's Children send forth their front-line troops in swift vehicles to seize ground rapidly.
WHEN: Your Command phase.

TARGET: One EMPEROR’S CHILDREN TRANSPORT from your army that has one or more TORMENTORS units embarked within it (excluding Battle-shocked units).

EFFECT: Select one objective marker you control that your TRANSPORT is within range of. That objective marker remains under your control until your opponent’s Level of Control over that objective marker is greater than yours at the end of a phase.
DYNAMIC BREAKTHROUGH
1CP
Rapid Evisceration – Epic Deed Stratagem
Relying upon shock, awe and daemonically enhanced vehicles, the Emperor's Children drive through the enemy lines to outflank the enemy.
WHEN: Your Movement phase.

TARGET: One EMPEROR’S CHILDREN VEHICLE unit from your army that has not been selected to move this phase.

EFFECT: Until the end of the phase, each time a model in your unit makes a move, it can move through enemy models (excluding MONSTERS and VEHICLES). When doing so, it can move within Engagement Range of such models but cannot end that move within Engagement Range of them, and any Desperate Escape test is automatically passed.
CEASELESS ONSLAUGHT
1CP
Rapid Evisceration – Strategic Ploy Stratagem
Cocktails of combat stimms and a blazing murderlust drive the warriors of the Emperor’s Children forward at breakneck speed.
WHEN: Your Charge phase.

TARGET: One EMPEROR’S CHILDREN unit from your army that disembarked from a TRANSPORT that made a Normal move this turn.

EFFECT: Until the end of the phase, your EMPEROR’S CHILDREN unit is eligible to declare a charge.
REACTIVE DISEMBARKATION
1CP
Rapid Evisceration – Strategic Ploy Stratagem
As their transports come underfire, the Emperor’s Children disembark and take the fight to the foe with boltgun and sword.
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.

TARGET: One EMPEROR’S CHILDREN TRANSPORT from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: One EMPEROR’S CHILDREN unit embarked within your TRANSPORT can disembark. When doing so, models in that unit can be set up anywhere on the battlefield wholly within 6" of that TRANSPORT and not within Engagement Range of one or more enemy units.
OUTFLANKING STRIKE
1CP
Rapid Evisceration – Strategic Ploy Stratagem
The Emperor’s Children utilise their infantry to pin the enemy down whilst further transports seek to outflank the foe and deploy troops behind.
WHEN: End of your opponent’s Fight phase.

TARGET: One EMPEROR’S CHILDREN TRANSPORT from your army, or up to two EMPEROR’S CHILDREN DEDICATED TRANSPORTS from your army.

EFFECT: For each of those TRANSPORTS wholly within 9" of one or more battlefield edges, remove it from the battlefield and place it into Strategic Reserves.

Carnival of Excess

Wherever the Emperor’s Children tread, wherever they indulge their every obsessive desire, wherever they gut, flay and slaughter, reality is torn asunder and through the veil pour the daemons of Slaanesh. Daemonettes leap forward, their lithe forms at once repulsive and alluring. Clouds of sickly soul-musk drift through the ranks of the foe dulling their senses whilst the susurrations of the advancing daemons lull the weak-willed into trances. Seekers of Slaanesh crash into their helpless victims, talon, claw and poisoned tongue ripping flesh asunder. Alongside their daemonic allies, the Emperor’s Children keep pace, letting out ecstatic laughter and booming battle cries as they unleash malefic sorceries and slaughter at will. Return fire finds only corrupted air as daemon and tainted warriors alike advance like a murderous pageant through the enemy fire with contemptuous ease.

Detachment Rule


Daemonic Empowerment

Where the Emperor’s Children indulge their obsession, the power ofSlaanesh empowers those in his thrall.

  • While an EMPEROR’S CHILDREN unit from your army is within 6" of one or more friendly LEGIONS OF EXCESS units, it is Empowered.
  • While a LEGIONS OF EXCESS unit from your army is within 6" of one or more friendly EMPEROR’S CHILDREN units, it is Empowered.

While a unit from your army is Empowered, weapons equipped by models in that unit have the [sustained hits 1] ability. If such a weapon already has that ability, each time an attack is made with that weapon, an unmodified Hit roll of 5+ scores a Critical Hit.

LEGIONS OF EXCESS
You can include LEGIONS OF EXCESS units in your army, even though they do not have the EMPEROR’S CHILDREN Faction keyword. The combined points cost of such units you can include in your army is:
  • Incursion: Up to 500 pts
  • Strike Force: Up to 1000 pts
  • Onslaught: Up to 1500 pts
No LEGIONS OF EXCESS models from your army can be your WARLORD.

Enhancements

  • Empyric Suffusion 15 pts

Swirling clouds of perfumed empyric energy suffuse this leader s followers, granting them daemonic vigour.

EMPEROR’S CHILDREN model only. Once per battle round, you can target one friendly SLAANESH unit within 6" of the bearer with the Heroic Intervention Stratagem for 0CP.

  • Dark Blessings 10 pts

This warrior has earned the favour of the Dark Prince.

EMPEROR’S CHILDREN INFANTRY model only. Once per battle, just after an enemy unit has selected its targets, the bearer can use this Enhancement. If it does, until the end of the phase, the bearer has a 3+ invulnerable save.

  • Possessed Blade 25 pts

The martial grace that this daemon weapon bestows upon its bearer comes at a price.

EMPEROR’S CHILDREN model only. At the start of the battle, select one melee weapon equipped by the bearer; add 1 to the Attacks characteristic of that weapon. In addition, each time the bearer is selected to fight, it can use this Enhancement. If it does, while resolving those attacks, add 1 to the Damage characteristic of that weapon and that weapon has the [devastating wounds] and [hazardous] abilities.

  • Warp Walker 30 pts

This champion of Slaanesh is so steeped in the warp as to be able to traverse its maddening depths at will.

EMPEROR’S CHILDREN or KEEPER OF SECRETS model only. Each time the bearer’s unit Advances, do not make an Advance roll. Instead, until the end of the phase, add 6" to the Move characteristic of models in that unit. Each time a model in the bearer’s unit makes a Normal, Advance or Fall Back move, it can move through enemy models. When doing so, it can move within Engagement Range of such models but cannot end that move within Engagement Range of them, and any Desperate Escape test is automatically passed.


Stratagems

SUSTAINED BY AGONY
1CP
Carnival of Excess – Battle Tactic Stratagem
Slaaneshi daemons feed upon the emotions of others, with agony a particular delicacy.
WHEN: Fight phase, just after an EMPEROR’S CHILDREN unit from your army destroys an enemy unit.

TARGET: That EMPEROR’S CHILDREN unit.

EFFECT: Select one friendly LEGIONS OF EXCESS unit within 6" of your unit. One model in that LEGIONS OF EXCESS unit recovers up to 3 lost wounds or, if it is a DAEMONETTES unit, return upto D3+3 destroyed models to it instead.
ECSTATIC SLAUGHTER
1CP
Carnival of Excess – Strategic Ploy Stratagem
As the violence intensifies, so does the ecstasy of battle empower daemon and mortal alike.
WHEN: Fight phase, just after a LEGIONS OF EXCESS unit from your army destroys an enemy unit.

TARGET: That LEGIONS OF EXCESS unit and one friendly EMPEROR’S CHILDREN unit within 6" of it that is not within Engagement Range of one or more enemy units.

EFFECT: Your EMPEROR’S CHILDREN unit can declare a charge. If it does so and it has already been selected to fight this phase, it cannot fight again this phase.
VIOLENT CRESCENDO
2CP
Carnival of Excess – Strategic Ploy Stratagem
In the final act of the battle, the followers of Slaanesh descend to slaughter the remaining foes.
WHEN: Fight phase.

TARGET: One SLAANESH BEASTS, SLAANESH INFANTRY or SLAANESH MOUNTED unit from your army that has not been selected to fight this phase.

EFFECT: Until the end of the phase, each time a model in your unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3". When doing so, it does not need to end that move closer to the closest enemy model, provided it ends that move as close as possible to the closest enemy unit.
SYCOPHANTIC SURGE
1CP
Carnival of Excess – Battle Tactic Stratagem
The daemons of Slaanesh care naught for mortals but strive to earn the approval of their Dark Prince.
WHEN: Your Charge phase.

TARGET: One LEGIONS OF EXCESS unit from your army.

EFFECT: Until the end of the phase, your unit is eligible to declare a charge in a turn in which it Advanced or Fell Back, provided at least one of the targets of that charge is within Engagement Range of one or more EMPEROR’S CHILDREN units from your army.
UNCANNY REACTIONS
1CP
Carnival of Excess – Battle Tactic Stratagem
Those who have earned the favour of their Dark Prince may be granted a sliver of his grace.
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.

TARGET: One SLAANESH unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, each time an attack targets your unit, subtract 1 from the Hit roll.
DARK APPARITIONS
2CP
Carnival of Excess – Strategic Ploy Stratagem
The daemons of Slaanesh are not bound by the laws of reality, fading in and out of existence at will.
WHEN: End of your opponent’s Fight phase.

TARGET: One DAEMONETTES unit from your army that is not within Engagement Range of one or more enemy units.

EFFECT: Remove your unit from the battlefield and place it into Strategic Reserves. If it arrives back on the battlefield in the Reinforcements step of your next Movement phase using the Deep Strike ability, it can be set up anywhere that is more than 6" horizontally away from all enemy units (instead of more than 9"), provided it is also set up wholly within 9" of one or more friendly EMPEROR’S CHILDREN units.

Coterie of the Conceited

The Emperor’s Children possess a desire for perfection and superiority that drives them to inflict ever greater and more impressive death upon their foes. To satisfy their urges, some Emperor’s Children warlords strike desperate pacts with daemonic powers. By doing so they wager their souls and those of their warriors and in turn promise to outdo their rivals in the volume and luridity of carnage they inflict. In return, they may be granted power beyond measure, and the ability to experience limitless sensation. Those who have sworn such pacts urge their warriors forward and hurl themselves into battle with desperation and exhilaration. Each torture inflicted and each gory kill brings them one step closer to fulfilling their part of the bargain. Failure, however, can lead only to a violent death or, far worse, the ire of their patron and the torturous obliteration of their very soul.

Detachment Rule


Pledges to the Dark Prince

Few appear as favoured by the Dark Prince as these warriors, their boons of power a reward for committing ever viler deeds in honour of their patron.

At the start of the battle round, if your WARLORD is on the battlefield, you must pledge a number to Slaanesh representing how many enemy units will be destroyed this battle round. At the end of the battle round, if the number of enemy units destroyed this battle round is greater than or equal to your pledge, you gain a number of Pact points equal to your pledge. Otherwise, you do not gain any Pact points this battle round and your WARLORD model suffers D3 mortal wounds.

EMPEROR’S CHILDREN units from your army gain a bonus depending on how many Pact points you have gained during the battle, as shown below (these are all cumulative).

PACT POINTSBONUS
1+Each time a model in this unit makes an attack, re-roll a Hit roll of 1.
3+Each time a model in this unit makes an attack, re-roll a Wound roll of 1.
5+Melee weapons equipped by models in this unit have the [LETHAL HITS] and [SUSTAINED HITS 1] abilities.
7+Each time a model in this unit makes an attack, a Critical Hit is scored on an unmodified Hit roll of 5+.

