Community

Wahapedian Detachment

The soldiers of the Wahapedian Detachment make up the vast bulk of the Imperial war machine. It is they who lay down their lives on every battlefront to hold the line against tides of mutants, monsters and heretics. Yet even amongst the tragically expendable masses of the Imperial Guard, there are elite warriors that stand ready to deploy.

Those Wahapedia users who have pledged themselves (donated) to build a better future for the Warhammer gaming community, and those who gave their blood (money) to uphold data servitors are worthy of a special honour as part of the Regiment of the site (and NoAds pin code).

Boosty members receive a place in the Wahapedian Detachment according to tiers they have chosen:

TierPledge per month approx.
Ogryn$10
Officer$8
Tanker$6
Veteran$4
Guardsman$2
Conscript$1

In addition, depending on the period of service, each member of the detachment is awarded the appropriate badge:

– 3 years and more
– 2 years, 9 months
– 2 years, 6 months
– 2 years, 3 months
– 2 years
– 1 year, 9 months
– 1 year, 6 months
– 1 year, 3 months
– 1 year
– 9 months
– 6 months
– 3 months
Last updated: 10.08.2024
Company Command Squad
Adeptus Mechanicus
Officio Prefectus
Militarum Auxilla
Armoured Company
Leman Russ Battle Tank 1
Leman Russ Battle Tank 2
Leman Russ Battle Tank 3
Armoured Sentinel
Scout Sentinel 1
Scout Sentinel 2
Scout Sentinel 3
Scout Sentinel 4
Platoon 1
Platoon Command Squad
Infantry Squad 1
Infantry Squad 2
Infantry Squad 3
Infantry Squad 4
Infantry Squad 5
Heavy Weapons Team
with heavy bolter 1
Heavy Weapons Team
with heavy bolter 2
Heavy Weapons Team
with heavy bolter 3
Heavy Weapons Team
with missile launcher 1
Heavy Weapons Team
with missile launcher 2
Heavy Weapons Team
with lascannon
Conscripts
Platoon 2
Platoon Command Squad
Infantry Squad 1
Infantry Squad 2
Infantry Squad 3
Infantry Squad 4
Infantry Squad 5
Heavy Weapons Team
with autocannon 1
Heavy Weapons Team
with autocannon 2
Heavy Weapons Team
with mortar 1
Heavy Weapons Team
with mortar 2
Heavy Weapons Team
with mortar 3
Heavy Weapons Team
with mortar 4
Conscripts
Platoon 3
Platoon Command Squad
Infantry Squad 1
Infantry Squad 2
Infantry Squad 3
Infantry Squad 4
Infantry Squad 5
Heavy Weapons Team
with heavy bolter 1
Heavy Weapons Team
with heavy bolter 2
Heavy Weapons Team
with heavy bolter 3
Heavy Weapons Team
with missile launcher
Heavy Weapons Team
with autocannon
Conscripts
Platoon 4
Platoon Command Squad
Infantry Squad 1
Infantry Squad 2
Infantry Squad 3
Infantry Squad 4
Infantry Squad 5
Heavy Weapons Team
with heavy bolter
Heavy Weapons Team
with missile launcher
Conscripts
Platoon 5
Platoon Command Squad
Infantry Squad 1
Infantry Squad 2
Infantry Squad 3
Infantry Squad 4
Infantry Squad 5
Heavy Weapons Team
with heavy bolter 1
Heavy Weapons Team
with heavy bolter 2
Heavy Weapons Team
with heavy bolter 3
Heavy Weapons Team
with missile launcher
Conscripts
Casualties
Artwork by Gray Skull
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.
Destroyed
Throughout a battle, models will suffer damage and be destroyed. When a model is destroyed, it is removed from the battlefield. When every model in a unit has been destroyed, that unit is destroyed.
LEADER

Mighty heroes fight at the forefront of battle.

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

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

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

Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit 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 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.
Oath of Moment

In battle, Space Marines swear mighty oaths to destroy the enemies of the Emperor and uphold the honour of their Chapter, and such vows are sacrosanct. When the Angels of Death strike, they do so with the precision of a surgeon and the force of a thunderbolt. Experience and strategic expertise help them to read the shifting shape of the battle with post-human speed and clarity, directing their wrath towards one priority target after another. Command assets are annihilated, leaving the enemy reeling leaderless. Heavy armour, potent artillery and the vaunted elites of the foe’s forces are laid waste with horrifying speed, until the Emperor’s Angels of Death stand victorious over a field of smouldering wreckage and bolt-riddled corpses, and honour is finally satisfied.

If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target, you can re-roll the Hit roll.
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.
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.
Before selecting targets for this weapon, select one of its profiles to make attacks with.
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.
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.
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.
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.
Invulnerable Saves

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

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

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

  • Invulnerable Save: Never modified by an attack’s AP.
  • The controlling player can choose to use either a model’s invulnerable save or its Save characteristic.
Benefit of Cover

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

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

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

  • Benefit of Cover: Add 1 to armour saving throws against ranged attacks.
  • Does not apply to models with a Save of 3+ or better against attacks with an AP of 0.
  • Multiple instances are not cumulative.
GO TO GROUND
1CP
Core – Battle Tactic Stratagem
Seeking salvation from incoming fire, warriors hurl themselves into whatever cover they can find.
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.

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

EFFECT: Until the end of the phase, all models in your unit have a 6+ invulnerable save and have the Benefit of Cover.
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.
Attached Units
Some CHARACTER units have the Leader ability, which lets them merge with other units (known as Bodyguard units) to form an Attached unit.

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

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

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

Example: If a rule awards you with 1VP each time an enemy unit is destroyed, and you target an Attached unit, you would gain 1VP if the Bodyguard unit is destroyed and 1VP if the Leader unit is destroyed (for a total of 2VP).
Precision

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

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

  • When targeting an Attached unit, the attacking model’s player can have the attack allocated to a CHARACTER model in that unit visible to the bearer.
EPIC CHALLENGE
1CP
Core – Epic Deed Stratagem
The legends of the 41st Millennium are replete with deadly duels between mighty champions.
WHEN: Fight phase, when a CHARACTER unit from your army that is within Engagement Range of one or more Attached units is selected to fight.

TARGET: One CHARACTER model in your unit.

EFFECT: Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.
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.
Combat Doctrines
Gladius Task Force Detachment

The Codex Astartes has proven its worth as a superb treatise on warfare over countless battlefields, and has remained so even after ten thousand years. Many Space Marines hold its wisdom in awe, and exemplify its teachings, employing a flexible set of combat doctrines to eliminate their enemy. Few opponents can withstand the fury of such an onslaught.

At the start of your Command phase, you can select one of the Combat Doctrines listed below. Until the start of your next Command phase, that Combat Doctrine is active and its effects apply to all ADEPTUS ASTARTES units from your army. You can only select each Combat Doctrine once per battle.

Devastator Doctrine

The Codex Astartes details the strategic value of overwhelming firepower applied to key targets while advancing into position to eliminate threats.

This unit is eligible to shoot in a turn in which it Advanced.

Tactical Doctrine

As the warring armies close upon one another and vicious fire-fights erupt, the Codex lays out strategies for swiftly seizing the initiative and combining versatility with firepower.

This unit is eligible to shoot and declare a charge in a turn in which it Fell Back.

Assault Doctrine

The Codex Astartes leaves no doubt that the killing blow in most engagements must be delivered with a decisive close-quarters strike. It presents plentiful tactical means to achieve this end.

This unit is eligible to declare a charge in a turn in which it Advanced.

Armoured Wrath
Ironstorm Spearhead Detachment

An Ironstorm Spearhead’s commanders guide their assault with pre-cogitated fire solutions, cycling data-gheist inloads and whispered binharic auguries. These ensure their warriors, and the belligerent machine spirits inhabiting their war engines, deliver their fire with inescapable accuracy.

Once per phase for each ADEPTUS ASTARTES unit in your army, you can re-roll one Hit roll, one Wound roll or one Damage roll made for a model in that unit.
Close-range Eradication
Firestorm Assault Force Detachment

The Space Marines are the Emperor’s finest shock troops, striking at the foe before they can react. In their rapid, mechanised assaults, Space Marines smash aside the enemy, destroying them at close quarters without mercy.

