Unaligned Forces – Datasheets


Characters


Ambull
(⌀50mm)
M
6"
T
8
Sv
3+
W
8
Ld
8+
OC
3
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Enormous claws
Enormous claws
Melee
4
3+
6
-2
D3
WARGEAR OPTIONS
  • None

ABILITIES
CORE: Deep Strike, Feel No Pain 5+
FACTION: Unaligned Forces
Frenzy: Each time an enemy unit is selected to shoot or fight, after it has finished making its attacks, if one or more of those attacks targeted this model and this model is not destroyed, this model can fight as if it were the Fight phase.
WARGEAR ABILITIES
Borewyrm Infestation: Twice per battle, at the end of your opponent’s turn, if this model is not within Engagement Range of one or more enemy units, you can remove this model from the battlefield. In the Reinforcements step of your next Movement phase, set it up anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If the battle ends and this unit is not on the battlefield, it is destroyed.

Designer’s Note: Place two Borewyrm Infestation tokens next to this model, removing one each time this ability has been used.
UNIT COMPOSITION
  • 1 Ambull
This model is equipped with: enormous claws.
1 model
85
KEYWORDS: MONSTER, CHARACTER, AMBULL
FACTION KEYWORDS:
UNALIGNED, UNALIGNED FORCES
STRATAGEMS
BATTLEFIELD COMMAND
1CP
Boarding Actions – Strategic Ploy
BA
COMMAND RE-ROLL
1CP
Boarding Actions – Epic Deed
BA
INSANE BRAVERY
1CP
Boarding Actions – Epic Deed
BA
EXPLOSIVE CLEARANCE
1CP
Boarding Actions – Battle Tactic
BA
COUNTER-OFFENSIVE
2CP
Boarding Actions – Strategic Ploy
BA
COMMAND RE-ROLL
1CP
Core – Battle Tactic
C
INSANE BRAVERY
1CP
Core – Epic Deed
C
RAPID INGRESS
1CP
Core – Strategic Ploy
C
HEROIC INTERVENTION
1CP
Core – Strategic Ploy
C
COUNTER-OFFENSIVE
2CP
Core – Strategic Ploy
C
EPIC CHALLENGE
1CP
Core – Epic Deed
C


The Archivist
(⌀50mm)
M
5"
T
6
Sv
3+
W
6
Ld
7+
OC
2
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Atomic disassembler [ignores cover, pistol]
Atomic disassembler [ignores cover, pistol]
18"
1
3+
8
-2
2
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Eradicator glove
Eradicator glove
Melee
4
4+
8
-2
2
WARGEAR OPTIONS
  • None

ABILITIES
CORE: Lone Operative
FACTION: Unaligned Forces
Fearsome Assault: At the start of the Fight phase, each enemy unit within Engagement Range of one or more units with this ability must take a Battle-shock test.
Disruptive Influence (Aura): While an enemy unit is within 6" of this model, each time that unit takes a Battle-shock or Leadership test, subtract 1 from that test.
UNIT COMPOSITION
  • 1 Archivist – EPIC HERO
This model is equipped with: atomic disassembler; eradicator glove.
1 model
70
KEYWORDS: MONSTER, CHARACTER, EPIC HERO, THE ARCHIVIST
FACTION KEYWORDS:
UNALIGNED, UNALIGNED FORCES
STRATAGEMS
BATTLEFIELD COMMAND
1CP
Boarding Actions – Strategic Ploy
BA
COMMAND RE-ROLL
1CP
Boarding Actions – Epic Deed
BA
INSANE BRAVERY
1CP
Boarding Actions – Epic Deed
BA
EXPLOSIVE CLEARANCE
1CP
Boarding Actions – Battle Tactic
BA
COUNTER-OFFENSIVE
2CP
Boarding Actions – Strategic Ploy
BA
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
HEROIC INTERVENTION
1CP
Core – Strategic Ploy
C
COUNTER-OFFENSIVE
2CP
Core – Strategic Ploy
C
EPIC CHALLENGE
1CP
Core – Epic Deed
C

Fortifications


Aegis Defence Line With Weapon Emplacement
(⌀Use model)
M
-
T
12
Sv
2+
W
10
Ld
7+
OC
-
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Icarus lascannon [anti-fly 2+]
Icarus lascannon [anti-fly 2+]
48"
1
5+
12
-3
D6+1
Quad-gun [anti-fly 3+, twin-linked]
Quad-gun [anti-fly 3+, twin-linked]
48"
4
5+
9
-1
3
WARGEAR OPTIONS
  • This unit’s quad-gun can be replaced with 1 Icarus lascannon.

FORTIFICATION
While an enemy unit is only within Engagement Range of one or more FORTIFICATIONS from your army:
  • That unit can still be selected as the target of ranged attacks, but each time such an attack is made, unless it is made with a Pistol, subtract 1 from the Hit roll.
  • Models in that unit do not need to take Desperate Escape tests due to Falling Back while Battle-shocked, except for those that will move over enemy models when doing so.
ABILITIES
FACTION: Unaligned Forces
Defence Line: When this FORTIFICATION is set up, all parts of it must be set up within 1" of another part. While an INFANTRY model has the Benefit of Cover as a result of this FORTIFICATION (see below), that model has a 4+ invulnerable save.
Reinforced Cover: Each time a ranged attack is allocated to a model, if that model is not fully visible to every model in the attacking unit because of this FORTIFICATION, that model has the Benefit of Cover against that attack.
UNIT COMPOSITION
  • 1 Aegis Defence Line with Weapon Emplacement (4 large shield sections, 4 small shield sections and 1 gun emplacement)
This unit is equipped with: quad-gun.
1 model
145
KEYWORDS: FORTIFICATION, AEGIS DEFENCE LINE WITH WEAPON EMPLACEMENT
FACTION KEYWORDS:
UNALIGNED, UNALIGNED FORCES
STRATAGEMS
COMMAND RE-ROLL
1CP
Boarding Actions – Epic Deed
BA
INSANE BRAVERY
1CP
Boarding Actions – Epic Deed
BA
EXPLOSIVE CLEARANCE
1CP
Boarding Actions – Battle Tactic
BA
COUNTER-OFFENSIVE
2CP
Boarding Actions – Strategic Ploy
BA
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


Bastion
(⌀Use model)
M
-
T
13
Sv
2+
W
18
Ld
7+
OC
-
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Heavy bolter [sustained hits 1]
Heavy bolter [sustained hits 1]
36"
3
4+
5
-1
2
Icarus lascannon [anti-fly 2+]
Icarus lascannon [anti-fly 2+]
48"
1
5+
12
-3
D6+1
Quad-gun [anti-fly 3+, twin-linked]
Quad-gun [anti-fly 3+, twin-linked]
48"
4
5+
9
-1
3
WARGEAR OPTIONS
  • This model can be equipped with one of the following:
    • 1 comms antenna
    • 1 Icarus lascannon
    • 1 quad-gun