Enhancements

  • Pledge of Eternal Servitude 25 pts

Through Slaanesh’s favour, this warrior has defied death more than once and each time has been agonisingly resurrected to offer more souls to their patron.

EMPEROR’S CHILDREN model only. The first time the bearer is destroyed, take a Leadership test for the bearer at the end of the phase. If that test is passed, set the bearer back up on the battlefield, as close as possible to where it was destroyed and not within Engagement Range of one or more enemy units, with D6 wounds remaining (up to its Wounds characteristic).

  • Pledge of Dark Glory 25 pts

This leader is surrounded by an aura of dark majesty, radiating the glorious and infectious arrogance displayed by the greatest of Slaanesh’s chosen sons.

EMPEROR’S CHILDREN model only. While the bearer is leading a unit, improve the Leadership and Objective Control characteristics of models in that unit by 1.

  • Pledge of Mortal Pain 15 pts

This warrior gifts their foes with Slaanesh’s own exquisite caress, offering up their agonies to please the Dark Prince.

EMPEROR’S CHILDREN model only. At the start of your Shooting phase, select one enemy unit within 12" of and visible to the bearer. That unit must take a Leadership test, subtracting 2 from the result if it is Battle-shocked: if failed, that enemy unit suffers 3 mortal wounds.

  • Pledge of Unholy Fortune 20 pts

A daemonic patron steers this warrior’s fate. Every movement is a killing stroke or exquisitely timed parry.

EMPEROR’S CHILDREN model only. Once per turn, just after making a Hit roll, a Wound roll or a saving throw for a model in the bearer’s unit, if the bearer is not Battle-shocked, it can use this Enhancement. If it does, treat the result as an unmodified roll of 6 instead.


Stratagems

PROTECTION OF THE DARK PRINCE
1CP
Coterie of the Conceited – Strategic Ploy Stratagem
On occasion, the Dark Prince may grant a boon of protection to his favoured followers in the heat of battle. Such a boon incurs a debt, one that will be paid in the fullness of time.
WHEN: Any phase, just after a mortal wound or attack is allocated to a model in an EMPEROR’S CHILDREN unit from your army.

TARGET: That EMPEROR’S CHILDREN unit.

EFFECT: Until the end of the phase, models in your unit have the Feel No Pain 6+ ability, and the Feel No Pain 4+ ability against mortal wounds.
UNSHAKEABLE OPPONENTS
1CP
Coterie of the Conceited – Epic Deed Stratagem
Inured to ordinary sensations by several lifetimes of indulgence, there is little that can deter or faze the warriors of the Emperor's Children.
WHEN: Command phase.

TARGET: One EMPEROR’S CHILDREN unit from your army.

EFFECT: Until the end of the turn, each time a model in your unit makes an attack, you can ignore any or all modifiers to the following: that attack’s Ballistic Skill or Weapon Skill characteristic; the Hit roll; the Wound roll.
EMBRACE THE PAIN
1CP
Coterie of the Conceited – Strategic Ploy Stratagem
The Emperor’s Children revel in every sensation - even ones that would slay lesser mortals outright.
WHEN: Start of the Fight phase.

TARGET: One EMPEROR’S CHILDREN INFANTRY unit from your army.

EFFECT: Until the end of the phase, each time an enemy model within Engagement Range of your unit selects targets, it must select your unit as the target of its attacks.
MARTIAL PERFECTION
1CP
Coterie of the Conceited – Battle Tactic Stratagem
The Emperor’s Children find stimulation in excess, be it brutally shocking acts of violence or gratuitous displays of martial prowess.
WHEN: Fight phase.

TARGET: One EMPEROR’S CHILDREN unit from your army that has not been selected to fight this phase.

EFFECT: Until the end of the phase, each time a model in your unit makes an attack, you can re-roll the Hit roll.
UNBOUND ARROGANCE
1CP
Coterie of the Conceited – Epic Deed Stratagem
The hubris of the Emperor’s Children is both their greatest strength and their biggest weakness.
WHEN: Your Shooting phase or the Fight phase, just after an EMPEROR’S CHILDREN unit from your army destroys an enemy unit.

TARGET: That EMPEROR’S CHILDREN unit.

EFFECT: Increase your pledge to Slaanesh by 1.

RESTRICTIONS: You can only use this Stratagem once per battle round.
ARMOUR OF ABHORRENCE
1CP
Coterie of the Conceited – Wargear Stratagem
The abhorrent contempt that the Emperor’s Children possess, combined with their combat-stimmed physiologies, makes them unyielding foes to face.
WHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.

TARGET: One EMPEROR’S CHILDREN unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, each time an attack is allocated to a model in your unit, worsen the Armour Penetration characteristic of that attack by 1.

Slaanesh’s Chosen

Amongst the Emperor’s Children are those who see themselves as particularly favoured by Slaanesh. These puissant champions of excess have inflicted deaths beyond count, suffered agonies beyond measure and won glorious victories in honour of the Dark Prince. When such champions of ruin gather together, they are driven to outdo one another. Whether engaging enemy commanders in brutal duels, inflicting exquisite agonies upon mewling mortals or offering sacrifices to their unholy deity, the chosen of Slaanesh are unceasing in their murderous advance. To these paragons of arrogance and superiority, no foe is worthy of respect, and few are capable of providing the challenge they desire. Thus, their rivalries are with their own, each vying for Slaanesh’s attention. Only those who prove themselves the deadliest will gain the approval they seek.

Detachment Rule


Internal Rivalries

The boldest and most debased champions of Slaanesh may gain the benefit of the Dark Princes boons. Yet none hold Slaanesh’s favour for long, for always another seeks to wrest his favour from their rivals.

EMPEROR’S CHILDREN CHARACTER units from your army can ignore any or all modifiers to their Move characteristic and any or all modifiers to Advance and Charge rolls made for them.

At the start of the battle, your WARLORD’s unit is your army’s Favoured Champions. The first time in each player’s turn that an EMPEROR’S CHILDREN CHARACTER unit from your army destroys an enemy unit, after resolving all of its attacks, that CHARACTER unit becomes your army’s new Favoured Champions, replacing the old one.

Each time a model in your army’s Favoured Champions unit makes an attack, you can re-roll the Wound roll.

Enhancements

  • Eager to Prove 15 pts

This puissant champion of Slaanesh is ever eager to join the battle and prove their peerless skill to the Dark Prince.

EMPEROR’S CHILDREN model only. You can re-roll Charge rolls made for the bearer’s unit. While the bearer’s unit is your army’s Favoured Champions, add 2" to the Move characteristic of models in that unit.

  • Repulsed by Weakness 25 pts

Those chosen by Slaanesh seek only worthy foes. The weak and craven are slaughtered with sneering contempt.

EMPEROR’S CHILDREN model only. Each time an enemy unit (excluding MONSTERS and VEHICLES) within Engagement Range of the bearer’s unit Falls Back, models in that enemy unit must take Desperate Escape tests. When doing so, if the bearer’s unit is your army’s Favoured Champions, subtract 1 from each of those Desperate Escape tests.

  • Proud and Vainglorious 20 pts

Even amongst the prideful warriors of the Emperor’s Children, this warrior is a towering pillar of arrogance.

EMPEROR’S CHILDREN model only. You can re-roll Battle-shock and Leadership tests taken for the bearer’s unit. While the bearer’s unit is your army’s Favoured Champions, add 1 to the Objective Control characteristic of models in that unit.

  • Slayer of Champions 15 pts

This warrior has obsessively perfected the arts of war for centuries if not millennia. Few champions, regardless of origin, are beyond their ability to kill.

EMPEROR’S CHILDREN model only. The bearer’s melee weapons have the [PRECISION] ability, and each time the bearer makes a melee attack that targets a CHARACTER unit, improve the Strength and Armour Penetration characteristics of that attack by 1.


Stratagems

DEVOTED DUELLISTS
1CP
Slaanesh’s Chosen – Battle Tactic Stratagem
By slaying theirfoes in close combat, the champions of Slaanesh seek to elevate themselves in his favour.
WHEN: Fight phase.

TARGET: One or more EMPEROR’S CHILDREN CHARACTER units from your army that have not been selected to fight this phase.

EFFECT: Select one enemy unit. Until the end of the phase, melee weapons equipped by models in those CHARACTER units have the [SUSTAINED HITS 1] ability while targeting that enemy unit.
BEAUTIFUL DEATH
1CP
Slaanesh’s Chosen – Strategic Ploy Stratagem
The more extravagant and luridly violent the kill, the greater the Dark Prince's appreciation.
WHEN: Fight phase, just after an enemy unit has selected its targets.

TARGET: One EMPEROR’S CHILDREN CHARACTER unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, each time a model in your unit is destroyed, if that model has not fought this phase, roll one D6, adding 1 to the result if your unit is your army’s Favoured Champions. On a 4+, do not remove the destroyed model from play; it can fight after the attacking unit has finished making its attacks, and is then removed from play.
HEIGHTENED JEALOUSY
1CP
Slaanesh’s Chosen – Battle Tactic Stratagem
Rivalries are commonplace amongst the champions of the Emperor's Children as all vie for Slaanesh’s boons.
WHEN: Your Shooting phase or the Fight phase, just after an EMPEROR’S CHILDREN CHARACTER unit becomes your army’s Favoured Champions, or just after your army’s Favoured Champions unit destroys an enemy unit.

TARGET: Your army’s Favoured Champions unit.

EFFECT: Until the end of the phase, each time a model in an EMPEROR’S CHILDREN CHARACTER unit from your army that is not your army’s Favoured Champions makes an attack, add 1 to the Strength characteristic of that attack.
DIABOLIC MAJESTY
1CP
Slaanesh’s Chosen – Epic Deed Stratagem
Those who gaze upon one of Slaanesh’s chosen are stricken by their diabolic majesty.
WHEN: Your Shooting phase or the Fight phase, just after an EMPEROR’S CHILDREN CHARACTER unit becomes your army’s Favoured Champions.

TARGET: That EMPEROR’S CHILDREN unit.

EFFECT: Each enemy unit within 6" of your unit must take a Battle-shock test, subtracting 1 from the result.

RESTRICTIONS: You can only use this Stratagem once per battle round.
REFUSAL TO BE OUTDONE
1CP
Slaanesh’s Chosen – Battle Tactic Stratagem
Rivals for the Dark Prince's favour will stop at nothing to outdo their foes and claim a greater tally of souls.
WHEN: Your Charge phase.

TARGET: One EMPEROR’S CHILDREN CHARACTER unit from your army.

EFFECT: Select one enemy unit within Engagement Range of one or more units from your army. Until the end of the phase, each time your unit declares a charge, if that enemy unit is one of the targets of that charge, add 2 to the Charge roll.
VENGEFUL SURGE
1CP
Slaanesh’s Chosen – Strategic Ploy Stratagem
Consumed by their obsessive desire for revenge, the Emperor's Children surge into oncoming fusillades.
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.

TARGET: One EMPEROR’S CHILDREN CHARACTER unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: After the attacking unit has shot, your unit can make a Surge move. To do so, roll one D6: each model in your unit can move a distance in inches up to the result, but your unit must end that move as close as possible to the closest enemy unit. When doing so, those models can be moved within Engagement Range of that enemy unit. If your unit is not your army’s Favoured Champions, you can re-roll the dice to determine the distance of its Surge move.