Ranged weapons equipped by ADEPTUS ASTARTES models from your army have the [ASSAULT] ability, and each time an attack made with such a weapon targets a unit within 12", add 1 to the Strength characteristic of that attack.
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.
Objective Markers
Objective markers represent objects of tactical or strategic import that both sides are attempting to secure, such as valuable artefacts, vital supplies or communications nodes. If a mission uses objective markers, it will state where they are located on the battlefield. These can be represented using any suitable marker, but we recommend using round markers that are 40mm in diameter.

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

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

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

  • A model is within range of an objective marker if within 3" horizontally and 5" vertically.
  • Level of Control: Add together the OC characteristics of all of a player’s models within range of the objective marker.
  • An objective marker is controlled by the player with the highest Level of Control over it (in a tie, it is contested).
  • Models cannot end a move on top of an objective marker.
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 as no models in the unit are CHARACTERS, MONSTERS or VEHICLES, one of those models is destroyed.

  • After a unit shoots or fights, roll one Hazardous test (one D6) for each Hazardous weapon used. For each 1, one model equipped with a Hazardous weapon is destroyed (CHARACTERS, MONSTERS and VEHICLES suffer 3 mortal wounds instead).
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.
Lethal Hits

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

Weapons with [LETHAL HITS] in their profile are known as Lethal Hits weapons. Each time an attack is made with such a weapon, a Critical Hit automatically wounds the target.
Deeds Worthy of Saga
Champions of Russ Detachment

Legendary deeds in the midst of battle are an intoxicating mead. Those who witness them are inspired to greater feats of daring and valour, determined to prove themselves worthy of their champions.

At the end of each player’s turn, you can select one of the Sagas listed below. If that Saga was completed by your army during that battle round, all ADEPTUS ASTARTES models from your army gain the associated benefit until the end of the battle. You can only select each Saga once per battle.

SAGA OF THE WARRIOR BORN

  • This Saga is completed if one or more ADEPTUS ASTARTES CHARACTER models from your army destroyed one or more enemy CHARACTER models during that turn.
  • Benefit Once Completed: Melee weapons equipped by ADEPTUS ASTARTES models from your army have the [SUSTAINED HITS 1] ability.

SAGA OF MAJESTY

  • This Saga is completed if you controlled one or more objective markers in your opponent’s deployment zone at the end of that turn, and one or more ADEPTUS ASTARTES CHARACTER models from your army were within range of that objective marker.
  • Benefit Once Completed: Improve the Objective Control characteristic of ADEPTUS ASTARTES models from your army by 1.

SAGA OF THE BEAR

  • This Saga is completed if one or more ADEPTUS ASTARTES CHARACTER models from your army were reduced to below half of their starting number of wounds during that turn, but were not destroyed at the end of that turn.
  • Benefit Once Completed: ADEPTUS ASTARTES models from your army have the Feel No Pain 6+ ability.

SAGA OF THE BEASTSLAYER

  • This Saga is completed if one or more ADEPTUS ASTARTES CHARACTER models from your army destroyed one or more enemy MONSTER or VEHICLE models during that turn.
  • Benefit Once Completed: Melee weapons equipped by ADEPTUS ASTARTES models from your army have the [LETHAL HITS] ability.

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

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

EFFECT: Select one GRENADES model in your unit and one enemy unit that is not within Engagement Range of any units from your army and is within 8" of and visible to your GRENADES model. Roll six D6: for each 4+, that enemy unit suffers 1 mortal wound.