FORTIFICATION
While an enemy unit is only within Engagement Range of one or more FORTIFICATIONS from your army:
  • That unit can still be selected as the target of ranged attacks, but each time such an attack is made, unless it is made with a Pistol, subtract 1 from the Hit roll.
  • Models in that unit do not need to take Desperate Escape tests due to Falling Back while Battle-shocked, except for those that will move over enemy models when doing so.
ABILITIES
CORE: Deadly Demise D6, Firing Deck 10
FACTION: Unaligned Forces
Reinforced Cover: Each time a ranged attack is allocated to a model, if that model is not fully visible to every model in the attacking unit because of this FORTIFICATION, that model has the Benefit of Cover against that attack.
Roof Access: Friendly INFANTRY models can be set up or end any type of move on top of the roof section of this FORTIFICATION.
WARGEAR ABILITIES
Comms Antenna: In your Command phase, if one or more CHARACTER models are embarked within this FORTIFICATION, roll one D6: on a 5+, you gain 1CP.
UNIT COMPOSITION
  • 1 Bastion
This model is equipped with: 4 heavy bolters.
1 model
275
DAMAGED: 1-6 WOUNDS REMAINING
While this model has 1-6 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll.
TRANSPORT
This FORTIFICATION has a transport capacity of 15 INFANTRY models. Each model with a Wounds characteristic of 3 or more takes up the space of 2 models. It cannot transport non-CHARACTER models with a Wounds characteristic of 4 or more.
KEYWORDS: FORTIFICATION, TOWERING, VEHICLE, TRANSPORT, BASTION
FACTION KEYWORDS:
UNALIGNED, UNALIGNED FORCES
STRATAGEMS
COMMAND RE-ROLL
1CP
Boarding Actions – Epic Deed
BA
INSANE BRAVERY
1CP
Boarding Actions – Epic Deed
BA
EXPLOSIVE CLEARANCE
1CP
Boarding Actions – Battle Tactic
BA
COUNTER-OFFENSIVE
2CP
Boarding Actions – Strategic Ploy
BA
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


Castellum Stronghold
(⌀Use model)
M
-
T
13
Sv
2+
W
50
Ld
6+
OC
-
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Castellum air defence missiles [anti-fly 2+]
Castellum air defence missiles [anti-fly 2+]
48"
D6
4+
9
-2
D6
Castellum battle cannon [blast]
Castellum battle cannon [blast]
48"
D6+3
4+
10
-1
3
Castellum Icarus quad lascannon [anti-fly 2+, twin-linked]
Castellum Icarus quad lascannon [anti-fly 2+, twin-linked]
48"
2
4+
12
-3
D6+1
Multi-melta [melta 2]
Multi-melta [melta 2]
18"
2
4+
9
-4
D6
Twin assault cannon [devastating wounds, twin-linked]
Twin assault cannon [devastating wounds, twin-linked]
24"
6
4+
6
0
1
Twin heavy bolter [sustained hits 1, twin-linked]
Twin heavy bolter [sustained hits 1, twin-linked]
36"
3
4+
5
-1
2
Twin heavy flamer [ignores cover, torrent, twin-linked]
Twin heavy flamer [ignores cover, torrent, twin-linked]
12"
D6
N/A
5
-1
2
Twin lascannon [twin-linked]
Twin lascannon [twin-linked]
48"
1
4+
12
-3
D6+1
Whirlwind castellan launcher [blast, indirect fire]
Whirlwind castellan launcher [blast, indirect fire]
72"
D6+3
4+
8
-2
2
WARGEAR OPTIONS
  • This model can be equipped with up to three of the following (but cannot be equipped with duplicates of the same weapon):
    • 1 Castellum air defence missiles
    • 1 multi-melta
    • 1 twin assault cannon
    • 1 twin heavy bolter
    • 1 twin heavy flamer
    • 1 twin lascannon
  • This model can be equipped with up to two of the following (but cannot be equipped with duplicates of the same weapon):
    • 1 Castellum air defence missiles
    • 1 Castellum battle cannon
    • 1 Castellum Icarus quad lascannon
    • 1 multi-melta
    • 1 twin heavy bolter
    • 1 twin assault cannon
    • 1 twin heavy flamer
    • 1 twin lascannon
    • 1 Whirlwind castellan launcher
    • Comms antenna

FORTIFICATION
While an enemy unit is only within Engagement Range of one or more FORTIFICATIONS from your army:
  • That unit can still be selected as the target of ranged attacks, but each time such an attack is made, unless it is made with a Pistol, subtract 1 from the Hit roll.
  • Models in that unit do not need to take Desperate Escape tests due to Falling Back while Battle-shocked, except for those that will move over enemy models when doing so.
MIGHTY EDIFICE
You can only include this FORTIFICATION in your army in games of Onslaught size or greater.
ABILITIES
CORE: Deadly Demise 3D6, Firing Deck 45
FACTION: Unaligned Forces
Reinforced Cover: Each time a ranged attack is allocated to a model, if that model is not fully visible to every model in the attacking unit because of this FORTIFICATION, that model has the Benefit of Cover against that attack.
Stronghold: Friendly INFANTRY models can be set up or end any type of move on top of the roof section of this FORTIFICATION. Any friendly model can be set up or end any type of move on the ramp or platform section of this FORTIFICATION.
WARGEAR ABILITIES
Comms Antenna: In your Command phase, if one or more CHARACTER models are embarked within this FORTIFICATION, roll one D6: on a 5+, you gain 1CP.
UNIT COMPOSITION
  • 1 Castellum Stronghold
This model is equipped with: nothing.
DAMAGED: 1-15 WOUNDS REMAINING
While this model has 1-15 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll.
TRANSPORT
This FORTIFICATION has a transport capacity of 60 INFANTRY models. Each model with a Wounds characteristic of 3 or more takes up the space of 2 models. It cannot transport non-CHARACTER models with a Wounds characteristic of 4 or more.
KEYWORDS: FORTIFICATION, TITANIC, VEHICLE, TRANSPORT, CASTELLUM STRONGHOLD
FACTION KEYWORDS:
UNALIGNED, UNALIGNED FORCES
STRATAGEMS
COMMAND RE-ROLL
1CP
Boarding Actions – Epic Deed
BA
INSANE BRAVERY
1CP
Boarding Actions – Epic Deed
BA
EXPLOSIVE CLEARANCE
1CP
Boarding Actions – Battle Tactic
BA
COUNTER-OFFENSIVE
2CP
Boarding Actions – Strategic Ploy
BA
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


Firestorm Redoubt
(⌀Use model)
M
-
T
13
Sv
2+
W
18
Ld
7+
OC
-
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Battle cannon [blast]
Battle cannon [blast]
48"
D6+3
5+
9
-1
3
Icarus lascannon [anti-fly 2+]
Icarus lascannon [anti-fly 2+]
48"
1
5+
12
-3
D6+1
Punisher gatling cannon
Punisher gatling cannon
24"
20
5+
6
0
1
Quad-gun [anti-fly 3+, twin-linked]
Quad-gun [anti-fly 3+, twin-linked]
48"
4
5+
9
-1
3
Quad lascannon [anti-fly 2+, twin-linked]
Quad lascannon [anti-fly 2+, twin-linked]
48"
2
5+
12
-3
D6+1
WARGEAR OPTIONS
  • Each of this model’s quad lascannons can be replaced with one of the following:
    • 1 Punisher gatling cannon
    • 1 battle cannon
  • This model can be equipped with one of the following:
    • 1 comms antenna
    • 1 Icarus lascannon
    • 1 quad-gun