Crusade Rules

In this section you’ll find additional rules for playing Crusade battles that are bespoke to the Emperor’s Children. If your Crusade army includes any EMPEROR’S CHILDREN units, you can use any of the following Crusade rules.

This section contains the following rules:

COMBAT ELIXIRS
Below you will find rules to craft, equip and utilise a wide variety of Combat Elixirs in battle, both to improve your warriors’ martial performance and to enhance the sensations they feel in the midst of combat. Throughout this section you will also find rules to gather rare and exotic ingredients with which to create even more potent elixirs - fine vintages enjoyed by only the most powerful lords of the Emperor’s Children.

AGENDAS
Emperor’s Children armies can attempt to achieve unique Agendas in addition to those found in other publications. These represent the faction’s unique goals and their particular methods of waging war.

REQUISITIONS
Emperor’s Children armies have access to a number of bespoke Requisitions in addition to those found in other publications.

BOONS OF SLAANESH
Unique Battle Honours for EMPEROR’S CHILDREN CHARACTERS that run the risk of turning your powerful warriors into Chaos Spawn.

BATTLE TRAITS
As they gain experience and prowess, EMPEROR’S CHILDREN units in your Crusade force can be given one of the Battle Traits in this section instead of one presented elsewhere.

CRUSADE RELICS
In addition to the Crusade Relics presented in other publications, EMPEROR’S CHILDREN CHARACTER models can claim one of the Crusade Relics found here.

CRUSADE BADGES
Here you will find three Crusade Badges representing goals you can set yourself when campaigning with your Crusade force. Once one is achieved, you could set yourself a new goal, or take the opportunity to start a new Crusade force.

LEGIONS OF EXCESS
When mustering your Crusade army, you may be able to include Legions of Excess units from your Order of Battle in your Crusade army (e.g. if you are using the Carnival of Excess Detachment). Such units can never gain Experience points or Battle Honours. However, they automatically pass any Out of Action tests they are required to take, so never gain Battle Scars. You can mark the Experience points section of such units’ Crusade cards with ‘N/A’ to remind you.

Combat Elixirs

When you start a Crusade force, if there are one or more EMPEROR’S CHILDREN CHARACTERS on your Order of Battle, your Crusade force can collect ingredients to manufacture Combat Elixirs, which your warriors can use in battle. You will need to track which Combat Elixirs you have crafted, which you are equipping in your battles, and which ingredients you have gathered to create new elixirs - you can do so using the Combat Elixirs Stash tracker. Note that there is an upper limit on the number of ingredients and elixirs you can keep in your Combat Elixirs Stash, as shown on the tracker; any ingredients or elixirs added in excess of this are lost (or rather, they are used by your warriors to satisfy their own indulgences between battles).

There are two types of Combat Elixir: Army Elixirs and Personal Elixirs. Army Elixirs represent mass-produced battle-narcotics and war-stimulants. One dose of an Army Elixir on your stash represents enough of that elixir to equip all the warriors in your Crusade army for one battle. Personal Elixirs are rare and jealously guarded substances, partaken of at the peak of battle by the most powerful lords of the Emperor’s Children. One dose of a Personal Elixir represents enough of that elixir to equip one CHARACTER from your Crusade army for one battle.

Crafting Combat Elixirs

The first time you add an EMPEROR’S CHILDREN unit to your Order of Battle, you must also add one dose of Anfrak Silk (an Army Elixir) to your Combat Elixirs Stash. You can craft additional Combat Elixirs at any time before or after a battle, provided you have the requisite ingredients to do so. The Army and Personal Elixirs tables below show which ingredients are required to craft one dose of each Combat Elixir. To craft a dose, simply remove the required ingredients from your Combat Elixirs Stash and add one dose of the crafted Combat Elixir to your stash.

There are three categories of ingredients, each with their own unique symbol, as shown below.

COMMON INGREDIENTS

Common ingredients represent substances that are readily obtained and traded for, such as freshly harvested flora and fauna or surgical supplies seized from medicae storage stations.

  • At the end of every battle, roll one D6, adding 2 to the result if you won that battle: on a 4+, add 1 Common ingredient to your Combat Elixirs Stash; on a 6+, add D3 Common ingredients to your Combat Elixirs Stash.

RARE INGREDIENTS

Rare ingredients are harder to obtain, typically because their quality needs to be of the highest standard or because the materials only possess the required potency when fresh. Examples of Rare ingredients include fungal spores harvested from the jungles of lethal death worlds or venom glands ripped from the living bodies of venomous monsters.

  • At the end of every battle, roll one D6, adding 1 to the result if you won that battle: on a 6+, add 1 Rare ingredient to your Combat Elixirs Stash.

EXOTIC INGREDIENTS

Exotic ingredients are true prizes, and such is their value that wars are fought over their possession. Exotic ingredients can only be acquired through completing certain Agendas, and by using specific Requisitions or Battle Honours. The Exotic ingredients that can be acquired and added to your Combat Elixirs Stash are:

Concentrate of Tormented Souls
Sickly-sour ectoplasmic soup syphoned from those who bear corruption in their hearts.

Dilution of False Hope
A clear liquid adulterated with the sickly essence of those sworn to a false god.

Distillate of Hatred
Purest fury sieved from the ground and pulped corpses of the righteous.

Essence of Fear
Stolen and refined from the last breath of a craven victim.

Extract of Xeno-matter
Ichor, viscera or psychic spore extracted from an alien foe.

Infusion of Traitor’s Blood
Crimson fluid extracted from the veins of those who have broken an oath of loyalty.


Equipping Combat Elixirs

During the Muster Crusade Armies step, if your Army Faction is EMPEROR’S CHILDREN, you can equip your Crusade army with one or more Army Elixirs from your stash, and you can equip any number of your EMPEROR’S CHILDREN CHARACTERS with one or more Personal Elixirs from your stash. You cannot equip the same elixir more than once per battle. Each time you equip an elixir in either of these ways, remove that elixir from your stash and make a note of which Army Elixirs your Crusade army is equipped with and which CHARACTERS are equipped with which Personal Elixirs.

You cannot equip your Crusade army, or any CHARACTERS from it, with the same Combat Elixirs in two consecutive battles - after using a particular substance, that stimulant holds no interest to any of your warriors for some time as they crave the thrill of fresh experiences. Record on your Combat Elixirs Stash which elixirs were used in your previous battle to remind you that these cannot be equipped.

In the first battle round of each battle, if you did not equip your Crusade army or any CHARACTERS from it with any Combat Elixirs during the Muster Crusade Armies step, every EMPEROR’S CHILDREN unit from your Crusade army is Battle-shocked until the end of that battle round.

Army Elixirs

Anfrak Silk
INGREDIENTS REQUIRED
+
OR Extract of Xeno-matter
EFFECT: Add 2" to the Move characteristic of EMPEROR’S CHILDREN units from your Crusade army.
Xylocil
INGREDIENTS REQUIRED
+
OR Extract of Xeno-matter
EFFECT: Add 1 to the Strength characteristic of melee weapons equipped by EMPEROR’S CHILDREN models from your Crusade army.
Shivversplit
INGREDIENTS REQUIRED
+
OR Extract of Fear
EFFECT: Add 1 to the Toughness characteristic of EMPEROR’S CHILDREN units from your Crusade army.
Heliotrophos
INGREDIENTS REQUIRED
+
EFFECT: Add 1 to the Attacks characteristic of melee weapons equipped by EMPEROR’S CHILDREN models from your Crusade army.
Skorflense
INGREDIENTS REQUIRED
OR Extract of Xeno-matter
EFFECT: Improve the Ballistic Skill and Weapon Skill characteristics of weapons equipped by EMPEROR’S CHILDREN models from your Crusade army by 1.
Quail
INGREDIENTS REQUIRED
+
EFFECT: Improve the Leadership and Objective Control characteristics of EMPEROR’S CHILDREN units from your Crusade army by 1.

Using Combat Elixirs

At the start of each battle, if you have equipped one or more Army and/or Personal Elixirs for that battle, increase your Crusade army’s Crusade points total by 1 for every two elixirs equipped (rounding up). Once during that battle, at the start of the battle round, you can use all of your Combat Elixirs. If you do, until the start of the next battle round, the effects of all of those equipped Combat Elixirs are active.

At the end of the battle, all equipped Combat Elixirs are lost (or rather, they are imbibed in the aftermath of battle as an indulgence), whether they were used in that battle or not.

Personal Elixirs

Alacrine
INGREDIENTS REQUIRED
OR
+
Extract of Xeno-matter
EFFECT: The bearer’s unit has the Fights First ability.
Cerebresec
INGREDIENTS REQUIRED
+
Concentrate of Tormented Souls
EFFECT: Once per battle round, when you target the bearer’s unit with a Stratagem, reduce the CP cost of that usage of that Stratagem by 1.
Thrynicine
INGREDIENTS REQUIRED
OR Distillate of Hatred
+
OR Dilution of False Hope
EFFECT: Each time the bearer makes an attack, a successful Wound roll inflicts 1 mortal wound on the target in addition to any normal damage, or 2 mortal wounds in addition to any normal damage instead if the bearer has lost one or more wounds.
Salviqine Tears
INGREDIENTS REQUIRED
+
OR Essence of Fear
EFFECT: At the start of the Battle-shock step of each player’s Command phase, each enemy unit that is within 12" of the bearer and is below its Starting Strength must take a Battle-shock test, subtracting 1 from that test if that unit is Below Half-strength.
Sanctus Vi
INGREDIENTS REQUIRED
+
OR Concentrate of Tormented Souls
+
Infusion of Traitor’s Blood
EFFECT: The bearer has a 2+ invulnerable save.
Excelsor X
INGREDIENTS REQUIRED
OR Dilution of False Hope
+
EFFECT: In your Shooting phase, after the bearer’s unit has shot, if that unit is not within Engagement Range of one or more enemy units, it can make a Normal move of up to 6".

Agendas

If your Crusade army includes any EMPEROR’S CHILDREN units, you can select Agendas from those presented here.

DRAUGHT OF DESPAIR

The essence of pure, unadulterated terror can only be drawn from the bodies of those who die in the grip of paralysing fear.

Each time an EMPEROR’S CHILDREN unit from your Crusade army destroys an enemy unit that is Battle-shocked, that EMPEROR’S CHILDREN unit gains 2XP. In addition, at the end of the battle:
  • If one or more enemy units failed a Battle-shock test during the battle, you gain 1 Common ingredient.
  • If three or more enemy units failed a Battle-shock test during the battle, you gain 1 Rare ingredient.
  • If six or more enemy units failed a Battle-shock test during the battle, or if any of those enemy units that were destroyed while Battle-shocked were AELDARI units, you gain 1 Essence of Fear.
ADORN THE CANVAS ECLECTIC

To the Emperor’s Children, warfare is a blood-drenched art. Each battle is a fresh canvas upon which the superiority of Fulgrim’s scions is depicted in gore, viscera and the agonised death screams of the enemy.