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!
Company Command Squad
Company Commander
Do_You_Watch_Co (Officer)
Servo-skull
Simon Gojkovic (KIA)
Ogryn Bodyguard
Ian O (Ogryn)
Officer of the Fleet
StrangeXellos (Officer)
Ensign
Pekinez (Officer)
Staff Officer
Seth Kuo (Officer)
Master of Ordnance
Andrey Mischenko (Officer)
Sanctioned Psyker
Andreas Rönnqvist
Adeptus Mechanicus
Tech-Priest Enginseer
Laufer
Magos Dominus
Griff
Skitarii Marshall
TehBenju
Servo-skull
ScroogeMcFox (KIA)
Servitor Mk I
michael Bedford (KIA)
Servitor Mk II
Austin Phillips (KIA)
Charles C. Li, M.D. (KIA)
Xylander (KIA)
Officio Prefectus
Lord Commissar
Joe Meyer (Officer)
Servo-skull
Egor Grishatov (KIA)
Ogryn Bodyguard
Dmitry Kletochkin (Ogryn)
Commissar
sinister_citizen_ (Officer)
Militarum Auxilla
Ogryn Bone ’ead
Alexey Zakharov (Ogryn)
Ogryn
Grogich (Ogryn)
Jared Jolley (Ogryn)
JimJom (Ogryn)
Madigan Mason (Ogryn)
Niklas Fritschen (Ogryn)
sennaknotallowed (Ogryn)
Sni (Ogryn)
wiemo (Ogryn)
Александр Ююкин (Ogryn)
Николай Плотников (Ogryn)
Николай Пучинин (Ogryn)
Leman Russ Battle Tank 1
Commander
Max Tranin (Officer)
Gunner
Дмитрий Фисенко (Tanker)
Driver
Allan Muchmore (Tanker)
Loader
Artem Beregov (Tanker)
Sponson Gunner
Orland86 (Veteran)
Shell Of A Man (Veteran)
Leman Russ Battle Tank 2
Commander
Mark Stuczynski (Officer)
Gunner
Павел Павлов (Tanker)
Driver
Benjamin “Ballot” Allot (Tanker)
Loader
Greg Crasnow (Tanker)
Sponson Gunner
Boomstikk (Veteran)
Morghast (Veteran)
Leman Russ Battle Tank 3
Commander
V (Officer)
Gunner
Алексей Гагарин (Tanker)
Driver
B Woods (Tanker)
Loader
Валерий Михолапов (Tanker)
Sponson Gunner
Ghostleg (Veteran)
Александр Пантюхов (Veteran)
Armoured Sentinel
Driver
Asher Sweet (Tanker)
Scout Sentinel 1
Driver
Ranger Frank (Tanker)
Scout Sentinel 2
Driver
Scout Sentinel 3
Driver
Scout Sentinel 4
Driver
Platoon Command Squad
Platoon Commander
Brandon Van Fleet (Officer)
Servo-skull
Dracula s Moon Cannon (KIA)
Ogryn Bodyguard
Ilya Kuruzov (Ogryn)
Ensign
Егор Феникс (Veteran)
Staff Officer
aN4ouSSS (Officer)
Grant Bolton (Veteran)
Ron “Shinobu” Planken (Officer)
Technoarcheologist
Xargon
Infantry Squad 1
Sergeant
Александр Борисов (Veteran)
Guardsman with meltagun
Edward Harman (Veteran)
Guardsman with plasmagun
Юра Аристаров (Veteran)
Guardsman with flamer
Vladislav (Veteran)
Guardsman
Nathan Loan (Veteran)
qpaHopbl l (Veteran)
Rodelle Ladia (Veteran)
Sevuk (Veteran)
Александр Картышов (Veteran)
Алексей (Veteran)
Infantry Squad 2
Sergeant
Кирилл Иванов (Veteran)
Guardsman
Chris Gabrielli (Guardsman)
Eugene O (Guardsman)
Vladislav Kuzmin (Guardsman)
Данил Иксанов (Guardsman)
Дмитрий Иванов (Guardsman)
Егор Желтышев (Guardsman)
Руслан Башаров (Guardsman)
Сергей Ковтунов (Guardsman)
Сергей Петухов (Guardsman)
Infantry Squad 3
Sergeant
Илья Баховцев (Veteran)
Guardsman
Ierixorn (Guardsman)
Peter Panagakos (Guardsman)
Sergey Srn (Guardsman)
Андрей Гусев (Guardsman)
Антон Воробьев (Guardsman)
Илья Тихонов (Guardsman)
Медалий Пилонов (Guardsman)
Павел Зверков (Guardsman)
Святослав Бузин (Guardsman)
Infantry Squad 4
Sergeant
Данил Пестов (Veteran)
Guardsman
Corias Shaimourn (Guardsman)
cyle thompson (Guardsman)
Joachim Economou (Guardsman)
Teranef (Guardsman)
Vladimir Lentyugov (Guardsman)
Андрей Баринов (Guardsman)
Вася Например (Guardsman)
Роман Крягин (Guardsman)
Филипп Казначеев (Guardsman)
Infantry Squad 5
Sergeant
Afrin_ptz (Veteran)
Guardsman
devrandom (Guardsman)
Matthijs Hakfoort (Guardsman)
Old (Guardsman)
Vicente Sivera Catalá (Guardsman)
Vokoktr (Guardsman)
Wayne Howe (Guardsman)
Борис Алфёров (Guardsman)
Владимир Тулунин (Guardsman)
Тимур Ибадов (Guardsman)
Heavy Weapons Team
with heavy bolter 1
Crew #1
Vasily M. (Veteran)
Crew #2
Nait Parks (Guardsman)
Heavy Weapons Team
with heavy bolter 2
Crew #1
Sebastian Uedelhoven (Veteran)
Crew #2
Zsolt Márvány (Guardsman)
Heavy Weapons Team
with heavy bolter 3
Crew #1
Daniel Maurer (Veteran)
Crew #2
Lucas Brüggen (Guardsman)
Heavy Weapons Team
with missile launcher 1
Crew #1
Gracjan “Zea” (Veteran)
Crew #2
Devin McGuire (Guardsman)
Heavy Weapons Team
with missile launcher 2
Crew #1
Hex (Veteran)
Crew #2
Dmitry Rodin (Guardsman)
Heavy Weapons Team
with lascannon
Crew #1
Илья Гоголев (Veteran)
Crew #2
Jay Le Roux (Guardsman)
Conscripts
Conscript
Allotus (Conscript)
Andrei Burmistrov (Conscript)
Andrew Heywood (Conscript)
Andrew Ruddick (Conscript)
Artem Eremin (Conscript)
Daniel Tran (Conscript)
Evgeny Samarev (Conscript)
Jaraxlle Jaraxlle (Conscript)
Jimmy Iu (Conscript)
Jordan Allen (Conscript)
KAPOOSTA (Conscript)
Michael M (Conscript)
Mihajlo Dmitrasinovic (Conscript)
Picasso (Conscript)
Quinn ML (Conscript)
Sai (Conscript)
scottfrobb (Conscript)
Spil (Conscript)
Stratton Slater (Conscript)
ThimbleGrrl (Conscript)
Tod Worken (Conscript)
Vasya Sedreev (Conscript)
Алексей Костенко (Conscript)
Артем Доброходов (Conscript)
Вацлав Богдевич (Conscript)
Егор Овчаренко (Conscript)
Захар Багаутинов (Conscript)
Platoon Command Squad
Platoon Commander
Servo-skull
Ogryn Bodyguard
Ensign
Staff Officer
Infantry Squad 1
Sergeant
Snowfall (Veteran)
Guardsman with meltagun
SapaQuiet (Veteran)
Guardsman with plasmagun
Jason Trauernicht (Veteran)
Guardsman with flamer
Филипп Молодковец (Veteran)
Guardsman
hadow (Veteran)
MoreXV (Veteran)
Ubfuscation Source (Veteran)
Денис Шубенок (Veteran)
Ктулху Капитан (Veteran)
шамиль вердиев (Veteran)
Infantry Squad 2
Sergeant
Dragonfire _ (Veteran)
Guardsman
Anthony Vitale III (Guardsman)
Danny Hearst (Guardsman)
Luke Colburn (Guardsman)
sandernam (Guardsman)
Sasha Nakhodkin (Guardsman)
Vitalii R (Guardsman)
William Pacquet (Guardsman)
Дмитрий Кульбицкий (Guardsman)
Олег Рубан (Guardsman)
Infantry Squad 3
Sergeant
zeerokuul (Veteran)
Guardsman
105425 (Guardsman)
Endosym115 (Guardsman)
Jekk Newton (Guardsman)
John Jeffries (Guardsman)
Levi Garde (Guardsman)
M. Frost (Guardsman)
triKotika (Guardsman)
Максим Качалин (Guardsman)
Михаил Потемкин (Guardsman)
Infantry Squad 4
Sergeant
Mike Fornaro (Veteran)
Guardsman
Adam Wiscombe (Guardsman)
Alexander Kozlov (Guardsman)
Jonathan Durocher (Guardsman)