FORTIFICATION
While an enemy unit is only within Engagement Range of one or more FORTIFICATIONS from your army:
  • That unit can still be selected as the target of ranged attacks, but each time such an attack is made, unless it is made with a Pistol, subtract 1 from the Hit roll.
  • Models in that unit do not need to take Desperate Escape tests due to Falling Back while Battle-shocked, except for those that will move over enemy models when doing so.
ABILITIES
CORE: Deadly Demise D6, Firing Deck 10
FACTION: Unaligned Forces
Roof Access: Friendly INFANTRY models can be set up or end any type of move on top of the roof section of this FORTIFICATION.
Reinforced Cover: Each time a ranged attack is allocated to a model, if that model is not fully visible to every model in the attacking unit because of this FORTIFICATION, that model has the Benefit of Cover against that attack.
WARGEAR ABILITIES
Comms Antenna: In your Command phase, if one or more CHARACTER models are embarked within this Fortification, roll one D6: on a 5+, you gain 1CP.
UNIT COMPOSITION
  • 1 Firestorm Redoubt
This model is equipped with: 2 quad lascannons.
1 model
260
DAMAGED: 1-6 WOUNDS REMAINING
While this model has 1-6 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll.
TRANSPORT
This FORTIFICATION has a transport capacity of 15 INFANTRY models. Each model with a Wounds characteristic of 3 or more takes up the space of 2 models. It cannot transport non-CHARACTER models with a Wounds characteristic of 4 or more.
KEYWORDS: FORTIFICATION, TRANSPORT, VEHICLE, WALL OF MARTYRS, FIRESTORM REDOUBT
FACTION KEYWORDS:
UNALIGNED, UNALIGNED FORCES
STRATAGEMS
COMMAND RE-ROLL
1CP
Boarding Actions – Epic Deed
BA
INSANE BRAVERY
1CP
Boarding Actions – Epic Deed
BA
EXPLOSIVE CLEARANCE
1CP
Boarding Actions – Battle Tactic
BA
COUNTER-OFFENSIVE
2CP
Boarding Actions – Strategic Ploy
BA
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


Fortress Of Redemption
(⌀Use model)
M
-
T
13
Sv
2+
W
30
Ld
7+
OC
-
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Heavy bolter [sustained hits 1]
Heavy bolter [sustained hits 1]
36"
3
4+
5
-1
2
Redemptor lascannons [anti-fly 2+]
Redemptor lascannons [anti-fly 2+]
48"
2
4+
14
-3
D6+1
Redemptor missile silo – superfrag [blast]
Redemptor missile silo – superfrag [blast]
48"
2D6+2
4+
5
0
1
Redemptor missile silo – superkrak
Redemptor missile silo – superkrak
48"
2
4+
10
-2
D6+1
WARGEAR OPTIONS
  • This model can be equipped with up to 4 heavy bolters.

FORTIFICATION
While an enemy unit is only within Engagement Range of one or more FORTIFICATIONS from your army:
  • That unit can still be selected as the target of ranged attacks, but each time such an attack is made, unless it is made with a Pistol, subtract 1 from the Hit roll.
  • Models in that unit do not need to take Desperate Escape tests due to Falling Back while Battle-shocked, except for those that will move over enemy models when doing so.
ABILITIES
CORE: Deadly Demise 2D6, Firing Deck 20
FACTION: Unaligned Forces
Roof Access: Friendly INFANTRY models can be set up or end any type of move on top of the roof section of this FORTIFICATION.
Vantage Point: While a model is on top of the tower roof of this FORTIFICATION, improve the Armour Penetration characteristic of ranged weapons equipped by that model by 1.
Reinforced Cover: Each time a ranged attack is allocated to a model, if that model is not fully visible to every model in the attacking unit because of this FORTIFICATION, that model has the Benefit of Cover against that attack.
UNIT COMPOSITION
  • 1 Fortress of Redemption
This model is equipped with: redemptor lascannons; redemptor missile silo.
1 model
480
DAMAGED: 1-10 WOUNDS REMAINING
While this model has 1-10 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll.
TRANSPORT
This FORTIFICATION has a transport capacity of 20 INFANTRY models. Each model with a Wounds characteristic of 3 or more takes up the space of 2 models. It cannot transport non-CHARACTER models with a Wounds characteristic of 4 or more.
KEYWORDS: FORTIFICATION, TRANSPORT, TITANIC, VEHICLE, TOWERING, FORTRESS OF REDEMPTION
FACTION KEYWORDS:
UNALIGNED, UNALIGNED FORCES
STRATAGEMS
COMMAND RE-ROLL
1CP
Boarding Actions – Epic Deed
BA
INSANE BRAVERY
1CP
Boarding Actions – Epic Deed
BA
EXPLOSIVE CLEARANCE
1CP
Boarding Actions – Battle Tactic
BA
COUNTER-OFFENSIVE
2CP
Boarding Actions – Strategic Ploy
BA
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


Imperial Fortress Walls
(⌀Use model)
M
-
T
14
Sv
2+
W
80
Ld
7+
OC
-
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Twin long-barrelled autocannon [twin-linked]
Twin long-barrelled autocannon [twin-linked]
60"
2
4+
9
-1
3
Twin heavy bolter [sustained hits 1, twin-linked]
Twin heavy bolter [sustained hits 1, twin-linked]
36"
3
4+
5
-1
2
Twin lascannon [twin-linked]
Twin lascannon [twin-linked]
48"
1
4+
12
-3
D6+1
WARGEAR OPTIONS
  • Any number of gate tower section’s twin heavy bolters can each be replaced with 1 twin lascannon.
  • Each tower section can be equipped with one of the following:
    • 1 twin lascannon
    • 1 twin heavy bolter

MIGHTY EDIFICE
MIGHTY EDIFICE: You can only include this FORTIFICATION in your army in games of Onslaught(Up to 1000 pts) size or greater.
FORTIFICATION
While an enemy unit is only within Engagement Range of one or more FORTIFICATIONS from your army:
  • That unit can still be selected as the target of ranged attacks, but each time such an attack is made, unless it is made with a Pistol, subtract 1 from the Hit roll.
  • Models in that unit do not need to take Desperate Escape tests due to Falling Back while Battle-shocked, except for those that will move over enemy models when doing so.
ABILITIES
CORE: Deadly Demise 3D6, Firing Deck 30
FACTION: Unaligned Forces
Reinforced Cover: Each time a ranged attack is allocated to a model, if that model is not fully visible to every model in the attacking unit because of this FORTIFICATION, that model has the Benefit of Cover against that attack.
Battlements: Friendly INFANTRY models can be set up or end any type of move on top of the flat platform section of this FORTIFICATION.
Fortress: When this FORTIFICATION is set up, all parts of it must be set up in contact with another part.
UNIT COMPOSITION
  • 1 Imperial Fortress Walls (1 gate section, 2 gate tower sections, 2 tower sections and 2 wall sections)
Every gate tower section is equipped with: twin heavy bolter.

Every tower section is equipped with: twin long-barrelled autocannon.
DAMAGED: 1-30 WOUNDS REMAINING
While this model has 1-30 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll.
TRANSPORT
This FORTIFICATION has a transport capacity of 65 INFANTRY models. Each model with a Wounds characteristic of 3 or more takes up the space of 2 models. It cannot transport non-CHARACTER models with a Wounds characteristic of 4 or more.
KEYWORDS: FORTIFICATION, TITANIC, VEHICLE, TOWERING, TRANSPORT, IMPERIAL FORTRESS WALLS
FACTION KEYWORDS:
UNALIGNED, UNALIGNED FORCES
STRATAGEMS
COMMAND RE-ROLL
1CP
Boarding Actions – Epic Deed
BA
INSANE BRAVERY
1CP
Boarding Actions – Epic Deed
BA
EXPLOSIVE CLEARANCE
1CP
Boarding Actions – Battle Tactic
BA
COUNTER-OFFENSIVE
2CP
Boarding Actions – Strategic Ploy
BA
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


Macro-cannon Aquila Strongpoint
(⌀Use model)
M
-
T
13
Sv
2+
W
30
Ld
7+
OC
-
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Aquila macro-cannon
Aquila macro-cannon
72"
D6+6
5+
16
-4
4
Heavy bolter [sustained hits 1]
Heavy bolter [sustained hits 1]
36"
3
4+
5
-1
2
WARGEAR OPTIONS
  • This model can be equipped with up to 4 heavy bolters.