If you select this Agenda, at the end of the battle round:
  • If you control more objective markers than your opponent controls, select one EMPEROR'S CHILDREN unit from your Crusade army that is within range of an objective marker you control; that unit gains 1XP.
  • If more enemy units were destroyed this battle round than friendly units, select one EMPEROR’S CHILDREN unit from your Crusade army that destroyed one or more enemy units this battle round; that unit gains 1XP.
A unit cannot gain more than 3XP per battle from this Agenda. At the end of the battle, if units from your Crusade army gained a combined total of 6 or more XP from this Agenda during that battle, when rolling the D6 to determine whether a Rare ingredient is added to your Combat Elixirs Stash, add 3 to the result of that roll.
SYMPHONY OF PAIN AND HATE

Hate is amongst the most powerful of emotions. The Emperors Children take perverse glee in slaughtering foes consumed by fury. There are few experiences more exhilarating than transforming pitiless, triumphant rage to bitter and agonising defeat with the spiteful flick of a blade.

Each time an EMPEROR’S CHILDREN unit from your Crusade army destroys an enemy unit that has destroyed one or more units from your Crusade army during the battle, that EMPEROR’S CHILDREN unit gains 2XP.

At the end of the battle, if one or more EMPEROR’S CHILDREN units from your Crusade army destroyed three or more such enemy units during the battle, you gain 1 Rare ingredient. In addition, if one or more such destroyed enemy units were ADEPTUS ASTARTES, DEATHWATCH or GREY KNIGHTS units, you gain 1 Distillate of Hatred.
FEEDING THE ADDICTION

The Emperor’s Children seek esoteric ingredients with which to fuel their addictions. Unfortunately for their victims, the ingredients they require reside within mind, body and soul, and their extraction is never less than agonising.

Each time an EMPEROR’S CHILDREN unit from your Crusade army destroys an enemy unit with a melee attack, that EMPEROR’S CHILDREN unit gains 1XP. In addition, at the end of the battle, consult the table below to see which ingredients you can add to your Combat Elixirs Stash (you gain all that apply).

ENEMY UNITS KILLED DURING THE BATTLEINGREDIENT ADDED TO STASH
One or more CHAOS units (excluding DAEMONS)1 Rare ingredient or
1 Infusion of Traitor’s Blood
One or more units (excluding IMPERIUM and CHAOS units)1 Rare ingredient or
1 Extract of Xeno-matter
One or more IMPERIUM units1 Rare ingredient or
1 Dilution of False Hope
Six or more unitsD3 Common ingredients

Requisitions

If your Crusade army includes any EMPEROR’S CHILDREN units, you can spend Requisition points (RP) on any of the following Requisitions.

SOUL BARTER1RP

Freshly seized captives are currency amongst the Emperor’s Children. In return for fresh subjects with souls intact, all manner of macabre unguents, reagents and ingredients may be bartered.

Purchase this Requisition after a battle. Select one of the following:
  • Add D3 Common ingredients to your Combat Elixirs Stash.
  • Remove three Common ingredients from your Combat Elixirs Stash and add one Rare ingredient.
  • Remove any two Exotic ingredients (of any type or combination) from your Combat Elixirs Stash and replace them with one Exotic ingredient of your choice.
PERFECT ASCENSION2RP

The ultimate prize for mortal warriors is to attain the immortality of daemonhood. Yet for all this power, such beings are more a pawn of their god than ever, irrevocably enslaved to the will of their master.

Purchase this Requisition when an EMPEROR’S CHILDREN CHARACTER unit from your Crusade force (excluding DAEMON units) that has three Boons of Slaanesh reaches Heroic or Legendary rank. Remove that unit from your Order of Battle and add one EMPEROR’S CHILDREN DAEMON PRINCE or EMPEROR’S CHILDREN DAEMON PRINCE WITH WINGS to your Order of Battle.

In either case, the new unit has the same number of Battle Honours and XP as the unit it replaced. The new unit can keep any Boons of Slaanesh the unit it replaced had, even though Daemon models cannot normally have Boons of Slaanesh. Any Battle Scars the replaced unit had are not retained. You cannot purchase this Requisition if doing so would cause you to exceed your Crusade force’s Supply Limit.
DARK PATRONAGE1RP

Even amongst the foot soldiers of the Emperor’s Children exist many aspiring champions whose obsessions revolve around bladework and butchery. The greatest of their number may draw an audience of daemonic patrons, earning favour in return for displays of artistic violence.

Purchase this Requisition before a battle. Select one TORMENTORS or INFRACTORS unit from your Order of Battle that has the Battle-hardened rank or higher. Remove that unit from your Order of Battle and add one FLAWLESS BLADES unit to your Order of Battle. The new unit has the same number of Battle Honours, Battle Scars and XP as the unit is replaced, and in addition gains one extra Battle Trait. If the Legendary Veterans Requisition is used on that new unit, that Requisition only costs you 1RP. You cannot purchase this Requisition if doing so would cause you to exceed your Crusade force’s Supply Limit.
PERFECTION PERSONIFIED2RP

The Emperor’s Children revel in excess of every kind but revel most in the visceral thrill and mortal danger of combat, honing their martial skills until they are commensurate with their inflated egos.

Purchase this Requisition at any time. Select one EMPEROR’S CHILDREN CHARACTER unit from your Crusade force with 71+ XP. The selected unit gains one additional Battle Trait; this does not count towards the maximum number of Battle Honours a unit can have. Each unit can only be selected for this Requisition once.
EXCESS OF BOONS1RP

The Path to Glory promises immortality yet, for most, ends in death or, for the least fortunate, a hideous transformation into a gibbering Chaos Spawn.

Purchase this Requisition when an EMPEROR’S CHILDREN CHARACTER unit from your Order of Battle receives a Battle Scar. Roll one D6: on a 1, that unit suffers Spawndom; on a 2-6, that unit gains one Boon of Slaanesh instead of a Battle Scar.

Boons of Slaanesh

Boons of Slaanesh are a type of Battle Honour that can be given to EMPEROR’S CHILDREN CHARACTER models. Each time an EMPEROR’S CHILDREN CHARACTER model from your army would gain a Battle Honour, you can choose for it to gain a Boon of Slaanesh. DAEMON models cannot gain Boons of Slaanesh, and no model from your Crusade force can have more than three Boons of Slaanesh.

Each time a model gains a Boon of Slaanesh, roll a D33 to randomly determine one from the table below. To do so, roll two D3 one after the other: the first result determines your ‘tens’ and the second your ‘units’. For example, if you roll two D3 and the first result is a 2 and the second is a 1, the D33 result is 21.

A model can have more than one Boon of Slaanesh, but if you roll a result that duplicates a Boon of Slaanesh a model already has, that model’s unit suffers Spawndom (see below). As with any Battle Honour, make a note on a model’s Crusade card when it gains a Boon of Slaanesh, and increase its Crusade points by 1.

Spawndom

To court the favour of the Dark Prince is to risk Slaanesh’s capricious whims. Many powerful champions have disappeared beneath an overabundance of gifts, ending their Path to Glory as mindless aberrations of insane mutation. Some cleave into multiple monstrosities; some are herded with others of their kind; all are goaded forwards to bless the foe with untold new experiences in Slaanesh’s name.

If an EMPEROR’S CHILDREN unit from your Order of Battle suffers Spawndom, remove that unit from your Order of Battle, then add a new EMPEROR’S CHILDREN CHAOS SPAWN unit to your Order of Battle. The new unit has the same number of Battle Honours, Battle Scars and XP as the unit it replaced. If adding this new unit would cause your Crusade points total to exceed your Crusade force’s Supply Limit, you must first increase your Supply Limit (e.g. by using the Increase Supply Limit Requisition) or your unit is removed from your Order of Battle and no new unit is added in its place.

BOONS OF SLAANESHD33
Fickle Speed: Add 1 to Advance and Charge rolls made for this model’s unit.11
Perfection of the Body: This model has the Feel No Pain 6+ ability.12
Whipcord Sinews: Improve the Strength characteristic of melee weapons equipped by this model by 2.13
Betentacled Limbs: Add 1 to the Attacks characteristic of melee weapons equipped by this model. If this model destroys one or more CHAOS units with a melee attack during a battle, then at the end of that battle you gain 1 Infusion of Traitor’s Blood.21
Silver Skin: Add 1 to this model’s Toughness characteristic.22
Odious Grace: You can re-roll Advance and Charge rolls made for this model’s unit.23
Razor Claws: Improve the Armour Penetration characteristic of melee weapons equipped by this model by 1. If this model destroys one or more units with a melee attack during a battle (excluding IMPERIUM and CHAOS units), then at the end of that battle you gain 1 Extract of Xeno-matter.31
Psychotropic Aura: Once per battle, at the start of the Fight phase, this model can use this ability. If it does, until the end of the phase, each time an attack targets this model’s unit, subtract 1 from the Hit roll.32
Dark Majesty: Improve this model’s Leadership characteristic by 1 and its Objective Control characteristic by 2. At the end of the battle, if this model is within range of an objective marker you control that is wholly within your opponent’s deployment zone, you gain 1 Rare ingredient.33

Crusade Relics

When an EMPEROR’S CHILDREN CHARACTER model gains a Crusade Relic, you can select one of the Relics presented here.

Artificer Relics

SOULSNARE SIGIL

This rune renders those who gaze upon it rapt with indescribable pleasure. Though their lives are cruelly torn away, for a few short moments, they truly know ecstasy and agony entwined.

Each time the bearer fights, after they have finished making their attacks, for each enemy model destroyed by those attacks, the bearer regains 1 lost wound (to a maximum of 3 lost wounds per phase). If this is not possible because the bearer is already at their starting number of Wounds, until the start of the next Fight phase, the bearer has the Feel No Pain 5+ ability.
ENDLESS GRIN

This fleshy mask is the still-living, flayed face of a man who begged Slaanesh to fulfil his wish to live forever. The Dark Prince was only too pleased to oblige, gifting the unfortunate soul immortality but also forcing him to present his face to the Chaos Lord Shixe. After murdering the supplicant, Shixe wore that face as a prized reminder of the occasion for several centuries. The Endless Grin has since exchanged hands many times, but the fear it inspires has never diminished.

At the start of the Fight phase, each enemy unit within Engagement Range of the bearer must take a Battle-shock test, subtracting 1 from that test.

At the end of the battle, if one or more enemy units failed a Battle-shock test while within Engagement Range of the bearer, you gain 1 Essence of Fear.
MARK OF EXCESS

The bearers of this mark seek only to torment their victims, inflicting creative and excessively gruesome agonies upon their mortal forms. This compulsion drives them to focus their ire upon a single foe and to revel in the escalating agonies they inflict upon their chosen target.

The bearer’s unit is eligible to shoot and declare a charge in a turn in which it Advanced or Fell Back, and when doing so, even though that unit has the Thrill Seekers ability, it can target a unit if it was within Engagement Range of that unit at the start of the turn and it can target a unit that was the target of another unit’s charge or attack this phase.

Antiquity Relics

SHRIEKWAVE

This ornate object emits a thunderous bass boom and a hypermodulated scream powerful enough to shatter diamonds. The sheer deafening power hits with a devastating physical impact, blasting away all cohesive thought in an instant. Flesh, bone and gristle are reduced to shuddering pulp by myriad resonant frequencies.

At the start of your Shooting phase, select one enemy unit within 12" of and visible to the bearer. That unit must take a Battle-shock test; if that test is failed, that enemy unit suffers 3 mortal wounds.