Ksio (Guardsman)
Mihail Litovchenko (Guardsman)
Omniscient Stone (Guardsman)
Viner (Guardsman)
Алексей Боронко (Guardsman)
Четвёртый Неизвестный (Guardsman)
Infantry Squad 5
Sergeant
Артём Яковлев (Veteran)
Guardsman
Anders (Guardsman)
Chuck Bush (Guardsman)
Driscal (Guardsman)
G Bowser (Guardsman)
GA ON (Guardsman)
Paulius Vizbara (Guardsman)
Run that back again? (Guardsman)
Stefan Baehr (Guardsman)
Владислав Кравчук (Guardsman)
Heavy Weapons Team
with autocannon 1
Crew #1
MagnusFrej (Veteran)
Crew #2
OpenMedal (Guardsman)
Heavy Weapons Team
with autocannon 2
Crew #1
Grand Stroumph (Veteran)
Crew #2
Дмитрий Шевченко (Guardsman)
Heavy Weapons Team
with mortar 1
Crew #1
mahorin
Crew #2
Сергей Карамышев (Guardsman)
Heavy Weapons Team
with mortar 2
Crew #1
Alex Tran (Veteran)
Crew #2
Alurus (Guardsman)
Heavy Weapons Team
with mortar 3
Crew #1
Adam Snellgrove (Veteran)
Crew #2
Porter Westling (Guardsman)
Heavy Weapons Team
with mortar 4
Crew #1
Liam Bladwell (Veteran)
Crew #2
Anton Teryokhin (Guardsman)
Conscripts
Conscript
Alexeyplagas (Conscript)
Andrew ODonoghue (Conscript)
Angel of Vengeance (Conscript)
Antonio Rios (Conscript)
Bunni Rabbi (Conscript)
Carl (Conscript)
Daniel Rowe (Conscript)
DatLucker (Conscript)
Gleb D (Conscript)
Invul Admin (Conscript)
Jesse Cromeenes (Conscript)
Josef Prošek (Conscript)
Książę Wron (Conscript)
Michael Roberts (Conscript)
Nikola1ch (Conscript)
Peter Landén (Conscript)
Sean M (Conscript)
Sébastien Marchand (Conscript)
Sergey Svetlichny (Conscript)
Szymon Teodorczyk (Conscript)
tuse (Conscript)
Xen (Conscript)
Владимир (Conscript)
Даниэл Уваров (Conscript)
Дмитрий Князев (Conscript)
Дмитрий Станкевич (Conscript)
Михаил Чирков (Conscript)
Infantry Squad 1
Sergeant
Aaron Holmes (Veteran)
Guardsman with meltagun
Tim Kovs (Veteran)
Guardsman with plasmagun
Stepan Vozisov (Veteran)
Guardsman with flamer
Luciferous (Veteran)
Guardsman
Kirill Wagner (Veteran)
Lafkraft (Veteran)
MrMuffin23 MrMuffin23 (Veteran)
Net Ves (Veteran)
RazBudimir (Veteran)
Sir Hazar (Veteran)
Infantry Squad 2
Sergeant
Hot Stuff (Veteran)
Guardsman
Andrey Andreev (Guardsman)
Bosanovaforu (Conscript)
Corvaad Daggerhilt (Guardsman)
Samuryu (Guardsman)
Timespasm (Guardsman)
Илья Шрёдингер (Guardsman)
Михаил Кирейчук (Guardsman)
Роман Константинов (Guardsman)
Хром (Guardsman)
Infantry Squad 3
Sergeant
Amir Rasyidi Johari (Conscript)
Guardsman
A K (Conscript)
Eike Düvel (Conscript)
Jørn N (Conscript)
LIB enosfer (Conscript)
Llasik (Conscript)
Logan Trembow (Conscript)
Mitrodor (Conscript)
Robert Rönngren (Conscript)
Филипп Евстигнеев (Conscript)
Infantry Squad 4
Sergeant
Justin Tara (Conscript)
Guardsman
Christian Weinert (Conscript)
marco brugnerotto (Conscript)
Quinton Potovszky (Conscript)
Антон Вдовиченко (Conscript)
Денис (Conscript)
Жогик (Conscript)
Иван Козлов (Conscript)
Илья Ефимов (Conscript)
Тимофей Дубович (Conscript)
Infantry Squad 5
Sergeant
А Б (Conscript)
Guardsman
Augie (Conscript)
Augusto Alonso (Conscript)
Dalesway (Conscript)
giovanni marascalchi (Conscript)
Mike Burke (Conscript)
P1138 (Conscript)
Peter Johnson (Conscript)
Raubk0pierer (Conscript)
Антон Карпинчик (Conscript)
Heavy Weapons Team
with heavy bolter 1
Crew #1
Geoffrey Kilar (Conscript)
Crew #2
Christoph K (Conscript)
Heavy Weapons Team
with heavy bolter 2
Crew #1
Alexey Dikevich (Conscript)
Crew #2
Ricardo Guzman (Conscript)
Heavy Weapons Team
with heavy bolter 3
Crew #1
Preston Mcgill (Conscript)
Crew #2
My Trouble (Conscript)
Heavy Weapons Team
with missile launcher
Crew #1
scottmc94 (Conscript)
Crew #2
Brad Harris (Conscript)
Heavy Weapons Team
with autocannon
Crew #1
Семён Резниченко (Conscript)
Crew #2
Mikhail Kapustyan (Conscript)
Conscripts
Conscript
Andreas Kaltsounis (Conscript)
Armorer 586 (Conscript)
banane42 (Conscript)
Chris Spinolo (Conscript)
Fabian H. (Conscript)
Gene Higgins (Conscript)
Jack Lanyon (Conscript)
James Schooler (Conscript)
joao pedro Sales (Conscript)
Joseph Greco (Conscript)
Joseph K (Conscript)
Kevin Gilles (Conscript)
MonoZeus (Conscript)
Neil Fuller (Conscript)
Red Warboss (Conscript)
Richard Fortuna (Conscript)
Sebastian Hansack (Conscript)
Someone N (Conscript)
Stone Stephens (Conscript)
Vlad Bel (Conscript)
Woo Jae Chung (Conscript)
Ал Пельмень (Conscript)
Александр Задворный (Conscript)
Альберт Джанибеков (Conscript)
Константин Кузин (Conscript)
Михаил Агафонов (Conscript)
Сергей Шестаков (Conscript)
Infantry Squad 1
Sergeant
Игорь Манченко (Conscript)
Guardsman with meltagun
Will Parrish (Conscript)
Guardsman with plasmagun
Fabio Blázquez Rodríguez (Conscript)
Guardsman with flamer
Никита Ведерников (Conscript)
Guardsman
Bellkin (Conscript)
Dan Drayer (Conscript)
Kristian Lentz Andersson (Conscript)
Василий Попов (Conscript)
Дмитрий Губарев (Conscript)
Максим Новиков (Conscript)
Infantry Squad 2
Sergeant
Tyler Mathisen (Conscript)
Guardsman
Brian (Conscript)
Commanderc1 (Conscript)
HobgoblinVasya (Conscript)
Jan Wehmeier (Conscript)
Marcello Valente (Conscript)
Oshni (Conscript)
Rusty Guy (Conscript)
Wiehahn Kamfer (Conscript)
Дмитрий Старжинский (Conscript)
Infantry Squad 3
Sergeant
Graham Carpenter (Conscript)
Guardsman
Anthony Cellini (Conscript)
Kellen Annetts (Conscript)
Pater Machinae Mormikhand (Conscript)
Алексей Бачурин (Conscript)
Алексей Сурин (Conscript)
Евгений Туев (Conscript)
Захар Ерёменко (Conscript)
Иван Пьянков (Conscript)
Максим Протасов FosFor (Conscript)
Infantry Squad 4
Sergeant
Peter Cummins (Conscript)
Guardsman
Graydon Foye (Conscript)
Mikhail Katkov (Conscript)
Nasif Bin Saif (Conscript)
Papermonkeylord (Conscript)
Pedro Gordo (Conscript)
Pepsi Dog (Conscript)
Piotr Helinski (Conscript)
Ranger (Conscript)
Sam Shand (Conscript)
Infantry Squad 5
Sergeant
Nate (Conscript)
Guardsman
Anders Østergaard (Conscript)
Christian Laidlaw (Conscript)
Davy Rijsmus (Conscript)
Jeff Hutzell (Conscript)
LAGE Business (Conscript)
niazbach (Conscript)
Scruff666 (Conscript)
Wigliff (Conscript)
Павел Гудов (Conscript)
Heavy Weapons Team
with heavy bolter
Crew #1
Nick Panno (Conscript)
Crew #2
Calvin Rong (Conscript)
Heavy Weapons Team