FORTIFICATION
While an enemy unit is only within Engagement Range of one or more FORTIFICATIONS from your army:
  • That unit can still be selected as the target of ranged attacks, but each time such an attack is made, unless it is made with a Pistol, subtract 1 from the Hit roll.
  • Models in that unit do not need to take Desperate Escape tests due to Falling Back while Battle-shocked, except for those that will move over enemy models when doing so.
ABILITIES
CORE: Deadly Demise 2D6, Firing Deck 15
FACTION: Unaligned Forces
Roof Access: Friendly INFANTRY models can be set up or end any type of move on top of the roof section of this FORTIFICATION.
Tremor Quake: In your Shooting phase, just after selecting a target for this model’s Aquila macro-cannon, the target unit and every other enemy INFANTRY unit within 3" of that unit must take a Battle-shock test.
Reinforced Cover: Each time a ranged attack is allocated to a model, if that model is not fully visible to every model in the attacking unit because of this FORTIFICATION, that model has the Benefit of Cover against that attack.
UNIT COMPOSITION
  • 1 Macro-cannon Aquila Strongpoint
This model is equipped with: Aquila macro-cannon.
1 model
550
DAMAGED: 1-10 WOUNDS REMAINING
While this model has 1-10 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll.
TRANSPORT
This FORTIFICATION has a transport capacity of 30 Infantry models. Each model with a Wounds characteristic of 3 or more takes up the space of 2 models. It cannot transport non-CHARACTER models with a Wounds characteristic of 4 or more.
KEYWORDS: FORTIFICATION, TITANIC, VEHICLE, TRANSPORT, WALL OF MARTYRS, MACRO-CANNON AQUILA STRONGPOINT
FACTION KEYWORDS:
UNALIGNED, UNALIGNED FORCES
STRATAGEMS
COMMAND RE-ROLL
1CP
Boarding Actions – Epic Deed
BA
INSANE BRAVERY
1CP
Boarding Actions – Epic Deed
BA
EXPLOSIVE CLEARANCE
1CP
Boarding Actions – Battle Tactic
BA
COUNTER-OFFENSIVE
2CP
Boarding Actions – Strategic Ploy
BA
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


Plasma Obliterator
(⌀Use model)
M
-
T
13
Sv
2+
W
18
Ld
7+
OC
-
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Plasma obliterator – standard [blast]
Plasma obliterator – standard [blast]
48"
D6+3
5+
9
-3
3
Plasma obliterator – supercharge [blast, hazardous]
Plasma obliterator – supercharge [blast, hazardous]
48"
D6+3
5+
10
-4
4
WARGEAR OPTIONS
  • None

FORTIFICATION
While an enemy unit is only within Engagement Range of one or more FORTIFICATIONS from your army:
  • That unit can still be selected as the target of ranged attacks, but each time such an attack is made, unless it is made with a Pistol, subtract 1 from the Hit roll.
  • Models in that unit do not need to take Desperate Escape tests due to Falling Back while Battle-shocked, except for those that will move over enemy models when doing so.
ABILITIES
CORE: Deadly Demise D6, Firing Deck 10
FACTION: Unaligned Forces
Emergency Plasma Vents: Each time this FORTIFICATION suffers a mortal wound as the result of a failed Hazardous test, roll one D6: on a 4+, that wound is not lost.
Reinforced Cover: Each time a ranged attack is allocated to a model, if that model is not fully visible to every model in the attacking unit because of this FORTIFICATION, that model has the Benefit of Cover against that attack.
UNIT COMPOSITION
  • 1 Plasma Obliterator
This model is equipped with: plasma obliterator.
1 model
225
DAMAGED: 1-6 WOUNDS REMAINING
While this model has 1-6 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll.
TRANSPORT
This FORTIFICATION has a transport capacity of 20 Infantry models. Each model with a Wounds characteristic of 3 or more takes up the space of 2 models. It cannot transport non-CHARACTER models with a Wounds characteristic of 4 or more.
KEYWORDS: FORTIFICATION, TRANSPORT, VEHICLE, TOWERING, PLASMA OBLITERATOR
FACTION KEYWORDS:
UNALIGNED, UNALIGNED FORCES
STRATAGEMS
COMMAND RE-ROLL
1CP
Boarding Actions – Epic Deed
BA
INSANE BRAVERY
1CP
Boarding Actions – Epic Deed
BA
EXPLOSIVE CLEARANCE
1CP
Boarding Actions – Battle Tactic
BA
COUNTER-OFFENSIVE
2CP
Boarding Actions – Strategic Ploy
BA
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


Primaris Redoubt
(⌀Use model)
M
-
T
12
Sv
3+
W
18
Ld
7+
OC
-
INVULNERABLE SAVE
5+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Battle cannon [BLAST]
Battle cannon [BLAST]
48"
D6+3
4+
9
-1
3
Heavy bolter [SUSTAINED HITS 1]
Heavy bolter [SUSTAINED HITS 1]
36"
3
4+
5
-1
2
Multi-melta [MELTA 2]
Multi-melta [MELTA 2]
18"
2
4+
9
-4
D6
Primaris Icarus lascannon [anti-fly 2+]
Primaris Icarus lascannon [anti-fly 2+]
48"
1
4+
12
-3
D6+1
Primaris Icarus quad lascannon [anti-fly 2+, twin-linked]
Primaris Icarus quad lascannon [anti-fly 2+, twin-linked]
48"
2
4+
12
-3
D6+1
Primaris air defence missiles [anti-fly 2+]
Primaris air defence missiles [anti-fly 2+]
48"
D6
4+
6
-2
2
Primaris castellan launcher [blast, indirect fire]
Primaris castellan launcher [blast, indirect fire]
72"
D6+1
4+
6
0
1
Primaris quad-gun
Primaris quad-gun
48"
4
4+
8
-1
2
Primaris Redoubt turbo-laser destructor [blast]
Primaris Redoubt turbo-laser destructor [blast]
96"
D3+1
4+
16
-3
D6+3
Primaris vengeance launcher [blast, indirect fire]
Primaris vengeance launcher [blast, indirect fire]
72"
D3+1
4+
7
-1
2
Twin heavy bolter [SUSTAINED HITS 1, TWIN-LINKED]
Twin heavy bolter [SUSTAINED HITS 1, TWIN-LINKED]
36"
3
4+
5
-1
2
Twin heavy flamer [IGNORES COVER, TORRENT, TWIN-LINKED]
Twin heavy flamer [IGNORES COVER, TORRENT, TWIN-LINKED]
12"
D6
N/A
5
-1
1
Twin lascannon [TWIN-LINKED]
Twin lascannon [TWIN-LINKED]
48"
1
4+
12
-3
D6+1
WARGEAR OPTIONS
  • This model can be equipped with one of the following:
    • 1 Primaris air defence missiles
    • 1 battle cannon
    • 1 Primaris Icarus lascannon
    • 1 Primaris Icarus quad lascannon
    • 1 multi-melta
    • 1 Primaris quad-gun
    • 1 twin heavy bolter
    • 1 twin heavy flamer
    • 1 twin lascannon
    • 1 Primaris castellan launcher
    • 1 Primaris vengeance launcher
  • This model can be equipped with up to 4 heavy bolters.