Legendary Relics

BLISSGIVER

This long-tongued daemon weapon can render those who feel its sting insensible with indescribable pleasure. Even those who put aside gratification for a greater duty find their oaths and promises forgotten, washed away in a tide of sensation that drowns the mind completely. So it is to feel the fatal kiss of Slaanesh.

Melee weapons equipped by the bearer have the [precision] and [devastating wounds] abilities, and improve the Attacks, Armour Penetration and Damage characteristics of those weapons by 1.

At the end of the Fight phase, each enemy CHARACTER model that had one or more attacks made by the bearer allocated to it this phase but is not destroyed must take a Leadership test; if that test is failed, that CHARACTER model’s unit suffers 3 mortal wounds, and when allocating those mortal wounds, they must be allocated to that CHARACTER model.

At the end of the battle, if during the battle the bearer’s unit destroyed one or more IMPERIUM Leader units or IMPERIUM CHARACTER units without the Leader ability with a melee attack or with mortal wounds inflicted by this Crusade Relic (see above), you gain 1 Dilution of False Hope.

Battle Traits

When an EMPEROR’S CHILDREN unit gains a Battle Trait, you can use one of the tables presented here to determine which Battle Trait that unit has gained.

INFANTRY AND MONSTER UNITS
D6

FAULTLESS DUELLISTS

These warriors are peerless swordsmen, each an exquisite example of fighting form.

Improve the Armour Penetration characteristic of melee weapons equipped by models in this unit by 1.
FLAWLESS PERFECTION

Inured to ordinary sensations by several lifetimes of indulgence, the Emperor's Children find stimulation only in excess.

While this unit is under the effects of one or more
Combat Elixirs, each time a model in this unit makes an attack, you can re-roll the Hit roll.
HALLUCINOGENIC HAZE

This unit has laced its grenades with potent toxins. Upon detonation, these devices emit hallucinogenic clouds that induce all manner of mind-altering effects.

This unit gains the SMOKE and GRENADES keywords. If it already has the GRENADES keyword, then once per battle, you can target this unit with either the Smokescreen or Grenade Stratagem for OCR After resolving the effects of that Stratagem, each enemy unit within 6" of this unit must take a Battle-shock test.
FUELLED BY SENSATION

The delight of pain and the sense of superiority as allies are cut down makes these warriors loath to embrace oblivion.

Each time an attack targets this unit, if that attack has a Damage characteristic of 1 and this unit is below its Starting Strength, it has the Feel No Pain 6+ ability against that attack. If that attack has a Damage characteristic of 1 and this unit is Below Half-strength, it has the Feel No Pain 5+ ability against that attack instead.
ENHANCED STIMJECTORS

These warriors have been implanted with subdermal auto-dispensers that pump a constant flow of enhancing concoctions into their bloodstreams.

When your Crusade army uses its Combat Elixirs, the effects of those elixirs are active for this unit for one additional battle round.
FAVOURED OF SLAANESH

Few appear as favoured by the Dark Prince as these warriors.

At the end of the battle, if this unit destroyed one or more enemy units during the battle, this unit is Marked for Greatness in addition to any other unit that is so marked. At the end of the battle, if one or more units from your Crusade army with this Battle Trait destroyed one or more AELDARI or DAEMON units with a melee attack during the battle, you gain 1 Concentrate of Tormented Souls.

VEHICLE MODELS
D6

SPIRIT OF EXCESS

This vehicle is adorned with the gilt finery of the Emperor’s Children and their Dark Prince, serving as a nexus for the enervating power of the empyrean.

Weapons equipped by this model have the [sustained hits 1] ability.
DIRGE CASTER (AURA)

Hull-mounted vox-casters scream unholy invocations across the battlefield. Such cursed syllables are capable of inflicting harm on those who hear them.

While an enemy unit is within 6" of this model, worsen the Leadership characteristic of models in that unit by 1 and each time that unit fails a Battle-shock test, it suffers 1 mortal wound.
SIX-FOLD BLESSING

The blessed caress of SIaanesh has bestowed upon this vehicle an unholy resilience.

This model has the Feel No Pain 6+ ability.

NOISE MARINES AND LORD KAKOPHONIST UNITS
D6

VILE PRECISION

These warriors calibrate and aim their weapons to inflict the most violent and vibrantly gory kills.

Ranged weapons equipped by models in this unit have the [LETHAL HITS] ability.
DESTRUCTIVE ENCORE

Reacting to the flow of battle as a chorus to a conductor, these warriors begin anew their sonic symphony with a screaming encore of annihilation.

Each time you target this unit with the Fire Overwatch Stratagem, hits are scored on unmodified Hit rolls of 5+ while resolving that Stratagem.
LETHAL REVERB

These warriors unleash a cacophonous wall of sonic force that reverberates through the body of the target long after the final sound wave has torn through flesh and bone.

In your Shooting phase, after this unit has shot, select one enemy unit hit by one or more of those attacks. Until the start of your next turn, that enemy unit is suppressed. While a unit is suppressed, each time a model in that unit makes an attack, subtract 1 from the Hit roll.

CHARACTER MODELS
D6

UNBOUND HUBRIS

Hubris is both this warrior's greatest strength and biggest weakness.

Each time this model’s unit is selected to fight, you and your opponent must secretly choose a number from 1 to 3 on a D6 (we suggest turning a D6 to show the number, but concealing it behind your hand), then reveal your choices simultaneously. If the chosen numbers differ, then until that fight is resolved, add the number you chose to the Attacks characteristic of this model’s melee weapons.

At the end of the battle, if one or more models from your Crusade army with this Battle Trait destroyed one or more ADEPTUS ASTARTES, DEATHWATCH or GREY KNIGHTS units with a melee attack during the battle, you gain 1 Distillate of Hatred.
COVETOUS PARAGON

This warrior has experienced the limits of mortal sensation yet craves more.

When selecting Agendas for a battle, if this model is your WARLORD, you can select one additional EMPEROR’S CHILDREN Agenda to be used in that battle in addition to any others being used in that battle.
MASTER OF ELIXIRS

An alchemist of incomparable ingenuity and depravity, this warrior harvests exquisite agonies from the fallen with the care and precision of a surgeon.

At the end of the battle, for each model from your Crusade army with this Battle Trait that is on the battlefield, roll one D6: for each 3-5, you gain 1 Common ingredient; for each 6, you gain 1 Rare ingredient.

Crusade Badges

When your Crusade force accomplishes specific long-term goals, you can earn the Crusade badges shown below, representing your warriors’ successes over many battles.

Seeker of Sensation

You have experienced the thrill of battle, supped deeply of your victims’ fear and awe. Leaving behind a trail of tortured souls and flayed bodies, you have inflicted and felt sensations and emotions of heart-stopping intensity. By indulging your senses thus, you have earned the envious ire of your rivals and surely elevated your status in the eyes of the Dark Prince.



Arch-hedonist

You have plumbed the depths of mortal sensation, and enjoyed tangible rewards from the flayed and eviscerated corpses of your victims: a terrible bounty of agony with which to perform horrific alchemies.

  • You have won six or more battles.
  • You have crafted six different Combat Elixirs (at least three of which must have been Personal Elixirs).
  • You have either used the Dark Patronage Requisition to add one or more new units to your Order of Battle, or an EMPEROR’S CHILDREN CHARACTER model from your Order of Battle has suffered Spawndom.
  • One or more EMPEROR’S CHILDREN CHARACTER models from your Crusade force have two or more Boons of Slaanesh.


Favoured of the Dark Prince

Your veins run thick with piquant elixirs, opening your mortal form to sensations beyond the reach of all but the most depraved minds. And so the Dark Prince has marked you as his own, bestowing upon you the ability to perceive and experience thrills beyond the understanding of mere mortals.

  • You have won ten or more battles.
  • You have crafted all twelve Combat Elixirs.
  • You have used the Perfect Ascension Requisition to add one new unit to your Order of Battle.


Battle Honours
Each time a unit gains a rank, it can gain one Battle Honour. Units can also gain additional Battle Honours by other means (such as by winning certain missions, fulfilling certain Agendas, etc.). Each time a unit gains a Battle Honour, increase its Crusade points total by 1 (if the unit is TITANIC, increase its Crusade points total by 2 instead). Make a note of each Battle Honour a unit has on its Crusade card. A unit can never have more than three Battle Honours unless it is a CHARACTER, in which case it can have up to six Battle Honours. Once the maximum is reached, each time a unit gains a new Battle Honour it must first remove one of its existing Battle Honours.

There are several categories of Battle Honours that can be bestowed upon a unit, such as Battle Traits, Weapon Modifications and Crusade Relics. Other categories of Battle Honour may be found in other publications. Each time a unit gains a Battle Honour, you can select from any category.

  • Once a unit gains enough XP it will gain a rank.
  • Only CHARACTER units can gain the Heroic or Legendary ranks.
  • Each time a unit gains a rank, it can gain a Battle Honour.
  • There are several categories of Battle Honours, which include:
    • Battle Traits: New skills and abilities.
    • Weapon Modifications: Upgrade an item of wargear.
    • Crusade Relic: Gain a rare and powerful artefact.
  • Each time a unit gains a Battle Honour, increase its Crusade points total by 1 (or by 2 if TITANIC).

RENOWNED HEROES1-3RP

The greatest warriors, most cunning tacticians and seers lead their armies to war possessed of hard-won skills and powerful artefacts that mark them out as legendary commanders.

When you first start a Crusade force, you can purchase this Requisition the first time you add a CHARACTER unit to your Order of Battle. After that point, you can purchase this Requisition each time a unit from your Order of Battle gains a rank. In either case, you cannot select an EPIC HERO unit, a unit that already has an Enhancement, or a unit that has either the Disgraced or Mark of Shame Battle Scars.

You can select one Enhancement that unit has access to (if using this Requisition when that unit gains a rank, this is instead of it gaining a Battle Honour). When doing so, that unit has access to any Enhancements described within any Detachment rules that it could use, even though you have not yet started to muster your army and so have not selected any Detachment rules yet.

If the selected Enhancement replaces a weapon that is a Crusade Relic or a weapon upgraded by Weapon Modifications, that Crusade Relic or Weapon Modifications are lost. Recalculate the unit’s points value as a result of gaining this Enhancement and update its Crusade card. You cannot make any changes that would cause you to exceed your Supply Limit.

This Requisition costs 1RP plus 1 additional RP for each other Enhancement that your Order of Battle contains (to a maximum of 3RP).

Example: If this Requisition was used to give a unit an Enhancement and one other unit in your Order of Battle already had an Enhancement, it would cost 2RP.

The keyword is used in the following Emperor’s Children datasheets:

Advance Moves
When a unit Advances, make an Advance roll for that unit by rolling one D6. Add the result in inches to the Move characteristic of each model in that unit until the end of the phase. Each model in that unit can then make an Advance move by moving a distance in inches less than or equal to 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 Advanced.

  • Advance Move: Models move up to M+D6".
  • Cannot move within Engagement Range of any enemy models.
  • Units that Advance cannot shoot or charge this turn.
Fall Back Moves
When a unit Falls Back, each model in that unit can make a Fall Back move by moving a distance in inches less than or equal to its Move characteristic, and when doing so you can move it within Engagement Range of enemy models, provided it does not end that move within Engagement Range of any enemy models – if this is not possible, that unit cannot Fall Back.