with missile launcher
Crew #1
Aitor Bleda (Conscript)
Crew #2
серчалый (Conscript)
Conscripts
Conscript
Albert Pang (Conscript)
Andrew Firth (Conscript)
Artem Shestopalov (Conscript)
Chavez (Conscript)
Im a Goofy Goober (Conscript)
James ONeill (Conscript)
Kyr (Conscript)
Lucien Wilcox (Conscript)
Michał Klimiuk (Conscript)
Mike P (Conscript)
Naufal Mir (Conscript)
Piotr Lechowicz (Conscript)
Raven (Conscript)
Stephen Zuckerman (Conscript)
Wazuki (Conscript)
Александр Александров (Conscript)
Алексей Тельников (Conscript)
Владимир Харькин (Conscript)
Денис Пшенин (Conscript)
Дмитрий Радченко (Conscript)
Зефир (Conscript)
Игорь Конаков (Conscript)
Игорь М (Conscript)
Максим Евграшин (Conscript)
Сергей Белевич (Conscript)
Яков Негрей JashikRu (Conscript)
Яков Шуруев (Conscript)
Infantry Squad 1
Sergeant
Stormr1der10 (Conscript)
Guardsman with meltagun
Jason Batchelor (Conscript)
Guardsman with plasmagun
Се́ргїй Ⱁⰴⰻⱀⱌⱁⰲ (Conscript)
Guardsman with flamer
Puhly Klentsbeyn (Conscript)
Guardsman
Alec Splitminte (Conscript)
Arti Z (Conscript)
Gustavo Tovar (Conscript)
mariano garcia (Conscript)
Илья Бочанов (Conscript)
Никита Коростылев (Conscript)
Infantry Squad 2
Sergeant
pravnuc (Conscript)
Guardsman
Aenimal (Conscript)
Crabgore (Conscript)
Ildarinn (Conscript)
Krasmash (Conscript)
salyo (Conscript)
Алексей Мощенков (Conscript)
Леонид Козлов (Conscript)
Тодд Говард (Conscript)
Юрий Дурнев (Conscript)
Infantry Squad 3
Sergeant
Alertgeek (Conscript)
Guardsman
Brian Schwinger Sr (Conscript)
Carl Johnson (Conscript)
Pavel Ivanov (Conscript)
Pavel Strashnikov (Conscript)
Radu Milici (Conscript)
Sadval C. (Conscript)
Никита Пермяков (Conscript)
Павел Кузнецов (Conscript)
Степан Майков (Conscript)
Infantry Squad 4
Sergeant
NoFox TuGiv (Conscript)
Guardsman
Andrew Herrmann (Conscript)
Byungkyoo Park (Conscript)
Evgeny Khomutov (Conscript)
Nico Nicolas (Conscript)
Nikolay Voytko (Conscript)
Tsubasa Nome (Conscript)
UncleJBones (Conscript)
Vladimir Sedov (Conscript)
Евгений Галюк (Conscript)
Infantry Squad 5
Sergeant
DukeJioto (Conscript)
Guardsman
Artem Mescheryakov (Conscript)
Clinton Dawson Royoken (Conscript)
Daniel Procter (Conscript)
firefedot (Conscript)
I wanna be the dungeon master (Conscript)
Legendaryvasily (Conscript)
makki300 (Conscript)
Антон Надеин (Conscript)
Денис Труфанов (Conscript)
Heavy Weapons Team
with heavy bolter 1
Crew #1
Антон Санфёров (Conscript)
Crew #2
Stig Paul (Conscript)
Heavy Weapons Team
with heavy bolter 2
Crew #1
Andrei Ogai (Conscript)
Crew #2
Nomadic Tribes (Conscript)
Heavy Weapons Team
with heavy bolter 3
Crew #1
Nikolai Meyendorff (Conscript)
Crew #2
olivier lamarre (Conscript)
Heavy Weapons Team
with missile launcher
Crew #1
Simon van Velp (Conscript)
Crew #2
Simon Garcia (Conscript)
Conscripts
Conscript
Arantire (Conscript)
Ayur_sun (Conscript)
Calvin Brockie (Conscript)
Daniel Rivera (Conscript)
DanmdoBloodfist (Conscript)
DrunKin (Conscript)
Gregoire Seynaeve (Conscript)
Isaac VanDuyn (Conscript)
Jamie Chalmers (Conscript)
József Nyitrai csakjoco (Conscript)
Liam Rosborough (Conscript)
Mathieu Ladouceur (Conscript)
Nate H (Conscript)
Pigleet (Conscript)
Sergey Glubokin (Conscript)
Sir DeKong (Conscript)
Stefano Cobelli (Conscript)
Виктор Жабкин (Conscript)
Влад Тратата (Conscript)
Вова Ильичев (Conscript)
Денис Добряков (Conscript)
Иван Демидов (Conscript)
Игорь Патракеев (Conscript)
Максим Ким (Conscript)
Никита Самсонов (Conscript)
Никита Степанищев (Conscript)
Павел Ярец (Conscript)
Casualties
KIA
_zachemvam
"Donovan ""Ravenhull"""
1lupa_v_pupa1
423211
A Harris
A Mazovian
a random mug
A.L. Craft
Aaron Nessim
Aaron Rodriguez
abei cnr
Adam Brown
Adam Carr
Adam Ray
Adam Rundell
Adam Upson
Adam Vollrath
Adrian Wong-Ken
Aducan
Aelian
AenarIT
Aggressively Memeing
Alan Haskayne
Alastair Campbell
Alec Glass
alecseih
Aleksandar Aleksandrov
Alex
Alex Button
Alex Fung
Alex Hayllar
Alex Murray
Alex Saliev
Alex Stewart
Alex T
Alex Tin-Maung
Alexander Feofanov
Alexander Read
Alexandro Carranza
Alexey Petrov
Alexey Platkovsky
Alexey Sidorenko
Alix Rattier
Alkedor
Allornone
Alma Coben
Alycat88
Amadeusz Zarzycki
AnarH
Anders Åkesson
Andre Tcherepnin
Andrea Ascione
Andreas Steckmeier
Andrejs Grigorjevs
Andrew
Andrew Drayer
Andrew Greer
Andrew Klair
Andrew Sosnick
Andrew Vaughan
Andrew Weber
Andrey Barsky
Andrey Whoshotya
Andy L
Andy Selby
angel ALONSO
Angelo Davis
Angie W
Anony
AnonymousJoe
Anthony Aziz
Anthony MacQuiddy
Antonín Wingender
Apothecarian12
Artem I
Artem Yakushenko
Arti
Aspartam
Asrienda
Athaulfs
Attila
Austin Murphy
Avarus
Ayda Trisfina
azzythakid
B_loaph
b3nje909
BadCylon
Bagool
Bandit_G1 #DBL
bapplebo
Barney
Barney Iley
Barry Flynn
Bart Wasteels
Bartek Gembarski
BattleBear
Baxter Mattes
Beanz
BearInAYak
Belkelel17
Ben A Ramos
Ben Be
Ben Clark
Ben Leffler
Ben Lolmaugh
Benjamin Lee
Bernard Anderson
Bernhard Diller Gridnik
Billy Munce
Bjørn Søvad
BloodStasis
Bob Kyne
Bob McHenry
Bob Saget
Bogdan Ignacyk
Boris
Bradley Schuyler
brazhnic
Brendan Bailey
Brendan Culliton
Brent David Johnson
Brett Gutterson
Brett Hundley
Brett Nicholls
Brian Spenser
Brice Blansett
Brinn Bates
Brody DERP
Brother Greed
Brother Narsius
Bruce Welch
Bruce Zhou
Bryan Duffy
Brycen Creed
Bryson Weeks
C K
C. Coupland
Callum Corkill
Calvin Gural
Cameron Barrows
Cameron Brown
camzi11a
Candyman
CapnBald
Carlos Sandoval
Carmessi
cedric morent
Chad Beard
Chaedi Russell
Charles Geckle
Charles Roller
Charlie Umland
Charper
Chees
Cheng Shi
CHERON
Choppamorph
Chris
Chris Covert
Chris Fredericks
Chris Jones
Chris Paterson
Chris Terwilliger
Chris Vo
Chris Wales
Christian Marks
Christian Muckler
Christian Nicander
Christoffer May Kierpaul
Christopher Dear
Christopher Pelletier
Christopher Vergara
Christopher Wood
ChubbyCloud
Chung Chow
Clay Perce
Clinton R
Cobus Ehlers
Cody Pihl
Colenan Kirn
Colin Williamson
Colten Contreras
CONNOR L
Connor Sadler
Conor Sheehy
Conrad Constantine
CoronelPanic
Cpt.Balu
Craig Brown
Craig Luck
Crymic
Csaba Gábor
Cyber Asshole
cyberstorm244
d3north
Dalec Al
Dalton Elliott
Dalvoid321
Damien Phillips
Damo Gari
Dan
Dan
Dan Cohen
Dan Course
Dan Cowart
Dan Evans