FORTIFICATION
While an enemy unit is only within Engagement Range of one or more FORTIFICATIONS from your army:
  • That unit can still be selected as the target of ranged attacks, but each time such an attack is made, unless it is made with a Pistol, subtract 1 from the Hit roll.
  • Models in that unit do not need to take Desperate Escape tests due to Falling Back while Battle-shocked, except for those that will move over enemy models when doing so.
ABILITIES
CORE: Deadly Demise D6
FACTION: Unaligned Forces
Gates: When this FORTIFICATION is first set up on the battlefield, each gate section can be set up with its gate open or closed. In your Command phase, you can open or close the gate of each of this model’s gate sections. While a gate is open, models can move and draw line of sight through it as if it were not there.
Battlements: Friendly INFANTRY models can be set up or end any type of move on top of the flat battlement sections of this FORTIFICATION.
Reinforced Cover: Each time a ranged attack is allocated to a model, if that model is not fully visible to every model in the attacking unit because of this FORTIFICATION, that model has the Benefit of Cover against that attack.
UNIT COMPOSITION
  • 1 Primaris Redoubt
This model is equipped with: Primaris Redoubt turbo-laser destructor.
1 model
220
DAMAGED: 1-6 WOUNDS REMAINING
While this model has 1-6 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll.
KEYWORDS: FORTIFICATION, VEHICLE, PRIMARIS REDOUBT
FACTION KEYWORDS:
UNALIGNED, UNALIGNED FORCES
STRATAGEMS
COMMAND RE-ROLL
1CP
Boarding Actions – Epic Deed
BA
INSANE BRAVERY
1CP
Boarding Actions – Epic Deed
BA
EXPLOSIVE CLEARANCE
1CP
Boarding Actions – Battle Tactic
BA
COUNTER-OFFENSIVE
2CP
Boarding Actions – Strategic Ploy
BA
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


Skyshield Landing Pad
(⌀Use model)
M
-
T
12
Sv
3+
W
16
Ld
7+
OC
-
INVULNERABLE SAVE
5+
WARGEAR OPTIONS
  • None

FORTIFICATION
While an enemy unit is only within Engagement Range of one or more FORTIFICATIONS from your army:
  • That unit can still be selected as the target of ranged attacks, but each time such an attack is made, unless it is made with a Pistol, subtract 1 from the Hit roll.
  • Models in that unit do not need to take Desperate Escape tests due to Falling Back while Battle-shocked, except for those that will move over enemy models when doing so.
ABILITIES
CORE: Deadly Demise D3
FACTION: Unaligned Forces
Skyshield: Friendly INFANTRY models and friendly units that can Fly can be set up or end any type of move on top of the platform section of this FORTIFICATION. While such a model is on the platform section of this FORTIFICATION, that model has a 5+ invulnerable save against ranged attacks.
Repair Aircraft: At the end of your Movement phase, if there is a friendly Aircraft model on top of this FORTIFICATION, that AIRCRAFT regains up to D3 lost wounds.
Reinforced Cover: Each time a ranged attack is allocated to a model, if that model is not fully visible to every model in the attacking unit because of this FORTIFICATION, that model has the Benefit of Cover against that attack.
UNIT COMPOSITION
  • 1 Skyshield Landing Pad
This unit is equipped with: nothing.
1 model
125
KEYWORDS: FORTIFICATION, SKYSHIELD LANDING PAD
FACTION KEYWORDS:
UNALIGNED, UNALIGNED FORCES
STRATAGEMS
COMMAND RE-ROLL
1CP
Boarding Actions – Epic Deed
BA
INSANE BRAVERY
1CP
Boarding Actions – Epic Deed
BA
EXPLOSIVE CLEARANCE
1CP
Boarding Actions – Battle Tactic
BA
COUNTER-OFFENSIVE
2CP
Boarding Actions – Strategic Ploy
BA
COMMAND RE-ROLL
1CP
Core – Battle Tactic
C
INSANE BRAVERY
1CP
Core – Epic Deed
C
RAPID INGRESS
1CP
Core – Strategic Ploy
C


Vengeance Weapon Battery
(⌀Use model)
M
-
T
13
Sv
2+
W
10
Ld
7+
OC
-
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Battle cannon [blast]
Battle cannon [blast]
48"
D6+3
5+
9
-1
3
Punisher gatling cannon
Punisher gatling cannon
24"
20
5+
6
0
1
Quad-lascannon [anti-fly 2+, twin-linked]
Quad-lascannon [anti-fly 2+, twin-linked]
48"
2
5+
12
-3
D6+1
WARGEAR OPTIONS
  • This model’s battle cannon can be replaced with one of the following:
    • 1 Punisher gatling cannon
    • 1 quad-lascannon

FORTIFICATION
While an enemy unit is only within Engagement Range of one or more FORTIFICATIONS from your army:
  • That unit can still be selected as the target of ranged attacks, but each time such an attack is made, unless it is made with a Pistol, subtract 1 from the Hit roll.
  • Models in that unit do not need to take Desperate Escape tests due to Falling Back while Battle-shocked, except for those that will move over enemy models when doing so.
ABILITIES
CORE: Deadly Demise D3
FACTION: Unaligned Forces
Automated Defences: Each time this model makes a ranged attack that targets the closest enemy unit:
  • If that attack is made with a Punisher gatling cannon and the target is not a MONSTER or VEHICLE, add 1 to the Hit roll.
  • If that attack is made with a battle cannon and the target is a MONSTER or VEHICLE, add 1 to the Hit roll.
  • If that attack is made with a quad-lascannon and the target can Fly, add 1 to the Hit roll.
Reinforced Cover: Each time a ranged attack is allocated to a model, if that model is not fully visible to every model in the attacking unit because of this FORTIFICATION, that model has the Benefit of Cover against that attack.
UNIT COMPOSITION
  • 1 Vengeance Weapon Battery
This model is equipped with: battle cannon.
1 model
140
KEYWORDS: FORTIFICATION, WALL OF MARTYRS, VEHICLE, VENGEANCE WEAPON BATTERY
FACTION KEYWORDS:
UNALIGNED, UNALIGNED FORCES
STRATAGEMS
COMMAND RE-ROLL
1CP
Boarding Actions – Epic Deed
BA
INSANE BRAVERY
1CP
Boarding Actions – Epic Deed
BA
EXPLOSIVE CLEARANCE
1CP
Boarding Actions – Battle Tactic
BA
COUNTER-OFFENSIVE
2CP
Boarding Actions – Strategic Ploy
BA
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


Void Shield Generator
(⌀Use model)
M
-
T
12
Sv
3+
W
16
Ld
7+
OC
-
INVULNERABLE SAVE
4+
WARGEAR OPTIONS
  • None

FORTIFICATION
While an enemy unit is only within Engagement Range of one or more FORTIFICATIONS from your army:
  • That unit can still be selected as the target of ranged attacks, but each time such an attack is made, unless it is made with a Pistol, subtract 1 from the Hit roll.
  • Models in that unit do not need to take Desperate Escape tests due to Falling Back while Battle-shocked, except for those that will move over enemy models when doing so.
ABILITIES
CORE: Deadly Demise D6
FACTION: Unaligned Forces
Reinforced Cover: Each time a ranged attack is allocated to a model, if that model is not fully visible to every model in the attacking unit because of this FORTIFICATION, that model has the Benefit of Cover against that attack.
Projected Void Shields (Aura): While a friendly model is wholly within 6" of this FORTIFICATION, that model has a 4+ invulnerable save against ranged attacks.
UNIT COMPOSITION
  • 1 Void Shield Generator
This model is equipped with: nothing.
1 model
155
KEYWORDS: FORTIFICATION, VOID SHIELD GENERATOR
FACTION KEYWORDS:
UNALIGNED, UNALIGNED FORCES
STRATAGEMS
COMMAND RE-ROLL
1CP
Boarding Actions – Epic Deed
BA
INSANE BRAVERY
1CP
Boarding Actions – Epic Deed
BA
EXPLOSIVE CLEARANCE
1CP
Boarding Actions – Battle Tactic
BA
COUNTER-OFFENSIVE
2CP
Boarding Actions – Strategic Ploy
BA
COMMAND RE-ROLL
1CP
Core – Battle Tactic
C
INSANE BRAVERY
1CP
Core – Epic Deed
C
RAPID INGRESS
1CP
Core – Strategic Ploy
C


Vortex Missile Strongpoint
(⌀Use model)
M
-
T
13
Sv
2+
W
30
Ld
7+
OC
-
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Heavy bolter [sustained hits 1]
Heavy bolter [sustained hits 1]
36"
3
4+
5
-1
2
Vortex missile battery [blast, devastating wounds, hazardous, indirect fire]
Vortex missile battery [blast, devastating wounds, hazardous, indirect fire]
72"
D6+3
5+
16
-4
D6
WARGEAR OPTIONS
  • This model can be equipped with up to 4 heavy bolters.

