Emperor’s Children – Sorcerer
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Sorcerer
(⌀40mm)
M
7"
T
4
Sv
3+
W
4
Ld
6+
OC
1
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Agonising Energies – witchfire [psychic]
Agonising Energies – witchfire [psychic]
18"
D6
3+
5
-1
D3
Agonising Energies – focused witchfire [devastating wounds, hazardous, psychic]
Agonising Energies – focused witchfire [devastating wounds, hazardous, psychic]
18"
D6
3+
6
-2
D3
Bolt pistol [pistol]
Bolt pistol [pistol]
12"
1
3+
4
0
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Force weapon [psychic]
Force weapon [psychic]
Melee
4
3+
6
-2
D3
ABILITIES
CORE: Leader
FACTION: Thrill Seekers
Warped Interference (Psychic): While this model is leading a unit, each time a ranged attack targets that unit, models in it have the Benefit of Cover against that attack.
Wracking Agonies (Psychic): In your Shooting phase, after this model has shot, select one INFANTRY unit hit by one or more of those attacks made with its Agonising Energies. Until the start of your next turn, that unit is wracked with agonies. While a unit is wracked with agonies, subtract 2" from its Move characteristic and subtract 2 from Charge rolls made for it.
UNIT COMPOSITION
  • 1 Sorcerer
This model is equipped with: Agonising Energies; bolt pistol; force weapon.
1 model
60
LEADER
This model can be attached to the following units:
KEYWORDS: INFANTRY, CHARACTER, PSYKER, GRENADES, CHAOS, SLAANESH, SORCERER
FACTION KEYWORDS:
EMPEROR’S CHILDREN
STRATAGEMS
UNCANNY REACTIONS
1CP
Carnival of Excess – Battle Tactic
ECSTATIC SLAUGHTER
1CP
Carnival of Excess – Strategic Ploy
SUSTAINED BY AGONY
1CP
Carnival of Excess – Battle Tactic
VIOLENT CRESCENDO
2CP
Carnival of Excess – Strategic Ploy
COMMAND RE-ROLL
1CP
Core – Battle Tactic
C
INSANE BRAVERY
1CP
Core – Epic Deed
C
FIRE OVERWATCH
1CP
Core – Strategic Ploy
C
RAPID INGRESS
1CP
Core – Strategic Ploy
C
GRENADE
1CP
Core – Wargear
C
GO TO GROUND
1CP
Core – Battle Tactic
C
HEROIC INTERVENTION
1CP
Core – Strategic Ploy
C
COUNTER-OFFENSIVE
2CP
Core – Strategic Ploy
C
EPIC CHALLENGE
1CP
Core – Epic Deed
C
PROTECTION OF THE DARK PRINCE
1CP
Coterie of the Conceited – Strategic Ploy
UNSHAKEABLE OPPONENTS
1CP
Coterie of the Conceited – Epic Deed
ARMOUR OF ABHORRENCE
1CP
Coterie of the Conceited – Wargear
UNBOUND ARROGANCE
1CP
Coterie of the Conceited – Epic Deed
EMBRACE THE PAIN
1CP
Coterie of the Conceited – Strategic Ploy
MARTIAL PERFECTION
1CP
Coterie of the Conceited – Battle Tactic
HONOUR THE PRINCE
1CP
Mercurial Host – Battle Tactic
DARK VIGOUR
1CP
Mercurial Host – Strategic Ploy
CAPRICIOUS REACTIONS
1CP
Mercurial Host – Battle Tactic
COMBAT STIMMS
2CP
Mercurial Host – Battle Tactic
VIOLENT EXCESS
1CP
Mercurial Host – Battle Tactic
CRUEL RAIDERS
1CP
Mercurial Host – Strategic Ploy
TERRIFYING SPECTACLE
1CP
Peerless Bladesmen – Strategic Ploy
CUT DOWN THE WEAK
2CP
Peerless Bladesmen – Strategic Ploy
CRUEL BLADESMAN
1CP
Peerless Bladesmen – Battle Tactic
DEATH ECSTASY
2CP
Peerless Bladesmen – Strategic Ploy
DEFT PARRY
1CP
Peerless Bladesmen – Battle Tactic
INCESSANT VIOLENCE
1CP
Peerless Bladesmen – Battle Tactic
CEASELESS ONSLAUGHT
1CP
Rapid Evisceration – Strategic Ploy
ONTO THE NEXT
1CP
Rapid Evisceration – Strategic Ploy
DIABOLIC MAJESTY
1CP
Slaanesh’s Chosen – Epic Deed
HEIGHTENED JEALOUSY
1CP
Slaanesh’s Chosen – Battle Tactic
VENGEFUL SURGE
1CP
Slaanesh’s Chosen – Strategic Ploy
REFUSAL TO BE OUTDONE
1CP
Slaanesh’s Chosen – Battle Tactic
BEAUTIFUL DEATH
1CP
Slaanesh’s Chosen – Strategic Ploy
DEVOTED DUELLISTS
1CP
Slaanesh’s Chosen – Battle Tactic
DETACHMENT ABILITY
Quicksilver Grace
Exquisite Swordsmanship
Mechanised Murder
Daemonic Empowerment
Pledges to the Dark Prince
Internal Rivalries
ENHANCEMENTS
Loathsome Dexterity
10
Tactical Perfection
15
Intoxicating Musk
20
Steeped in Suffering
20
Faultless Opportunist
15
Blinding Speed
25
Distortion
25
Rise to the Challenge
30
Spearhead Striker
20
Sublime Prescience
25
Accomplished Tactician
35
Heretek Adept
35
Dark Blessings
10
Empyric Suffusion
15
Possessed Blade
25
Warp Walker
30
Pledge of Mortal Pain
15
Pledge of Unholy Fortune
20
Pledge of Dark Glory
25
Pledge of Eternal Servitude
25
Eager to Prove
15
Slayer of Champions
15
Proud and Vainglorious
20
Repulsed by Weakness
25
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.
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.
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.
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.
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.
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.