Dan Goodbourn
Dan Oughta
Dangrot
Daniel Alejos
Daniel Edwards
Daniel Hanson
Daniel Jensen
daniel ott
Daniel Purton
Daniel Strashnov
Daniel Urso
danma
Darcy MacDermid
Darren Evans
DarStein
Daryl Turner
David Butler
David Doherty
David Farrier
David Flynn
David Greene
David Jordan
David Kraytsberg
David Paton
David Tiganila
David Wilson
Deam
Deathmarine
Deathwish 40K
DeeDee Smith
Demo Lode
Demurr
Dennis Griffin
Denny Wright
Derbardin
Derbardin Felsspalter
Derek Douglas
Derek Gurban
Derek Johnston
Derek Westover
Desvolk
Devon Elkins
Dexter Kuran
Deyel Dalziel-Charlier
DG Booth
DhonKokko Burnaby
Dietrich
Dillon
Disruptr
Ditchwalker
dix_huit
dma
Dmitriy
Dmitry Rosyaev
Doc the AngryVeteran
dominique roberge
DoomMouse
Dorkfang
Doug Stalker
Douglas Hansen
Douglas Pocock
DouglasFir
Dr.Zog
Dragon2
Drew Underwood
DrGlove
DubiousStatus
Duncan Whittington
Durak Rask
Dustin Frandle
Dylan Thomas McSparren
E Q
Earl Clyde
EBIYASHA
ebp
EC779
Eftis
eggsmaledict
Eli Stanley
Elias
EllTee
Elucidium
Emperor’s Hobby
Enrique Benitez
Enzo
Epicsnailien
Era Sonata
Eric Clark
Eric Fowler
Eric Kroier
Eric Mauras
Eric Rhodes
Erik Ericsson
Erin Ackerman
Eros Bonazzi
Esher
Espen Hodne
Ethan Whitmore
Etienne Roucaute
Evan MacPhatter
Evil Gray
EvilPenguin
Ezekyle Abaddon
Fabian P.
Fallkot
Felix Voigt
FessAfin
Filq
Fizzlenuke
Fjellvross
Flanders Smanders
flapp
Fornar
Forte Cross Rockman
Fougere
Francesc Massanes
Francis O'Brien
Francois Laubscher
Frank Ashcraft
Frank Canapino
Frank Rittle
Fred Oho
Frédérick Marcotte
Free Hinton
FrenkMiau
Gabor Kozma
Gabriel Laskar
Gareth Turner
Gary Milburn
Gavin Macpherson
Gene Higgins
GentleOrc
Genytor
George Shapter
Gideon Villena
Gilbert Görsdorf
goldwhining
GoreWolf
GrafZahl
Grant Kirkland
Grant Tabor
Greatsage56 .
gundam
Gurkengelee
Gustavo Tovar
Hadar Milner
Hannes
Hans
Hansack Sebastian
HappyPea
Harold Hayward
Harrison MacDowell
Havok
heart_core
Hecaton
heldane84
Henry Ripley
Henry Summers
HisMickness
Hound The Red
Howard Yarlit
hrabnaz
Hudnofski Blue
Hunter Glad
Hunter Webb
I K
i m
Ian Robbins
Igor Ivanov
Il Brisi Klezzon
Immanuel "Beardsmite"
Interligo
Isaac Berry
Isaac Eisenbrey
Isaac Hill
ItBegins
Its me ya boi
ItsFrosty
Ivan
Ivan M
ivanlevcov
Iver Raphaug
J S
J.T. Myers
J0rd
Jack Belcher
Jacko-san
Jacob Hess
Jacob Litavec
jacob n
Jaden Wheelhouse
Jake
Jake Rowsell
Jakob
Jakub Burzynski
James
James B
James Bonnell
James Boots
james collum
James Cumming
James Davies
James Foreman
James Scrivin
James Smith
James Snodgrass
james.pullinlive.co.uk
Jamie Rogers
Jan Dřevojánek
Jan Gaute Frydendahl
Jan Wehmeier
Janaus Burnette
Jannes Olgers
Jared Brososky
Jay
JAy
Jayke Smith
JayWins
jean-yves Toiron
Jeff Jensen
Jeff Rogers
JEnduro
Jens Blumenberg
Jeramy Neeley
Jeremy Lee
Jeroen Buitenkamp
Jesse Burch
jessica-gaylord
Jiří Hauser
Jiri Sofka
Jiri Vavra
Jo Bob
Joe Bochinski
Joe H. Dovescove
Joe Iley
Joe Marion
Joe Nye
JoeOzz
Joffrey de Oliveira
Johan Joensen
john griffin
John H Watson
John Huibers
John Kozempel
John M Falkiewicz
John Mahar
John Paul Hpunkt
Jon Chu
Jonas Andersson
Jonas Kloster Jacobsen
Jonathan Ho
Jonathan LaRue
Jonathan Lockhart
jonathan mirad
Jonathan Phousirith
Jonathan Udbye
Jordan Gillespie
Jordan Hartley
Jorge Silva
Joris Falip
Josef Salyer
Josep C.
Joseph Blow
Joseph Grant
Josh Catron
Joshua Krutt
Joshua Martin
Joshua Martinez
Joshua Queen
Joshua Van Camp
Joy Sophia
Julian Lüthi
Julian Marscheider
Julien Segura
Justin Dee
Justin Killian
Justin Smith
kaizen_twitch
Kamil Alfler
kane shavoh
Kay Sharrock
keegan abley
Keegan Leslie-Taylor
Keeper_MG
Kekplant
Kevin Dillie
Kevin Rutherford
Kevin Rutherford
KillTeamDave
Kim Pearson
Kimeldar
KINGHIM LEE
Kirill Rumyantsev
Kiryuusai
kisev
KnarloG
Knyrlik
Kolin Farrel
kollapski
koloc217
Komandarm888
Komandarm888
Kommicat
Konstantin Becker
Konstantin Levin
Koziołek
kristof.adorjan
Kristoffer Madsen
Kromyr The Damned
Kyle
Kyle Hatfield
Lachlan Morris
Lachlan Willacy Plucka
Lago deGuija
Lane S
Lannisterfan 32
Laurence Filtness
Le Di Chang
Lennart Runge
Leon
Lev B
lewis salter
Lewys Caiach-Taylor
lifegrip
liquidsnake
Liv Lowe
Live Bait
Loac
Logan Cain
logustus
Loïc
Loïc Prieto
lol32
lor
Lord La Sadies
lordcenzin
Love
Love
Luis Camacho
Lukas Bornscheuer
Luke Jackson
Luke P
M?sz?ros Imre
M.Pfeifer
Maarten van Bokhorst
Maciej Janowski
Magdi Dahroug
Maka Chaquiweshe
Makkuro KT
Maks Walker
Marc Schaaf
Marc Wilson
Marcin Cybulak
Marcin Jakubowski
Marcin M Michalek
marcinol108
Marco Canepa
Marco Francischello
marco vulkan
Marcus Cross
Marcus Levin
Marcus Windus
Mark
Mark Eberle
Mark Eberle
Mark Fairbrother
Mark Jubb
Mark Nicklin
Mark Shalavin
Mark Turanin Jr.
Markku Valkama
Marko Vinu
MartianBananas
Martin
Martin Diez
Martin Feindor
Martin Krajcovic
Martin Pasko
Martin Randuška
Marton Simon
Marvin G
Marvinice
Maryo Lindsey
Mason Rinehart
Mason Wosick
Matt Buxton
Matt Goldsmith
Matt Hawes
Matt Hughey
Matt Morrill
Matt O'Connor
Matt Pfeifer
matthew brooks
Matthew Pfeifer
Matthias Flierl
Max Beliakou
Max Luber
Maxim
Maximilian Haag
Mcdt2
Mefistofoles
Metazealot
metter
Michael
Michael Collins
Michael Maxwell
Michael McBlackJackal
Michael McFadden
Michael Overy AmazingPeanuts
Michael P
Michael Pettit
Michael Rogers
Michael Sullivan
Michael Wells
Michał
mick what
Mihalis Vranakis
Miika Varis
Mike
Mike Bennett
Mike Carr
Mike Earley
Mike Geney
Mike Geney
Mike Michaels
Mike Parker
Mike Porter
mike.
Mikhail Gavrilov
Mikkel Schultz
Mikson
Miles Bartnik
Miles Silbor
Miles Stanton
Milo Self
Miłosz Sidowski
Miranda Figge
Mirek Woźniak
mirrownis
MMO Wong
Morgan Teng
Moritz Witt
Mostrengo
Mr Ektor
Mr P
Mrigank
MrMuffin23
Murul
MX_Xizz0r
N
N. H.
Nate
Nathan Brobst
Nathan Cleghorn
Nathan Davis
Nathan Hicks
Nathan Princi
Nathaniel Duncan
Nehemiah Lee Cox
Neil Granning
Netdiver
Nguyễn Thanh Đức
Niall Farley
Nicholas Gerrity
Nicholas Heestand
Nicholas Lown
Nick Barber
Nick Buchholz
Nick Craven
Nick Harbeck
Nick Sischka
Nick Skuda
Nickolaj Lundgreen
Nickron
Nico Kurmann
NigelNurgleson
Nikita Ryndin
Nikodem Bradtke
Nikolai
Nikolas Rockney-Finger
nikolay.pr
Nilas Schmidt
niles bithell
Nils Bleisch
nlipatov
Noah Stone
Nonoctis
NPFO_BucketLord