FORTIFICATION
While an enemy unit is only within Engagement Range of one or more FORTIFICATIONS from your army:
  • That unit can still be selected as the target of ranged attacks, but each time such an attack is made, unless it is made with a Pistol, subtract 1 from the Hit roll.
  • Models in that unit do not need to take Desperate Escape tests due to Falling Back while Battle-shocked, except for those that will move over enemy models when doing so.
ABILITIES
CORE: Deadly Demise 2D6, Firing Deck 15
FACTION: Unaligned Forces
Roof Access: Friendly INFANTRY models can be set up or end any type of move on top of the roof section of this FORTIFICATION.
Vortex: In your Shooting phase, each time you select a target for this model’s vortex missile battery, roll one D6 for the target unit and one D6 for every other enemy unit within 3" of the target unit. On a 4+, the unit being rolled for is struck by the vortex; after resolving all of this model’s attacks against the target unit, each unit struck by the vortex suffers D3 mortal wounds.
Reinforced Cover: Each time a ranged attack is allocated to a model, if that model is not fully visible to every model in the attacking unit because of this FORTIFICATION, that model has the Benefit of Cover against that attack.
UNIT COMPOSITION
  • 1 Vortex Missile Strongpoint
This model is equipped with: vortex missile battery.
1 model
525
DAMAGED: 1-10 WOUNDS REMAINING
While this model has 1-10 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll.
TRANSPORT
This FORTIFICATION has a transport capacity of 30 INFANTRY models. Each model with a Wounds characteristic of 3 or more takes up the space of 2 models. It cannot transport non- CHARACTER models with a Wounds characteristic of 4 or more.
KEYWORDS: FORTIFICATION, TITANIC, VEHICLE, TRANSPORT, WALL OF MARTYRS, VORTEX MISSILE STRONGPOINT
FACTION KEYWORDS:
UNALIGNED, UNALIGNED FORCES
STRATAGEMS
COMMAND RE-ROLL
1CP
Boarding Actions – Epic Deed
BA
INSANE BRAVERY
1CP
Boarding Actions – Epic Deed
BA
EXPLOSIVE CLEARANCE
1CP
Boarding Actions – Battle Tactic
BA
COUNTER-OFFENSIVE
2CP
Boarding Actions – Strategic Ploy
BA
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


Wall Of Martyrs Bunker
(⌀Use model)
M
-
T
13
Sv
2+
W
10
Ld
7+
OC
-
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Icarus lascannon [anti-fly 2+]
Icarus lascannon [anti-fly 2+]
48"
1
5+
12
-3
D6+1
Quad-gun [anti-fly 3+, twin-linked]
Quad-gun [anti-fly 3+, twin-linked]
48"
4
5+
9
-1
3
WARGEAR OPTIONS
  • This model can be equipped with one of the following:
    • 1 comms antenna
    • 1 Icarus lascannon
    • 1 quad-gun

FORTIFICATION
While an enemy unit is only within Engagement Range of one or more FORTIFICATIONS from your army:
  • That unit can still be selected as the target of ranged attacks, but each time such an attack is made, unless it is made with a Pistol, subtract 1 from the Hit roll.
  • Models in that unit do not need to take Desperate Escape tests due to Falling Back while Battle-shocked, except for those that will move over enemy models when doing so.
ABILITIES
CORE: Deadly Demise D3, Firing Deck 6
FACTION: Unaligned Forces
Roof Access: Friendly INFANTRY models can be set up or end any type of move on top of the roof section of this FORTIFICATION.
Inviolable Bastion: Each time an attack is allocated to this FORTIFICATION, subtract 1 from the Damage characteristic of that attack.
Reinforced Cover: Each time a ranged attack is allocated to a model, if that model is not fully visible to every model in the attacking unit because of this FORTIFICATION, that model has the Benefit of Cover against that attack.
WARGEAR ABILITIES
Comms Antenna: In your Command phase, if one or more CHARACTER models are embarked within this FORTIFICATION, roll one D6: on a 5+, you gain 1CP.
UNIT COMPOSITION
  • 1 Wall of Martyrs Bunker
This model is equipped with: nothing.
1 model
180
TRANSPORT
This FORTIFICATION has a transport capacity of 11 INFANTRY models. Each model with a Wounds characteristic of 3 or more takes up the space of 2 models. It cannot transport non-CHARACTER models with a Wounds characteristic of 4 or more.
KEYWORDS: FORTIFICATION, TRANSPORT, VEHICLE, WALL OF MARTYRS, BUNKER
FACTION KEYWORDS:
UNALIGNED, UNALIGNED FORCES
STRATAGEMS
COMMAND RE-ROLL
1CP
Boarding Actions – Epic Deed
BA
INSANE BRAVERY
1CP
Boarding Actions – Epic Deed
BA
EXPLOSIVE CLEARANCE
1CP
Boarding Actions – Battle Tactic
BA
COUNTER-OFFENSIVE
2CP
Boarding Actions – Strategic Ploy
BA
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


Wall Of Martyrs Defence Emplacement
(⌀Use model)
M
-
T
12
Sv
2+
W
10
Ld
7+
OC
-
WARGEAR OPTIONS
  • None

FORTIFICATION
While an enemy unit is only within Engagement Range of one or more FORTIFICATIONS from your army:
  • That unit can still be selected as the target of ranged attacks, but each time such an attack is made, unless it is made with a Pistol, subtract 1 from the Hit roll.
  • Models in that unit do not need to take Desperate Escape tests due to Falling Back while Battle-shocked, except for those that will move over enemy models when doing so.
ABILITIES
FACTION: Unaligned Forces
Defence Line: While an INFANTRY model has the Benefit of Cover as a result of this Fortification(see below), that model has a 4+ invulnerable save.
Trench Line: Friendly INFANTRY models can be set up or end any type of move on top of the flat platform section of this FORTIFICATION.
Reinforced Cover: Each time a ranged attack is allocated to a model, if that model is not fully visible to every model in the attacking unit because of this FORTIFICATION, that model has the Benefit of Cover against that attack.
UNIT COMPOSITION
  • 1 Wall of Martyrs Defence Emplacement
This model is equipped with: nothing.
1 model
140
KEYWORDS: FORTIFICATION, WALL OF MARTYRS, DEFENCE EMPLACEMENT
FACTION KEYWORDS:
UNALIGNED, UNALIGNED FORCES
STRATAGEMS
COMMAND RE-ROLL
1CP
Boarding Actions – Epic Deed
BA
INSANE BRAVERY
1CP
Boarding Actions – Epic Deed
BA
EXPLOSIVE CLEARANCE
1CP
Boarding Actions – Battle Tactic
BA
COUNTER-OFFENSIVE
2CP
Boarding Actions – Strategic Ploy
BA
COMMAND RE-ROLL
1CP
Core – Battle Tactic
C
INSANE BRAVERY
1CP
Core – Epic Deed
C
RAPID INGRESS
1CP
Core – Strategic Ploy
C


Wall Of Martyrs Defence Line
(⌀Use model)
M
-
T
12
Sv
2+
W
10
Ld
7+
OC
-
WARGEAR OPTIONS
  • None