A unit cannot shoot or declare a charge in the same turn that it Fell Back.

Desperate Escape Tests
Unlike when making other types of move, models can move over enemy models when making a Fall Back move as if those enemy models were not there, but you must take a Desperate Escape test for each model that will do so (excluding models that are TITANIC or can FLY) before any models in that unit are moved. In addition, if a unit is Battle-shocked when it is selected to Fall Back, you must take a Desperate Escape test for every model in that unit before any are moved.

Each time you take a Desperate Escape test for a model, roll one D6. For each roll of 1-2, one model from the unit that is Falling Back is destroyed (selected by you). The same model can only ever trigger one Desperate Escape test per phase.

  • Fall Back Move: Models move up to M".
  • Units that Fall Back cannot shoot or declare a charge in the same turn.
  • Models can move over enemy models when Falling Back, but you must take Desperate Escape tests for them before they do so (excluding models that are TITANIC or can FLY).
  • If a Battle-shocked unit is selected to Fall Back, take a Desperate Escape test for every model in that unit.
  • Desperate Escape Test: Roll one D6. On a 1-2, one model from that unit is destroyed.
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 – and their units – are within Engagement Range of each other.

Models cannot be set up or end a Normal, Advance or Fall Back move within Engagement Range of any enemy models. If for any reason a model cannot meet this condition, that model is destroyed.

  • Engagement Range: Within 1" horizontally and 5" vertically.
  • Models cannot be set up or end a Normal, Advance or Fall Back move within Engagement Range of any enemy models.

The LEGIONS OF EXCESS keyword is used in the following Emperor’s Children datasheets:

Battleline
Starting Strength
The number of models a unit contains when it is added to your army is known as its Starting Strength.
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 greater than or equal to the attack’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 Hit roll is successful and scores one hit against the target unit. Otherwise, the attack fails and the attack sequence ends.

An unmodified Hit roll of 6 is called a Critical Hit and is always successful. An unmodified Hit roll of 1 always fails. A Hit roll can never be modified by more than -1 or +1.

  • Hit Roll (Ranged Attack): A hit is scored if the D6 result equals or exceeds that attack’s BS.
  • Hit Roll (Melee Attack): A hit is scored if the D6 result equals or exceeds that attack’s WS.
  • Critical Hit: Unmodified Hit roll of 6. Always successful.
  • An unmodified Hit roll of 1 always fails.
  • A Hit roll can never be modified by more than -1 or +1.
Below Half-strength
Some rules will refer to a unit being Below Half-strength.
  • If a unit has a Starting Strength of 1, then it is said to be Below Half-strength while its remaining number of wounds is less than half of its Wounds characteristic.
  • For any other unit, while the number of models in that unit is less than half of its Starting Strength, that unit is said to be Below Half-strength.
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 unit. The result required is determined by comparing the attack’s Strength (S) characteristic with the target’s Toughness (T) characteristic, as shown below.

WOUND ROLL
ATTACK’S STRENGTH VS TARGET’S TOUGHNESSD6 RESULT REQUIRED
Strength is TWICE (or more than twice) the Toughness.
+
Strength is GREATER than the Toughness.
+
Strength is EQUAL to the Toughness.
+
Strength is LESS than the Toughness.
+
Strength is HALF (or less than half) the Toughness.
+

If the result of the Wound roll is greater than or equal to the required number shown in the table above, then that Wound roll is successful and scores one wound against the target unit. Otherwise, the attack fails and the attack sequence ends.

An unmodified Wound roll of 6 is called a Critical Wound and is always successful. An unmodified Wound roll of 1 always fails. A Wound roll can never be modified by more than -1 or +1.

  • Critical Wound: Unmodified Wound roll of 6. Always successful.
  • An unmodified Wound roll of 1 always fails.
  • A Wound roll can never be modified by more than -1 or +1.
Normal Moves
When a unit makes a Normal move, each model in that unit can move a distance in inches less than or equal to its Move (M) characteristic, but no model can be moved within Engagement Range of any enemy models.

  • Normal Move: Models move up to M".
  • Cannot move within Engagement Range of any enemy models.
Melee Weapons
 • Chainaxe
1
 • Astartes chainsword
 • Lightning claw
 • Power axe
 • Power fist
 • Power maul
 • Power sword
Sustained Hits

Some weapons strike in a flurry of blows, tearing the foe apart with relentless ferocity.

Weapons with [SUSTAINED HITS X] in their profile are known as Sustained Hits weapons. Each time an attack is made with such a weapon, if a Critical Hit is rolled, that attack scores a number of additional hits on the target as denoted by ‘x’.

Example: A model makes an attack with a melee weapon with the [SUSTAINED HITS 2] ability. If the Hit roll is an unmodified 6 (a Critical Hit), then that attack scores a total of 3 hits on the target (1 from the successful Hit roll of 6, and 2 from the [SUSTAINED HITS 2] ability).

  • [SUSTAINED HITS X]: Each Critical Hit scores ‘x’ additional hits on the target.

The and INFANTRY keywords are used in the following Emperor’s Children datasheets:

The BEAST keyword is used in the following Emperor’s Children datasheets:

The VEHICLE keyword is used in the following Emperor’s Children datasheets:

Dedicated Transports
Charging with a Unit
Once you have selected an eligible unit to declare a charge, you must select one or more enemy units within 12" of it as the targets of that charge. The targets of a charge do not need to be visible to the charging unit.

You then make a Charge roll for the charging unit by rolling 2D6. The result is the maximum number of inches each model in that unit can be moved if a Charge move is possible. For a Charge move to be possible, the Charge roll must be sufficient to enable the charging unit to end that move:
  • Within Engagement Range of every unit that you selected as a target of the charge.
  • Without moving within Engagement Range of any enemy units that were not a target of the charge.
  • In Unit Coherency.
If any of these conditions cannot be met, the charge fails and no models in the charging unit move this phase. Otherwise, the charge is successful and the models in the charging unit make a Charge move – move each model a distance in inches up to the result of the Charge roll. When doing so, each model in the charging unit must end its Charge move closer to one of the units selected as a target of its charge. If you can also move a charging model so that it ends its Charge move in base-to-base contact with one or more enemy models while still enabling the charging unit to end its move satisfying all of the conditions above, you must do so. The controlling player chooses the order in which to move their models.

  • Charge Roll: 2D6".
  • Targets of a charge must be within 12" but do not need to be visible.
  • If the distance rolled is insufficient to move within Engagement Range of all targets while maintaining Unit Coherency, the charge fails.
  • Cannot move within Engagement Range of any unit that was not a target of the charge.
  • If the charge is successful, each model makes a Charge move less than or equal to the Charge roll, and must move into base-to-base contact with an enemy model if possible.
Lethal Hits

Some weapons can inflict fatal injuries on any foe, no matter their resilience.

Weapons with [LETHAL HITS] in their profile are known as Lethal Hits weapons. Each time an attack is made with such a weapon, a Critical Hit automatically wounds the target.
Charge Bonus

Many warriors thunder headlong into combat, using the impetus of their charge to bring swift death to their foes.

Each time a unit makes a Charge move, until the end of the turn, that unit has the Fights First ability.
HEROIC INTERVENTION
1CP
Core – Strategic Ploy Stratagem
Voices raised in furious war cries, your warriors surge forth to meet the enemy’s onslaught head-on.
WHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move.

TARGET: One unit from your army that is within 6" of that enemy unit and would be eligible to declare a charge against that enemy unit if it were your Charge phase.

EFFECT: Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it were your Charge phase.

RESTRICTIONS: You can only select a VEHICLE unit from your army if it is a WALKER. Note that even if this charge is successful, your unit does not receive any Charge bonus this turn.
FIGHTS FIRST

Some warriors attack with blinding speed, landing their blows before their foes can react.

Units with this ability that are eligible to fight do so in the Fights First step, provided every model in the unit has this ability.
Exquisite Swordsmanship
Peerless Bladesmen Detachment

These warriors are peerless swordsmen, each demonstrating exquisite fighting form. Those who lock swords with these obsessive warriors do so at their peril.

Each time an unit from your army is selected to fight, if it made a Charge move this turn, select one of the abilities below. While resolving those attacks, melee weapons equipped by models in that unit have that ability:
Consolidate
After a unit has finished making all of its melee attacks, it Consolidates. Each time a unit Consolidates, you can move each model in that unit that is not already in base-to-base contact with an enemy model up to 3" – this is a Consolidation move. For a Consolidation to be possible, a unit must be able to end these moves within Engagement Range of one or more enemy units and in Unit Coherency. If these conditions cannot be met, then each model in that unit can instead make a Consolidation move towards the closest objective marker, but only if, after doing so, that unit is within range of that objective marker and in Unit Coherency. If these conditions also cannot be met, no models in the unit can make Consolidation moves this phase and that unit’s fight ends.

If a unit can end its Consolidation within Engagement Range of one or more enemy units, then each time one of its models makes a Consolidation move, it must end that move closer to the closest enemy model. If it can also end that move in base-to-base contact with one or more enemy models while still satisfying all of the conditions above, it must do so. The controlling player chooses the order in which to move their models.

  • Consolidation Move: Up to 3".
  • Every model that moves must end closer to the closest enemy model, and in base-to-base contact with an enemy model if possible. The unit must end in Unit Coherency and within Engagement Range of at least one enemy unit if possible.
  • If the above is not possible, each model can move towards the closest objective marker, but this must result in the unit being within range of it and in Unit Coherency.
  • If the above is also not possible, no models can Consolidate.
2. Battle-shock
In this step, you must take a Battle-shock test for each of your units on the battlefield that is Below Half-strength. To do so, roll 2D6: if the result is greater than or equal to the best Leadership characteristic in that unit, the test is passed; otherwise, the test is failed and, until the start of your next Command phase, that unit is Battle-shocked.

While a unit is Battle-shocked:

Once you have taken Battle-shock tests for all of your units that require them, your Command phase ends and you progress to your Movement phase.

In this step, if for any reason a unit is forced to take a Battle-shock test for being below its Starting Strength, unless otherwise stated, that unit does not also have to take a Battle-shock test for being Below Half-strength. While a unit is Battle-shocked, all models in that unit are also Battle-shocked.

  • Take a Battle-shock test for each unit from your army on the battlefield that is Below Half-strength.
  • Roll 2D6: if the result is greater than or equal to the unit’s Leadership, the test is passed. Otherwise, the unit is Battle-shocked until the start of your next Command phase.
  • Battle-shocked units have an OC of 0 and their controlling player cannot use Stratagems to affect them.
  • Battle-shocked units must take Desperate Escape tests if they Fall Back.

The and VEHICLE keywords are used in the following Emperor’s Children datasheets:

Dedicated Transports
Disembark
If a unit from your army starts your Movement phase embarked within a TRANSPORT model, that unit can disembark in that phase.

When a unit disembarks from a TRANSPORT model, set it up on the battlefield so that it is wholly within 3" of that TRANSPORT model and not within Engagement Range of any enemy models. If, for any reason, a disembarking model cannot be set up, that model’s unit cannot disembark.

Units that disembark from a TRANSPORT model that either Remained Stationary this phase or has not yet made a Normal, Advance or Fall Back move this phase can then act normally (make a Normal move, Advance, shoot, declare a charge, fight, etc.) in the remainder of the turn. Such a disembarking unit cannot choose to Remain Stationary.