NukeHead411
nurgles grandson
Ognjen Todorovic
Ohfishyfishyfish
Okel Jeffrey
Olaf Meyer
Oliver Heuser
Oliver Williams
OMEGA
Omega_Alchemy
OrangeKing64
Øyvind Olsen
PaddyMick
Panzerbrandy
Paolo Mandala
Parnupat Napasb
Patitos_McMiau
Patrick
Patrick erben
Patrick Jones
Patrick Kolb
Paul
Paul Francis
Paul Huebner
Paul Ross dragonmaster
Paul Street
Paulo Viegas
PaulrusKINGofTheWalrus
Pavel Petrov
Peter Brodhead
Peter Henderson
Peter Oliver
Peter Prokop
Philipp Gronotte
Phillip Pierce-Savoie
Phoenix199nz
Photon
Pikatxu “Pikatxuuranga” Uranga
Pink Gorilla
Piotr Gutaker
Piotr Kamiński
Placeholder name
PleasantKenobi
Polar Wargames
Pooty
Pope Worldbuild
Poppy
Prometheum Cards
PunkRockBS
Qazwsx Edcrfv
Qili Guo
QuadDigits
QubitCrook
Quincy Kunz
Quinn Durlston-Powell
Rafał Anusiak
Raidon Ta
RainIsMotherNaturesCarwash
Rakkzul
Ralph Vasquez
Randy Brasher
Raoul Vleugels
Raphael
Raphaël Beyrouthy
Raphael D
Rarog Odin
Rasmus olesen
Ray
rayyeti rayyeti
redrino
Reef
Rex Brown
Richard
Richard Fairbrother
Richard Harris GrimDark Gaming
Richard Holman
Richard Millington
rick abrams
Rick Cohen
rick kuhnert
Rickmisterjoe
Ricky Wetton
Ricus du Plessis
Rob
Rob Baer
Robert Carpenter
Robert Eveby
Robert McNally
Robert Vilkaitis
Robin Eriksson
Robin Knipprath
Robin Löthman
Robin Mongredien
Rodelle
Roger Solans
Roman Beltiukov
Rose Rose
Ross Harkin
Rowan Trewhella
Rozareus
Ruben Arranz
Rudyard S Olmstead
Rus BK
Ryan
Ryan Muskopf Likewise45
Ryan Renna
Ryan Seymour
Ryan Tracey
Ryan Watson
Ryland B
S P
Sakditat Kwanchaitanya
Sam Barton
Sam Burnett
Sam Gray
Sam Hollings
Sam Lemin
Sam Shazam
Sammy Cy
Samuel Fisher
Samuel Green
Samuel Johanskog
Samuel Palmer
Samuel Plymale
Sandeep Dey
Sarus
satanhatesfrogs
Saurok963
Schark
ScillyMan
Scondoro
Scott Diggon
Scott Gierach
Scott Krammer
Scott Livingstone
Scott Vandonkelaar
ScroogeMcFox
sda sdasd
Seán (RTF) Watson
Sean Stastny
Sean Temple
Sean Traut
Sebastian Carlson
Sebastian Haug
Sebastian J
Sebastian N.
Sébastien
Sejason
Sergalius
Serge
Serge de Beers
Serge Krylov
Sergey S
Sergio Barrachina
Sergio Mandos
Serhii
Servius
sgbrfgs svsgsr
Shade
Shade
Shader
Shane Thomas
Sharo Moini
Shawn Gately
Shell
ShutYour PigMouth
Sigliskovich
Simeon Albert
Simis
Simon Dancka
Simon Hulme
Sir Andersen
Sir Dragdord
SirSant
Skenderax
SlimothyJames
Smileynazgul
Soal Rin
Solabusca
Solomon McNeil
Sota PT
Soupy Sucks
Sp
Spaff
Spencer
Stanislav Krajčovič
Stanislav Shimuk
Stashravens
Stefan Marmion
Stefan Oliveira
Stefano Peron
Stepan Gelasimov
Stephan Zumbühl
Stephen
Stephen Baron
Stephen Godwin
Stephen Warren
Steven E Salazar
Steven Ogilvie
Steven Woinoski
Stewart Robertson
stinky nurgle
Stone
StormFalcon1233
Straum Plays
SuperMechaCow
Sven Holtmann
SY Loh
Szmariu
Szymon Koczowski
Tabris
TacticalTortoise
TacticalTortoise
tadhg taylor
Takao
Talha Ahsan
Tanner Wilde
Tashi Gibson
Tate Delgado
Taylor Schmid
Terrain4Print
Tessa W.
Thaddaeus Davidson
the Forgotten adventurers
The God of Cakes
The Great Clock
The_Duri7
The_Prinzy
the_train27
theJoeCode
Theodor Kivistö
Theodor Papachristodoulou
thomas lepik
Thomas Monti
Thomas Snyder
Thomas St.
ThYr0N
TideUltra
Tiki The Troll
Tim Belyea
Tim Glasgow
Tim Kovacs
Tim Lawlor
Tim Neumann
Timm Möller
Timo Ylikoski
Timothee
Timothy Bracamonte
Timothy Cody
Timothy Davies
Tlactar
TnKrumpets
Toasty Devil
Tobias D
Toby Butler
Toby Walker
Tom 'ViolentlyShiny' Snider
Tom Likely
Tomáš Hruška
Tomáš Ivan
Tony Ward
Trambalda
Trashpanda
Travis McDermott
trecko
Trollballz
Trollilop
Troy Gregson
Trusty_Thor
Try Keeping Up
TS Freeboota
Tseung Tsu
Tsipis K
Tsukasa Wakabayashi
Two Beers
Txomin Zaratiegui
Ty Swan
Tyler Dinapoli-Chiappelli
Tyler LaRiviere
Tyler Russo
Tyrat
u8 xu326s
unangel
Undertaker
Urazel
Vali Epling
Vance7
Vasily M.
Vazriel89
Victor Westeraa
Viktor Vladeriow
Vincent Fung
Vincent Yu
VirtualWolf
vlad d
Vlad Khoroshilov
Vorpal Owls Hobby and Art Club
Vossler
WarSunOne
Wayne Barber
WBConcilio
Wes Wright
Wesley Courtnay
Will
Will Frey
William Fedor
William Kulesa
William W.
Wineleaf
withr
Wolfhunts
Xeno Gundian IamxenogundianGmail.com
xiaoyi han
Xiphodon
Yann Queffelec
Yannik Merz
Yatagan
Yigal Bloch
Yohann Lambert
York
Yoru
yoruma
Zach Geiger
Zachary David Huebscher
Zachary Gidding
Zane
Zeke
zeke0055
Zennmaster
Zethy
Zhan
Zoltán Madarassy
ZombieDog
Zorxo Fenrir
ZvZ Ere We Paint
Айрат Зубаиров
Александр Багров
Александр Бидан
Александр Быстров
Александр Веселов
Александр Гостюшев
Александр Кондаков
Александр Крылов
Александр Мальцев
Александр Назаров
Александр Плющанцев
Александр Поляков aploki
Александр Прасолов
Александр Райт
Александр Семенов
Александр Скоробогатов
Алексей
Алексей
Алексей Астахов
Алексей Лазько
Алексей Радвогин
Андрей и Владик Ульяновы
Андрей Иванов
Андрей Костылев
Антон Акимов
Антон Григор
Антон Подакин
Артур Ходкевич
Брыкасиус
Вадим Коваленко
Вадим Сосновский
Вадим Хромцов
Валера Зимин
Василий Бакула
Василий Казеннов
Виталий Симагин
Влад Кусакин
Влад Мещеряков
Влад Паймышев
Влад Слободчиков
Владимир Беляев
Владимир Быстров
Владимир Маслов
Владислав Язов
Всеволод Антонов
Всеволод Ярцев
Вячеслав Соломенников
Герман Емельянов
Григорий Гурьков
Григорий Дробот
Даниил Капленко
Денис Женин
Дима Гнеушев
Димон Логачёв
Дмитрий Бударин
Дмитрий Детинкин
Дмитрий Петрищев
Дмитрий Родди
Дмитрий Стельнов
Евгений Володин
Егор
Егор Tayfan
Егор Мытарев
Иван Жуванов
Иван Кузьмин
Иван Пермяков
Иван Шуткин
Иванвиндер
Илья Яковлев
Кирилл Лысенков
Кирилл Максимов
Кирилл Мачнев
Кирилл Сергиенко
Константин Байгушев
Костя Фельд
Крис
Ксандер Дисчейн
Кыштынбай
Леонид Попов
Максим Подобный
Максим Романцов
Марк Ростинин
Матвей Райкен
Митяй Иваненко
Михаил Виноходов
Михаил Попов
Михаил Т
Нарейн
Некит Левшин
Никита Епанчинцев
Никита Шмоткин
Николай
Николай
Николай Дубовик
Николай Казанцев
Николай Перов
Николай Силкин
Олег Вашкевич
Олег Зинкевич OZi
Олег Мухачев
Олежа Николаевич
Павел Громов
Последователь Талоса Пророка
Родион Кондрашов
Роман
Руслан Камалеев
Сергей Белоконь
Сергей Гева
Сергей Гогулин
Сергей Колыхалов
Сергей Косицын
Сергей Сергеевич
Стас Солнцев
Тимур Макажанов
Черная Гвардия
Эквис: Классическая Эра
Эмин Асадов
Юрий Лизвинский
약먹기
秋彦 佐藤