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

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.
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.
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.
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.
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.
Before selecting targets for this weapon, select one of its profiles to make attacks with.
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 keyword is used in the following Emperor’s Children datasheets:

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%.
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.

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

Battleline
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.
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 unit within 6" of it that is not within Engagement Range of one or more enemy units.

EFFECT: Your 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.
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 unit from your army destroys an enemy unit.

TARGET: That 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.
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.
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.
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.
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.
Re-rolls
Some rules allow you to re-roll a dice roll, which means you get to roll some or all of the dice again. If a rule allows you to re-roll a dice roll that was made by adding several dice together (e.g. 2D6, 3D6, etc.) then, unless otherwise stated, you must re-roll all of those dice again.

You can never re-roll a dice more than once, and re-rolls happen before modifiers (if any) are applied. Rules that refer to the value of an ‘unmodified’ dice roll are referring to the dice result after any re-rolls, but before any modifiers are applied.

  • Unmodified Dice: the result after re-rolls, but before any modifiers.
  • A dice can never be re-rolled more than once.
  • You must re-roll all dice if several need adding together (e.g. 2D6).
  • Re-rolls are applied before any modifiers.
COMMAND RE-ROLL
1CP
Core – Battle Tactic Stratagem
A great commander can bend even the vagaries of fate and fortune to their will, the better to ensure victory.
WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.

TARGET: That unit or model from your army.

EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.
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.
INSANE BRAVERY
1CP
Core – Epic Deed Stratagem
Indifferent to their own survival, these warriors hold their ground against seemingly impossible odds.
WHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army.

TARGET: That unit from your army.

EFFECT: Your unit automatically passes that Battle-shock test.