FORTIFICATION
While an enemy unit is only within Engagement Range of one or more FORTIFICATIONS from your army:
  • That unit can still be selected as the target of ranged attacks, but each time such an attack is made, unless it is made with a Pistol, subtract 1 from the Hit roll.
  • Models in that unit do not need to take Desperate Escape tests due to Falling Back while Battle-shocked, except for those that will move over enemy models when doing so.
ABILITIES
FACTION: Unaligned Forces
Defence Line: When this FORTIFICATION is set up, all parts of it must be set up within 1" of another part. While an INFANTRY model has the Benefit of Cover as a result of this FORTIFICATION (see in FORTIFICATION section), that model has a 4+ invulnerable save.
Trench Line: Friendly INFANTRY models can be set up or end any type of move on top of the flat platform section of this FORTIFICATION.
Reinforced Cover: Each time a ranged attack is allocated to a model, if that model is not fully visible to every model in the attacking unit because of this FORTIFICATION, that model has the Benefit of Cover against that attack.
UNIT COMPOSITION
  • 1-2 Wall of Martyrs Defence Lines
This unit is equipped with: nothing.
1 model
140
2 models
280
KEYWORDS: FORTIFICATION, WALL OF MARTYRS, DEFENCE LINE
FACTION KEYWORDS:
UNALIGNED, UNALIGNED FORCES
STRATAGEMS
COMMAND RE-ROLL
1CP
Boarding Actions – Epic Deed
BA
INSANE BRAVERY
1CP
Boarding Actions – Epic Deed
BA
EXPLOSIVE CLEARANCE
1CP
Boarding Actions – Battle Tactic
BA
COUNTER-OFFENSIVE
2CP
Boarding Actions – Strategic Ploy
BA
COMMAND RE-ROLL
1CP
Core – Battle Tactic
C
INSANE BRAVERY
1CP
Core – Epic Deed
C
RAPID INGRESS
1CP
Core – Strategic Ploy
C

Other


Guardian Drone
(⌀50mm)
M
5"
T
7
Sv
3+
W
7
Ld
6+
OC
2
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Destroyer pulse [pistol]
Destroyer pulse [pistol]
18"
1
4+
8
-2
2
Guardian salvo launchers [blast]
Guardian salvo launchers [blast]
24"
D6
4+
5
-1
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Manipulator limbs
Manipulator limbs
Melee
4
4+
5
0
1
WARGEAR OPTIONS
  • None

ABILITIES
CORE: Feel No Pain 5+
FACTION: Unaligned Forces
Drone Commander (Aura): While a friendly SPINDLE DRONES unit is within 6" of this model, each time a model in that unit makes an attack, add 1 to the Hit roll.
UNIT COMPOSITION
  • 1 Guardian Drone
This model is equipped with: destroyer pulse; Guardian salvo launchers; manipulator limbs.
1 model
45
KEYWORDS: MONSTER, GUARDIAN DRONE
FACTION KEYWORDS:
UNALIGNED, UNALIGNED FORCES
STRATAGEMS
COMMAND RE-ROLL
1CP
Boarding Actions – Epic Deed
BA
INSANE BRAVERY
1CP
Boarding Actions – Epic Deed
BA
EXPLOSIVE CLEARANCE
1CP
Boarding Actions – Battle Tactic
BA
COUNTER-OFFENSIVE
2CP
Boarding Actions – Strategic Ploy
BA
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
HEROIC INTERVENTION
1CP
Core – Strategic Ploy
C
COUNTER-OFFENSIVE
2CP
Core – Strategic Ploy
C


Spindle Drones
(⌀25mm)
M
6"
T
4
Sv
4+
W
2
Ld
6+
OC
1
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Drone pulse [pistol]
Drone pulse [pistol]
18"
1
4+
4
0
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Close combat weapon
Close combat weapon
Melee
1
4+
3
0
1
WARGEAR OPTIONS
  • None

ABILITIES
CORE: Feel No Pain 5+
FACTION: Unaligned Forces
Threat Level Rising: Each time a model in this unit makes an attack, add 1 to the Hit roll if this unit is below its Starting Strength, and add 1 to the Wound roll as well if this unit is Below Half-strength.
UNIT COMPOSITION
  • 4 Spindle Drones
Every model is equipped with: drone pulse; close combat weapon.
4 models
35
KEYWORDS: INFANTRY, SPINDLE DRONES
FACTION KEYWORDS:
UNALIGNED, UNALIGNED FORCES
STRATAGEMS
COMMAND RE-ROLL
1CP
Boarding Actions – Epic Deed
BA
INSANE BRAVERY
1CP
Boarding Actions – Epic Deed
BA
EXPLOSIVE CLEARANCE
1CP
Boarding Actions – Battle Tactic
BA
COUNTER-OFFENSIVE
2CP
Boarding Actions – Strategic Ploy
BA
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
GO TO GROUND
1CP
Core – Battle Tactic
C
HEROIC INTERVENTION
1CP
Core – Strategic Ploy
C
COUNTER-OFFENSIVE
2CP
Core – Strategic Ploy
C
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.
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.
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.
Unaligned Forces
You can include UNALIGNED FORCES units in your army even if they do not have the Faction keyword you selected in the Select Army Faction step. The combined points value of UNALIGNED FORCES units you can include in your army depends on the battle size, as follows:
  • Incursion: Up to 250 pts
  • Strike Force: Up to 500 pts
  • Onslaught: Up to 1000 pts
No UNALIGNED FORCES models can be your WARLORD.
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.
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.
Before selecting targets for this weapon, select one of its profiles to make attacks with.

The MONSTER keyword is used in the following Unaligned Forces 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%.

The CHARACTER keyword is used in the following Unaligned Forces datasheets:

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.
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).
BATTLEFIELD COMMAND
1CP
Boarding Actions – Strategic Ploy Stratagem
The commander's authoritative tone cuts through the din of battle, guiding the actions of nearby troops.
WHEN: Start or end of any phase.

TARGET: One Leader unit from your army and one friendly Bodyguard unit within 6" of it that it could normally be attached to.

EFFECT: Select one of your Leader unit’s Leader abilities. Until the start of your next Command phase, that Bodyguard unit is treated as being led by that Leader unit for the purposes of that Leader ability.

RESTRICTIONS: Once you target a unit with this Stratagem, that unit cannot be targeted with it again until your next Command 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.
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.
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.
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.
COMMAND RE-ROLL
1CP
Boarding Actions – Epic Deed 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 have made a Hit roll, a Wound roll, a Damage roll, a saving throw, an Advance roll, a Charge roll, a Desperate Escape test, a Hazardous test, or just after you have rolled the dice to determine the number of attacks made with a weapon, for an attack, model or unit from your army.

TARGET: That unit or model from your army.

EFFECT: You re-roll that roll, test or saving throw.
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
Boarding Actions – 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 after you have failed a Battle-shock test taken for a unit from your army.

TARGET: The unit from your army that Battle-shock test was just taken for (even though your Battle-shocked units cannot normally be affected by your Stratagems).

EFFECT: Your unit is treated as having passed that test instead, and is not Battle-shocked as a result.
Blast

High-explosives can fell several warriors in a single blast, but firing them where your comrades will get caught in the ensuing detonation is simply unwise.

Weapons with [BLAST] in their profile are known as Blast weapons, and they make a random number of attacks. Each time you determine how many attacks are made with a Blast weapon, add 1 to the result for every five models that were in the target unit when you selected it as the target (rounding down). Blast weapons can never be used to make attacks against a unit that is within Engagement Range of one or more units from the attacking model’s army (including its own unit).

Example: If a weapon with the [BLAST] ability and an Attacks characteristic of 2D6 targets a unit that contains 11 models, and the roll to determine how many attacks are made is a 9, a total of 11 attacks would be made against that unit.