Units that disembark from a TRANSPORT model that made a Normal move this phase count as having made a Normal move themselves; they cannot move further during this phase. Such a unit also cannot declare a charge in the same turn, but can otherwise act normally in the remainder of the turn.

Units cannot disembark from a TRANSPORT model that either Advanced or Fell Back this turn.

  • Units that start your Movement phase embarked within a TRANSPORT can disembark this phase, provided their TRANSPORT has not Advanced or Fallen Back.
  • If a unit disembarks before its TRANSPORT moves, it can act normally.
  • If a unit disembarks after its TRANSPORT moves, it cannot move or charge this turn, but can otherwise act normally.
  • Disembarking units must be set up wholly within 3" of their TRANSPORT and not within Engagement Range of any enemy models (or the unit cannot disembark).
  • Units that disembark this turn cannot Remain Stationary.

The TRANSPORT keyword is used in the following Emperor’s Children datasheets:

Dedicated Transports

The and TRANSPORT keywords are used in the following Emperor’s Children datasheets:

Dedicated Transports
Unit Visible
If one or more models in a unit is visible to the observing model, then that model’s unit is visible to the observing model.

FIRE OVERWATCH
1CP
Core – Strategic Ploy Stratagem
A hail of wildfire can drive back advancing foes.
WHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance or Fall Back move, or declares a charge.

TARGET: One unit from your army that is within 24" of that enemy unit and that would be eligible to shoot if it were your Shooting phase.

EFFECT: If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting phase.

RESTRICTIONS: You cannot target a TITANIC unit with this Stratagem. Until the end of the phase, each time a model in your unit makes a ranged attack, an unmodified Hit roll of 6 is required to score a hit, irrespective of the attacking weapon’s Ballistic Skill or any modifiers. You can only use this Stratagem once per turn.
Embark
If a unit makes a Normal, Advance or Fall Back move, and every model in that unit ends that move within 3" of a friendly TRANSPORT model, they can embark within it. A unit cannot embark if it has already disembarked from a TRANSPORT model in the same phase. Remove the unit from the battlefield and place it to one side – it is now embarked within that TRANSPORT model. Unless otherwise stated, units cannot do anything or be affected in any way while they are embarked.

  • A unit can embark within a friendly TRANSPORT if all of its models end a Normal, Advance or Fall Back move within 3" of that TRANSPORT.
  • A unit cannot embark and disembark in the same phase.
Saving Throw
The player controlling the target unit then makes one saving throw. By default, this will be an armour saving throw using their model’s Save (Sv) characteristic, but some models have invulnerable saves that can be used instead (see below). To make an armour saving throw, roll one D6, then modify the result by the Armour Penetration (AP) characteristic of the attack. For example, if the attack has an AP of -1, then 1 is subtracted from the saving throw.

If the result is greater than or equal to the Save characteristic of the model the attack was allocated to, then that saving throw is successful and the attack sequence ends. Otherwise, that saving throw fails and that model suffers damage.

An unmodified saving throw of 1 always fails. A saving throw can never be improved by more than +1.

  • Saving Throw: Roll one D6 and modify by the attack’s AP. If the result is less than the Save of the model being rolled for, the saving throw is failed and that model suffers damage. Otherwise, that attack is saved.
  • An unmodified saving throw of 1 always fails.
  • A saving throw can never be improved by more than +1.
Objective Markers
Objective markers represent objects of tactical or strategic import that both sides are attempting to secure, such as valuable artefacts, vital supplies or communications nodes. If a mission uses objective markers, it will state where they are located on the battlefield. These can be represented using any suitable marker, but we recommend using round markers that are 40mm in diameter.

When setting objective markers up on the battlefield, place them so they are centred on the point specified by the mission. When measuring distances to and from objective markers, measure to and from the closest part of them. Models can move over objective markers as if they were not there, but they cannot end a move on top of an objective marker.

At the start of the battle, each objective marker on the battlefield is said to be contested, and so is not controlled by either player. To control an objective marker, a player will first need to move models within range of it. A model is within range of an objective marker if it is within 3" horizontally and 5" vertically of that objective marker.

Every model has an Objective Control (OC) characteristic listed on its datasheet. To determine a player’s Level of Control over an objective marker, add together the OC characteristics of all the models from that player’s army that are within range of that objective marker. A player will control an objective marker at the end of any phase or turn if their Level of Control over it is greater than their opponent’s. If both players have the same Level of Control over an objective marker, that objective marker is contested.

  • A model is within range of an objective marker if within 3" horizontally and 5" vertically.
  • Level of Control: Add together the OC characteristics of all of a player’s models within range of the objective marker.
  • An objective marker is controlled by the player with the highest Level of Control over it (in a tie, it is contested).
  • Models cannot end a move on top of an objective marker.
Invulnerable Saves

Whether shielded by force fields, enveloped in mystical energies or simply possessed of preternatural senses and lightning-fast reflexes, some warriors are protected by more than mere physical armour.

Some models have an invulnerable save listed on their datasheet. Each time an attack is allocated to a model with an invulnerable save, the controlling player must choose to use either that model’s Save characteristic or its invulnerable save, but not both. If a model has more than one invulnerable save, it can only use one of them – choose which it will use.

Unlike armour saving throws (which use a model’s Save characteristic), invulnerable saving throws are never modified by an attack’s Armour Penetration characteristic, but otherwise follow the normal rules for saving throws.

  • Invulnerable Save: Never modified by an attack’s AP.
  • The controlling player can choose to use either a model’s invulnerable save or its Save characteristic.
Devastating Wounds
Weapons with [DEVASTATING WOUNDS] in their profile are known as Devastating Wounds weapons. Each time an attack is made with such a weapon, if that attack scores a Critical Wound, no saving throw of any kind can be made against that attack (including invulnerable saving throws). Such attacks are only allocated to models after all other attacks made by the attacking unit have been allocated and resolved. After that attack is allocated and after any modifiers are applied, it inflicts a number of mortal wounds on the target equal to the Damage characteristic of that attack, instead of inflicting damage normally.

Example: An attack made with a Devastating Wounds weapon with a Damage characteristic of 2 scores a Critical Wound. Instead of allocating the attack and making saving throws normally, the target suffers 2 mortal wounds.

  • A Critical Wound inflicts mortal wounds equal to the weapon’s Damage characteristic, instead of any normal damage.
Hazardous

Weapons powered by unstable and dangerous energy sources pose a substantial risk to the wielder every time they are used.

Weapons with [HAZARDOUS] in their profile are known as Hazardous weapons. Each time a unit is selected to shoot or fight, after that unit has resolved all of its attacks, for each Hazardous weapon that targets were selected for when resolving those attacks, that unit must take one Hazardous test. To do so, roll one D6: on a 1, that test is failed. For each failed test you must resolve the following sequence (resolve each failed test one at a time):
  • If possible, select one model in that unit that has lost one or more wounds and is equipped with one or more Hazardous weapons.
  • Otherwise, if possible, select one model in that unit (excluding CHARACTER models) equipped with one or more Hazardous weapons.
  • Otherwise, select one CHARACTER model in that unit equipped with one or more Hazardous weapons.
If a model was selected, that unit suffers 3 mortal wounds and when allocating those mortal wounds, they must be allocated to the selected model.
If a unit from a player’s army is selected as the target of the Fire Overwatch Stratagem in their opponent’s Charge phase, any mortal wounds inflicted by Hazardous tests are allocated after the charging unit has ended its Charge move.

Example: A unit of five models make five attacks with ranged weapons with the [HAZARDOUS] ability. After the unit has finished shooting, its controlling player rolls five D6. One of the results is a 1, and so one of those models suffers 3 mortal wounds.

  • After a unit shoots or fights, roll one Hazardous test (one D6) for each Hazardous weapon used. For each 1, a model equipped with a hazardous weapon suffers 3 mortal wounds, that must be allocated to the selected model.

The SLAANESH and BEAST keywords are used in the following Emperor’s Children datasheets:

The SLAANESH and INFANTRY keywords are used in the following Emperor’s Children datasheets:

Pile In
When a unit Piles In, you can move each model in that unit that is not already in base-to-base contact with an enemy model up to 3" – this is a Pile-in move. For a Pile In to be possible, a unit must be able to end these moves within Engagement Range of one or more enemy units and in Unit Coherency. If these conditions cannot be met, no models in the unit can make Pile-in moves this phase and you progress to making melee attacks with that unit. Otherwise, the unit can make Pile-in moves.

Each time a model makes a Pile-in move, it must end that move closer to the closest enemy model. If it can also end that move in base-to-base contact with one or more enemy models while still satisfying all of the conditions above, it must do so. The controlling player chooses the order in which to move their models.

  • Pile-in Move: Up to 3".
  • Every model that moves must end closer to the closest enemy model, and in base-to-base contact with an enemy model if possible. The unit must end in Unit Coherency and within Engagement Range of at least one enemy unit (or no models can Pile In).
DEEP STRIKE

Some units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting.

During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability.
  • Unit can be set up in Reserves instead of on the battlefield.
  • Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models.
Mortal Wounds

Some attacks are so powerful that no armour or force field can withstand their fury.

Some rules inflict mortal wounds on units. Each time mortal wounds are inflicted on a unit, each of those mortal wounds inflicts one point of damage to that unit, and they are always applied one at a time. Each mortal wound is allocated to a model in the same manner as allocating an attack. Excess damage from mortal wounds is not lost if the damage can be allocated to another model. 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 any normal damage, do not make a Wound roll or saving throw (including invulnerable saving throws) against those mortal wounds. If those mortal wounds are inflicted by an attack that has the [PRECISION] ability, the attacking model’s controlling player can allocate those mortal wounds to a CHARACTER model in that unit.

If mortal wounds are being inflicted as a result of the [HAZARDOUS] ability or by an attack with the [DEVASTATING WOUNDS] ability that scored a Critical Wound, each time those mortal wounds are allocated to a model, if that model is destroyed as a result of those mortal wounds, the remaining mortal wounds from that attack are lost, just as with a normal attack.

If, when a unit is selected to shoot or fight, one or more of its attacks can inflict mortal wounds on the target, resolve any normal damage inflicted by the attacking unit’s attacks on that target before inflicting any mortal wounds on that target. If an attack inflicts mortal wounds in addition to any normal damage, but the normal damage is subsequently saved, the target unit still suffers those mortal wounds, as described above.

  • Each mortal wound inflicted on a unit causes one model in that unit to lose one wound.
  • Unless the source of the mortal wounds is the [HAZARDOUS] ability or an attack with the [DEVASTATING WOUNDS] ability, damage from mortal wounds is not lost if it can be allocated to another model.
  • No saving throws can be made against mortal wounds.
  • Mortal wounds inflicted by attacks always apply after any normal damage, even if that damage was saved.
Leadership Tests
If a rule requires you to take a Leadership test for a unit, roll 2D6: if the total is greater than or equal to the best Leadership characteristic in that unit, that test is passed. Otherwise, it is failed.
Feel No Pain
FEEL NO PAIN

Some warriors refuse to be laid low, even by what should be fatal wounds.