RESTRICTIONS: You cannot use this Stratagem more than once per battle.
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.
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.
RAPID INGRESS
1CP
Core – Strategic Ploy Stratagem
Be it cunning strategy, potent technology or supernatural ritual, there are many means by which a commander may hasten their warriors’ onset.
WHEN: End of your opponent’s Movement phase.

TARGET: One unit from your army that is in Reserves.

EFFECT: Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and if every model in that unit has the Deep Strike ability, you can set that unit up as described in the Deep Strike ability (even though it is not your Movement phase).

RESTRICTIONS: You cannot use this Stratagem to enable a unit to arrive on the battlefield during a battle round it would not normally be able to do so in.
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.
COUNTER-OFFENSIVE
2CP
Core – Strategic Ploy Stratagem
In close-quarters combat, the slightest hesitation can leave an opening for a swift foe to exploit.
WHEN: Fight phase, just after an enemy unit has fought.

TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.

EFFECT: Your unit fights next.
Attached Units
Some CHARACTER units have the Leader ability, which lets them merge with other units (known as Bodyguard units) to form an Attached unit.

The Starting Strength of an Attached unit is equal to the combined Starting Strengths of all of its units (i.e. the number of models in the Leader unit added to the number of models in the Bodyguard unit). If either the Leader unit or the Bodyguard unit in an Attached unit is destroyed, the Starting Strength of the remaining unit is changed to be equal to its original Starting Strength.

Example: A Primaris Captain (Starting Strength 1) is attached to a unit of Intercessors (Starting Strength 5). This Attached unit has a Starting Strength of 6. If all the Intercessors are destroyed, the remaining Primaris Captain would revert to having a Starting Strength of 1.

For the purposes of rules that are triggered when a unit is destroyed, such rules are still triggered when one of the individual units that made up an Attached unit is destroyed (the Leader or the Bodyguard unit).

Example: If a rule awards you with 1VP each time an enemy unit is destroyed, and you target an Attached unit, you would gain 1VP if the Bodyguard unit is destroyed and 1VP if the Leader unit is destroyed (for a total of 2VP).
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.
EPIC CHALLENGE
1CP
Core – Epic Deed Stratagem
The legends of the 41st Millennium are replete with deadly duels between mighty champions.
WHEN: Fight phase, when a CHARACTER unit from your army that is within Engagement Range of one or more Attached units is selected to fight.

TARGET: One CHARACTER model in your unit.

EFFECT: Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.
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.
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 unit from your army.

TARGET: That 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 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.
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 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.
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.
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+.
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 unit from your army destroys an enemy unit.

TARGET: That unit.

EFFECT: Increase your pledge to Slaanesh by 1.

RESTRICTIONS: You can only use this Stratagem once per battle round.
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 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.

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
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 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 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.
Melee Weapons
 • Chainaxe
1
 • Astartes chainsword
 • Lightning claw
 • Power axe
 • Power fist
 • Power maul
 • Power sword
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 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.
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 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.
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.
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 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.

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

Dedicated Transports
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 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.
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 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.
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 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.
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 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.
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.
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 unit from your army Consolidates.

TARGET: That 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.
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 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.

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.
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 CHARACTER unit becomes your army’s Favoured Champions.

TARGET: That 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.
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 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 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.
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 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.
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 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.
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 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.
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 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.
Quicksilver Grace
Mercurial Host Detachment

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 units from your army.
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:

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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.
Pistol

Pistols can be wielded even at point-blank range.

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

  • Can be shot even if the bearer’s unit is within Engagement Range of enemy units, but must target one of those enemy units.
  • Cannot be shot alongside any other non-Pistol weapon (except by a MONSTER or VEHICLE).

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

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

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).
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.
GRENADE
1CP
Core – Wargear Stratagem
Priming their hand-held projectiles, these warriors draw back and hurl death into the enemy’s midst.
WHEN: Your Shooting phase.