  • Add 1 to the Attacks characteristic for every five models in the target unit (rounding down).
  • Can never be used against a target that is within Engagement Range of any units from the attacking model’s army (including its own).
EXPLOSIVE CLEARANCE
1CP
Boarding Actions – Battle Tactic Stratagem
A well-placed explosive munition in confined shipboard spaces can cause bloody carnage.
WHEN: Your Shooting phase.

TARGET: One unit from your army that has not been selected to shoot this phase.

EFFECT: Select one model in your unit that is equipped with a weapon with the [BLAST] ability. Until the end of the phase, when determining how many models are in the target unit for the purpose of that ability, include models that are not visible to the attacking model. In addition, attacks made with that weapon can be allocated to models that are not visible to the attacking model.
COUNTER-OFFENSIVE
2CP
Boarding Actions – 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.
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.
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.
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.
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.
LONE OPERATIVE

Assassins and other covert agents are difficult to track and pinpoint in the swirling maelstrom of battle.

Unless part of an Attached unit (see Leader), this unit can only be selected as the target of a ranged attack if the attacking model is within 12".
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.
Ignores Cover

Some weapons are designed to root enemy formations out of entrenched positions.

Weapons with [IGNORES COVER] in their profile are known as Ignores Cover weapons. Each time an attack is made with such a weapon, the target cannot have the Benefit of Cover against that attack.
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).
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, Fall Back or Charge move.

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.
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.
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.
Anti

Certain weapons are the bane of a particular foe.

Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a weapon against a target with the keyword after the word ‘Anti-’, an unmodified Wound roll of ‘x+’ scores a Critical Wound.

Example: An attack made with an [ANTI-VEHICLE 4+] weapon will score a Critical Wound against – and so successfully wound – a VEHICLE unit on an unmodified Wound roll of 4+, while an attack made with an [ANTI-PSYKER 2+] weapon will score a Critical Wound against – and so successfully wound – a PSYKER unit on an unmodified Wound roll of 2+.

  • [ANTI-KEYWORD X+]: An unmodified Wound roll of ‘x+’ against a target with the matching keyword scores a Critical Wound.
Twin-linked

Dual weapons are often grafted to the same targeting system for greater lethality.

Weapons with [TWIN-LINKED] in their profile are known as Twin-linked weapons. Each time an attack is made with such a weapon, you can re-roll that attack’s Wound roll.
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.
DEADLY DEMISE

From detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat.

Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6").

Example: A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly.

  • Deadly Demise x: When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds.
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.
FIRING DECK

Some transports have firing hatches, ports or platforms from which embarked passengers can shoot.

Some TRANSPORT models have ‘Firing Deck x’ listed in their abilities. Each time such a model is selected to shoot in the Shooting phase, you can select up to ‘x’ models embarked within it whose units have not already shot this phase. Then, for each of those embarked models, you can select one ranged weapon that embarked model is equipped with (excluding weapons with the [ONE SHOT] ability). Until that TRANSPORT model has resolved all of its attacks, it counts as being equipped with all of the weapons you selected in this way, in addition to its other weapons. Until the end of the phase, those selected models’ units are not eligible to shoot.

  • Firing Deck ‘x’: Each time this TRANSPORT shoots, select one weapon (excluding weapons with the [ONE SHOT] ability) from up to ‘x’ models embarked within it whose units have not shot this phase; this TRANSPORT counts as being equipped with those weapons as well. Until the end of the phase, those selected models’ units are not eligible to shoot.
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 TOWERING keyword is used in the following Unaligned Forces datasheets:

Melta

Melta weapons are powerful heat rays whose fury is magnified at close range.

Weapons with [MELTA X] in their profile are known as Melta weapons. Each time an attack made with such a weapon targets a unit within half that weapon’s range, that attack’s Damage characteristic is increased by the amount denoted by ‘x’.

Example: A model targets a unit that is within half range of a weapon with a Damage characteristic of D6 and the [MELTA 2] ability. If that attack inflicts damage on the target, it inflicts D6+2 damage.

  • [MELTA X]: Increase the Damage by ‘x’ when targeting units within half range.
Torrent

Torrent weapons shoot clouds of fire, gas or other lethal substances that few foes can hope to evade.

Weapons with [TORRENT] in their profile are known as Torrent weapons. Each time an attack is made with such a weapon, that attack automatically hits the target.
Indirect Fire

Indirect fire weapons launch munitions over or around intervening obstacles – nowhere is safe from their fury.

Weapons with [INDIRECT FIRE] in their profile are known as Indirect Fire weapons, and attacks can be made with them even if the target is not visible to the attacking model. These attacks can destroy enemy models in a target unit even though none may have been visible to the attacking unit when you selected that target.

If no models in a target unit are visible to the attacking unit when you select that target, then each time a model in the attacking unit makes an attack against that target using an Indirect Fire weapon, subtract 1 from that attack’s Hit roll, an unmodified Hit roll of 1-3 always fails, and the target has the Benefit of Cover against that attack. Weapons with the [TORRENT] ability cannot be fired using the [INDIRECT FIRE] ability.

Example: An enemy unit is targeted by an attacking model equipped with a weapon with the [INDIRECT FIRE] ability. No models in the target unit are visible to the attacking model, so when resolving the attacks made with that weapon, subtract 1 from that attack’s Hit roll an unmodified Hit roll of 1-3 always fails, and each time an attack is allocated to a model in the target unit, it has the Benefit of Cover against that attack.

  • Can target and make attacks against units that are not visible to the attacking unit.
  • If no models are visible in a target unit when it is selected, then when making an attack against that target with an Indirect Fire weapon, subtract 1 from that attack’s Hit roll, an unmodified Hit roll of 1-3 always fails, and the target has the Benefit of Cover against that attack.

The TITANIC keyword is used in the following Unaligned Forces datasheets:

Transport Capacity
All TRANSPORT models have a transport capacity listed on their datasheet. This determines the type and maximum number of friendly models that can embark within them.

Units can start the battle embarked within a TRANSPORT model instead of being set up separately – declare which units are embarked within a TRANSPORT model before you set it up.

FIRING DECK

Some transports have firing hatches, ports or platforms from which embarked passengers can shoot.

Some TRANSPORT models have ‘Firing Deck x’ listed in their abilities. Each time such a model is selected to shoot in the Shooting phase, you can select up to ‘x’ models embarked within it whose units have not already shot this phase. Then, for each of those embarked models, you can select one ranged weapon that embarked model is equipped with (excluding weapons with the [ONE SHOT] ability). Until that TRANSPORT model has resolved all of its attacks, it counts as being equipped with all of the weapons you selected in this way, in addition to its other weapons. Until the end of the phase, those selected models’ units are not eligible to shoot.

  • Firing Deck ‘x’: Each time this TRANSPORT shoots, select one weapon (excluding weapons with the [ONE SHOT] ability) from up to ‘x’ models embarked within it whose units have not shot this phase; this TRANSPORT counts as being equipped with those weapons as well. Until the end of the phase, those selected models’ units are not eligible to shoot.
Flying
If a model can FLY, then when it makes a Normal, Advance or Fall Back move, it can be moved over enemy models as if they were not there, and can be moved within Engagement Range of enemy models when making such a move. Note this also means that MONSTER and VEHICLE models that can FLY can be moved over other MONSTER and VEHICLE models when making such a move. However, models that can FLY cannot end their move on top of any other models or within Engagement Range of any enemy models.

When a model that can FLY starts or ends a move on a terrain feature, instead of measuring the path it has moved across the battlefield, you instead measure its path ‘through the air’, as shown in the diagram below.

  • FLY models can move over enemy models when they make a Normal, Advance or Fall Back move.
  • FLY models that start or end a move on a terrain feature measure distance moved through the air when they make a Normal, Advance or Fall Back move.
Starting Strength
The number of models a unit contains when it is added to your army is known as its Starting Strength.
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.
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.
Faction Rules

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 2013-2024