Some models have ‘Feel No Pain x+’ listed in their abilities. Each time a model with this ability suffers damage and so would lose a wound (including wounds lost due to mortal wounds), roll one D6: if the result is greater than or equal to the number denoted by ‘x’, that wound is ignored and is not lost. If a model has more than one Feel No Pain ability, you can only use one of those abilities each time that model suffers damage and so would lose a wound.

  • Feel No Pain x+: Each time this model would lose a wound, roll one D6: if the result equals or exceeds ‘x’, that wound is not lost.
Pledges to the Dark Prince
Coterie of the Conceited Detachment

Few appear as favoured by the Dark Prince as these warriors, their boons of power a reward for committing ever viler deeds in honour of their patron.

At the start of the battle round, if your WARLORD is on the battlefield, you must pledge a number to Slaanesh representing how many enemy units will be destroyed this battle round. At the end of the battle round, if the number of enemy units destroyed this battle round is greater than or equal to your pledge, you gain a number of Pact points equal to your pledge. Otherwise, you do not gain any Pact points this battle round and your WARLORD model suffers D3 mortal wounds.

units from your army gain a bonus depending on how many Pact points you have gained during the battle, as shown below (these are all cumulative).

PACT POINTSBONUS
1+Each time a model in this unit makes an attack, re-roll a Hit roll of 1.
3+Each time a model in this unit makes an attack, re-roll a Wound roll of 1.
5+Melee weapons equipped by models in this unit have the [LETHAL HITS] and [SUSTAINED HITS 1] abilities.
7+Each time a model in this unit makes an attack, a Critical Hit is scored on an unmodified Hit roll of 5+.
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 %000015069performing actions%.

The and CHARACTER keywords are used in the following Emperor’s Children datasheets:

Internal Rivalries
Slaanesh’s Chosen Detachment

The boldest and most debased champions of Slaanesh may gain the benefit of the Dark Princes boons. Yet none hold Slaanesh’s favour for long, for always another seeks to wrest his favour from their rivals.

CHARACTER units from your army can ignore any or all modifiers to their Move characteristic and any or all modifiers to Advance and Charge rolls made for them.

At the start of the battle, your WARLORD’s unit is your army’s Favoured Champions. The first time in each player’s turn that an CHARACTER unit from your army destroys an enemy unit, after resolving all of its attacks, that CHARACTER unit becomes your army’s new Favoured Champions, replacing the old one.

Each time a model in your army’s Favoured Champions unit makes an attack, you can re-roll the Wound roll.
Precision

Precision attacks can pick high-value targets out in a crowd, whether through the unerring aim of a sniper or the pinpoint accuracy of a blade-master’s strike.

Weapons with [PRECISION] in their profile are known as Precision weapons. Each time an attack made with such a weapon successfully wounds an Attached unit (see Leader ability), if a CHARACTER model in that unit is visible to the attacking model, the attacking model’s player can choose to have that attack allocated to that CHARACTER model instead of following the normal attack sequence.

  • When targeting an Attached unit, the attacking model’s player can have the attack allocated to a CHARACTER model in that unit visible to the bearer.

COMMON INGREDIENTS

Common ingredients represent substances that are readily obtained and traded for, such as freshly harvested flora and fauna or surgical supplies seized from medicae storage stations.

  • At the end of every battle, roll one D6, adding 2 to the result if you won that battle: on a 4+, add 1 Common ingredient to your Combat Elixirs Stash; on a 6+, add D3 Common ingredients to your Combat Elixirs Stash.

RARE INGREDIENTS

Rare ingredients are harder to obtain, typically because their quality needs to be of the highest standard or because the materials only possess the required potency when fresh. Examples of Rare ingredients include fungal spores harvested from the jungles of lethal death worlds or venom glands ripped from the living bodies of venomous monsters.

  • At the end of every battle, roll one D6, adding 1 to the result if you won that battle: on a 6+, add 1 Rare ingredient to your Combat Elixirs Stash.

EXOTIC INGREDIENTS

Exotic ingredients are true prizes, and such is their value that wars are fought over their possession. Exotic ingredients can only be acquired through completing certain Agendas, and by using specific Requisitions or Battle Honours. The Exotic ingredients that can be acquired and added to your Combat Elixirs Stash are:

Concentrate of Tormented Souls
Sickly-sour ectoplasmic soup syphoned from those who bear corruption in their hearts.

Dilution of False Hope
A clear liquid adulterated with the sickly essence of those sworn to a false god.

Distillate of Hatred
Purest fury sieved from the ground and pulped corpses of the righteous.

Essence of Fear
Stolen and refined from the last breath of a craven victim.

Extract of Xeno-matter
Ichor, viscera or psychic spore extracted from an alien foe.

Infusion of Traitor’s Blood
Crimson fluid extracted from the veins of those who have broken an oath of loyalty.

The DAEMON keyword is used in the following Emperor’s Children datasheets:

Battleline
LEGENDARY VETERANS3RP

Occasionally, a group of warriors will climb the ranks across a score of battles, forging a legendary reputation that is known by friend and foe. Such veterans possess skills and honours to rival those of the most glorified heroes.

Purchase this Requisition when a unit from your Order of Battle (excluding CHARACTER units) reaches 30XP. That unit’s Experience points total is no longer limited to a maximum of 30 and it can now be promoted above the Battle-hardened rank. In addition, the maximum number of Battle Honours that unit can have is increased to 6.
D33
Some of the rules will ask you to roll a D33. To do so, roll two D3s one after the other: the first dice result determines your ‘tens’ and the second your ‘units’. For example, if you rolled two D3s and the first result was a 2 and the second was a 1, then the D33 result is a 21.
INCREASE SUPPLY LIMIT1RP

Information uncovered by your forces has revealed the growing importance of this war zone and the increasing threat posed by enemies. In response, high command has acceded to your urgent request for reinforcements.

Purchase this Requisition at any time. Increase your Crusade force’s Supply Limit by 200 points.
Thrill Seekers

The Emperor’s Children are skilled warriors all, their transhuman might enhanced by a lifetime of ceaseless conflict. Their ingrained desire for sensation in all its forms sees them move rapidly across the battlefield, flitting between targets as they attempt to satiate their never-ending hunger for fresh experience.

If your Army Faction is , this unit is eligible to shoot and declare a charge in a turn in which it Advanced or Fell Back, but when doing so:
  • It cannot target a unit it was within Engagement Range of at the start of the turn.
  • It cannot target a unit that was the target of another units charge or attack this phase.
Destroyed
Throughout a battle, models will suffer damage and be destroyed. When a model is destroyed, it is removed from the battlefield. When every model in a unit has been destroyed, that unit is destroyed.
LEADER

Mighty heroes fight at the forefront of battle.

Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet.

During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it.

While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit.

Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks.

Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks.

Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed.

Example: If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.

  • Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit.
  • Attached units can only contain one Leader.
  • Attacks cannot be allocated to CHARACTER models in Attached units.

The INFANTRY keyword is used in the following Emperor’s Children datasheets:

The MONSTER keyword is used in the following Emperor’s Children datasheets:

The GRENADES keyword is used in the following Emperor’s Children datasheets:

Benefit of Cover

Shattered ruins and twisted wreckage afford much-needed shelter from enemy salvoes. Even heavily armoured warriors unfazed by small arms fire are thankful for such cover when foes bring their biggest guns to bear.

Models can sometimes gain a measure of protection from terrain features. The rules below detail the conditions under which a terrain feature confers the Benefit of Cover on a model.

Each time a ranged attack is allocated to a model that has the Benefit of Cover, add 1 to the saving throw made for that attack (excluding invulnerable saving throws). Models with a Save characteristic of 3+ or better cannot have the Benefit of Cover against attacks with an Armour Penetration characteristic of 0. Multiple instances of the Benefit of Cover are not cumulative – a model cannot benefit from this rule more than once at any one time.

  • Benefit of Cover: Add 1 to armour saving throws against ranged attacks.
  • Does not apply to models with a Save of 3+ or better against attacks with an AP of 0.
  • Multiple instances are not cumulative.
STEALTH

Some warriors are masters of disguise and concealment.

If every model in a unit has this ability, then each time a ranged attack is made against it, subtract 1 from that attack’s Hit roll.
SMOKESCREEN
1CP
Core – Wargear Stratagem
Even the most skilled marksmen struggle to hit targets veiled by billowing screens of smoke.
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.

TARGET: One SMOKE unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, all models in your unit have the Benefit of Cover and the Stealth ability.
DARK PATRONAGE1RP

Even amongst the foot soldiers of the Emperor’s Children exist many aspiring champions whose obsessions revolve around bladework and butchery. The greatest of their number may draw an audience of daemonic patrons, earning favour in return for displays of artistic violence.

Purchase this Requisition before a battle. Select one TORMENTORS or INFRACTORS unit from your Order of Battle that has the Battle-hardened rank or higher. Remove that unit from your Order of Battle and add one FLAWLESS BLADES unit to your Order of Battle. The new unit has the same number of Battle Honours, Battle Scars and XP as the unit is replaced, and in addition gains one extra Battle Trait. If the Legendary Veterans Requisition is used on that new unit, that Requisition only costs you 1RP. You cannot purchase this Requisition if doing so would cause you to exceed your Crusade force’s Supply Limit.
Spawndom

To court the favour of the Dark Prince is to risk Slaanesh’s capricious whims. Many powerful champions have disappeared beneath an overabundance of gifts, ending their Path to Glory as mindless aberrations of insane mutation. Some cleave into multiple monstrosities; some are herded with others of their kind; all are goaded forwards to bless the foe with untold new experiences in Slaanesh’s name.

If an unit from your Order of Battle suffers Spawndom, remove that unit from your Order of Battle, then add a new EMPEROR’S CHILDREN CHAOS SPAWN unit to your Order of Battle. The new unit has the same number of Battle Honours, Battle Scars and XP as the unit it replaced. If adding this new unit would cause your Crusade points total to exceed your Crusade force’s Supply Limit, you must first increase your Supply Limit (e.g. by using the Increase Supply Limit Requisition) or your unit is removed from your Order of Battle and no new unit is added in its place.
PERFECT ASCENSION2RP

The ultimate prize for mortal warriors is to attain the immortality of daemonhood. Yet for all this power, such beings are more a pawn of their god than ever, irrevocably enslaved to the will of their master.

Purchase this Requisition when an CHARACTER unit from your Crusade force (excluding DAEMON units) that has three Boons of Slaanesh reaches Heroic or Legendary rank. Remove that unit from your Order of Battle and add one EMPEROR’S CHILDREN DAEMON PRINCE or EMPEROR’S CHILDREN DAEMON PRINCE WITH WINGS to your Order of Battle.

In either case, the new unit has the same number of Battle Honours and XP as the unit it replaced. The new unit can keep any Boons of Slaanesh the unit it replaced had, even though Daemon models cannot normally have Boons of Slaanesh. Any Battle Scars the replaced unit had are not retained. You cannot purchase this Requisition if doing so would cause you to exceed your Crusade force’s Supply Limit.

Disable Ads



Boosty subscribers may disable ads:
1. Enter e-mail you have used to login on Boosty.
2. Press Get new pin code button (if you don’t have it already)
3. Enter pin code.

Note that login database updated once a day. So, if you are a new booster - try tomorrow. And thank you!
© Vyacheslav Maltsev 2013-2025