TARGET: One GRENADES unit from your army (excluding units that Advanced, Fell Back or have shot this turn) that is not within Engagement Range of one or more enemy units.

EFFECT: Select one GRENADES model in your unit and one enemy unit that is not within Engagement Range of any units from your army and is within 8" of and visible to your GRENADES model. Roll six D6: for each 4+, that enemy unit suffers 1 mortal wound.
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.
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.
GO TO GROUND
1CP
Core – Battle Tactic Stratagem
Seeking salvation from incoming fire, warriors hurl themselves into whatever cover they can find.
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.

TARGET: One 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, all models in your unit have a 6+ invulnerable save and have the Benefit of Cover.

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

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 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.
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 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.
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 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.

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

Dedicated Transports
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 unit from your army that disembarked from a TRANSPORT that made a Normal move this turn.

EFFECT: Until the end of the phase, your unit is eligible to declare a charge.
Mechanised Murder
Rapid Evisceration Detachment

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 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.
Daemonic Empowerment
Carnival of Excess Detachment

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

  • While an 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 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 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.
  • Loathsome Dexterity
    10 pts
Mercurial Host Detachment

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

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.

  • Tactical Perfection
    15 pts
Mercurial Host Detachment

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.

model only. After both players have deployed their armies, select up to two 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.

  • Intoxicating Musk
    20 pts
Mercurial Host Detachment

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

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.

Starting Strength
The number of models a unit contains when it is added to your army is known as its Starting Strength.
  • Steeped in Suffering
    20 pts
Mercurial Host Detachment

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

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.

  • Faultless Opportunist
    15 pts
Peerless Bladesmen Detachment

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

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
Peerless Bladesmen Detachment

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

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
Peerless Bladesmen Detachment

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.

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

  • Rise to the Challenge
    30 pts
Peerless Bladesmen Detachment

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.

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.

  • Spearhead Striker
    20 pts
Rapid Evisceration Detachment

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

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.

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

Dedicated Transports
  • Sublime Prescience
    25 pts
Rapid Evisceration Detachment

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

INFANTRY model only. Once per turn, in your Movement phase, the bearer can use this Enhancement. If it does, select one friendly 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.

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.
  • Accomplished Tactician
    35 pts
Rapid Evisceration Detachment

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

INFANTRY model only. Once per turn, in your opponent’s Shooting phase, just after an enemy unit has shot, you can select one friendly 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 unit can embark within that Transport.

  • Heretek Adept
    35 pts
Rapid Evisceration Detachment

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

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

  • Dark Blessings
    10 pts
Carnival of Excess Detachment

This warrior has earned the favour of the Dark Prince.

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.

  • Empyric Suffusion
    15 pts
Carnival of Excess Detachment

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

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.

  • Possessed Blade
    25 pts
Carnival of Excess Detachment

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

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
Carnival of Excess Detachment

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

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.

  • Pledge of Mortal Pain
    15 pts
Coterie of the Conceited Detachment

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

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
Coterie of the Conceited Detachment

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

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.

  • Pledge of Dark Glory
    25 pts
Coterie of the Conceited Detachment

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.

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 Eternal Servitude
    25 pts
Coterie of the Conceited Detachment

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.

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).

  • Eager to Prove
    15 pts
Slaanesh’s Chosen Detachment

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

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.

  • Slayer of Champions
    15 pts
Slaanesh’s Chosen Detachment

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.

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.

  • Proud and Vainglorious
    20 pts
Slaanesh’s Chosen Detachment

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

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.

  • Repulsed by Weakness
    25 pts
Slaanesh’s Chosen Detachment

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

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.

Psychic Weapons and Abilities
Some weapons and abilities can only be used by PSYKERS. Such weapons and abilities are tagged with the word ‘Psychic’. If a Psychic weapon or ability causes any unit to suffer one or more wounds, each of those wounds is considered to have been inflicted by a Psychic Attack.

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

© Vyacheslav Maltsev 2013-2025