Competitions

Our discord hosts a monthly painting contest! We have a lot of talented and passionate artists among us, and we wanted to give them a friendly avenue to practice and show off their skills, and push themselves.

Our discord also hosted a 12 month lore competition, here are the prizes for the 2023 winners: Custom 10th Ed datasheets for their chapter masters!

Theme: FINAL COUNTDOWN
Period: December 2023

Here’s the most recent winners of our contest:

Chapter Master Draaken Vorn
M
5"
T
5
Sv
2+
W
6
Ld
6+
OC
1
INVULNERABLE SAVE
4+
COMMUNITY CONTENT: This Datasheet is a Wahapedia community content and is in no way official. This datasheet was created as a prize for the 2023 lore competition in the community.
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Infernum Mortis [anti-infantry 4+, devastating wounds, ignores cover, torrent]
Infernum Mortis [anti-infantry 4+, devastating wounds, ignores cover, torrent]
24"
D6
N/A
5
-1
2
MELEE WEAPONS
RANGE
A
WS
S
AP
D
The Final Word [devastating wounds]
The Final Word [devastating wounds]
Melee
5
2+
10
-2
3
ABILITIES
CORE: Deep Strike, Leader
FACTION: Oath of Moment
Sentinel of Deminoor: At the start of your Command phase, if this model is on the battlefield, you gain 1CP.
Hero of Sevaston III: You can re-roll Charge and Advance rolls made for this model’s unit.
Tip of the Spear: Once per battle, in your Charge phase, if this model arrived from reserves this turn, it can use this ability. If it does, until the end of the turn when this model’s unit makes a Charge roll, add 2 to the result.
UNIT COMPOSITION
  • 1 Chapter Master Draaken Vorn - EPIC HERO
This model is equipped with: Infernum Mortis, The Final Word.
1 model
120
KEYWORDS: INFANTRY, CHARACTER, EPIC HERO, IMPERIUM, TERMINATOR, CHAPTER MASTER, DRAAKEN VORN, DEATHWING
FACTION KEYWORDS:
ADEPTUS ASTARTES, ASTRAL DRAKES

Chapter Champion Facio
M
6"
T
4
Sv
3+
W
6
Ld
6+
OC
1
INVULNERABLE SAVE
4+
COMMUNITY CONTENT: This Datasheet is a Wahapedia community content and is in no way official. This datasheet was created as a prize for the 2023 lore competition in the community.
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Vow of Michil [Precision]
Vow of Michil [Precision]
18"
1
2+
4
-1
2
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Master-crafted Power Weapon
Master-crafted Power Weapon
Melee
6
2+
5
-2
2
ABILITIES
CORE: Leader
FACTION: Oath of Moment
Lord of Tír na nÓg: While this model is leading a unit, weapons equipped by models in that unit have the [Sustained Hits 1] ability.
Voice of Eternity: While an enemy unit is within Engagement Range of this model, halve the Objective Control characteristic of models in that enemy unit.
WARGEAR ABILITIES
Guardian of Faith: Once per battle, at the start of any phase, this model can use this ability. If it does, until the end of the phase, this model has a 2+ invulnerable save.
UNIT COMPOSITION
  • 1 Chapter Champion Facio - EPIC HERO
This model is equipped with: Vow of Michil, Master-crafted Power Weapon, Guardian of Faith
1 model
100
KEYWORDS: INFANTRY, CHARACTER, EPIC HERO, GRENADES, IMPERIUM, TACTICUS, CHAPTER MASTER, FACIO
FACTION KEYWORDS:
ADEPTUS ASTARTES, LEGION OF PURITY
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.
Destroyed
Throughout a battle, models will suffer damage and be destroyed. When a model is destroyed, it is removed from the battlefield. When every model in a unit has been destroyed, that unit is destroyed.
LEADER

Mighty heroes fight at the forefront of battle.

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

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

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

Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit 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 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.
Oath of Moment

In battle, Space Marines swear mighty oaths to destroy the enemies of the Emperor and uphold the honour of their Chapter, and such vows are sacrosanct. When the Angels of Death strike, they do so with the precision of a surgeon and the force of a thunderbolt. Experience and strategic expertise help them to read the shifting shape of the battle with post-human speed and clarity, directing their wrath towards one priority target after another. Command assets are annihilated, leaving the enemy reeling leaderless. Heavy armour, potent artillery and the vaunted elites of the foe’s forces are laid waste with horrifying speed, until the Emperor’s Angels of Death stand victorious over a field of smouldering wreckage and bolt-riddled corpses, and honour is finally satisfied.

If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target, you can re-roll the Hit roll.
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.
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.
Before selecting targets for this weapon, select one of its profiles to make attacks with.
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.
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.
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.
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.
Invulnerable Saves

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

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

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

  • Invulnerable Save: Never modified by an attack’s AP.
  • The controlling player can choose to use either a model’s invulnerable save or its Save characteristic.
Benefit of Cover

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

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

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

  • Benefit of Cover: Add 1 to armour saving throws against ranged attacks.
  • Does not apply to models with a Save of 3+ or better against attacks with an AP of 0.
  • Multiple instances are not cumulative.
GO TO GROUND
1CP
Core – Battle Tactic Stratagem
Seeking salvation from incoming fire, warriors hurl themselves into whatever cover they can find.
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.

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

EFFECT: Until the end of the phase, all models in your unit have a 6+ invulnerable save and have the Benefit of Cover.
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.
Attached Units
Some CHARACTER units have the Leader ability, which lets them merge with other units (known as Bodyguard units) to form an Attached unit.

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

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

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

Example: If a rule awards you with 1VP each time an enemy unit is destroyed, and you target an Attached unit, you would gain 1VP if the Bodyguard unit is destroyed and 1VP if the Leader unit is destroyed (for a total of 2VP).
Precision

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

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

  • When targeting an Attached unit, the attacking model’s player can have the attack allocated to a CHARACTER model in that unit visible to the bearer.
EPIC CHALLENGE
1CP
Core – Epic Deed Stratagem
The legends of the 41st Millennium are replete with deadly duels between mighty champions.
WHEN: Fight phase, when a CHARACTER unit from your army that is within Engagement Range of one or more Attached units is selected to fight.

TARGET: One CHARACTER model in your unit.

EFFECT: Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.
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.
Combat Doctrines
Gladius Task Force Detachment

The Codex Astartes has proven its worth as a superb treatise on warfare over countless battlefields, and has remained so even after ten thousand years. Many Space Marines hold its wisdom in awe, and exemplify its teachings, employing a flexible set of combat doctrines to eliminate their enemy. Few opponents can withstand the fury of such an onslaught.

At the start of your Command phase, you can select one of the Combat Doctrines listed below. Until the start of your next Command phase, that Combat Doctrine is active and its effects apply to all ADEPTUS ASTARTES units from your army. You can only select each Combat Doctrine once per battle.

Devastator Doctrine

The Codex Astartes details the strategic value of overwhelming firepower applied to key targets while advancing into position to eliminate threats.

This unit is eligible to shoot in a turn in which it Advanced.

Tactical Doctrine

As the warring armies close upon one another and vicious fire-fights erupt, the Codex lays out strategies for swiftly seizing the initiative and combining versatility with firepower.

This unit is eligible to shoot and declare a charge in a turn in which it Fell Back.

Assault Doctrine

The Codex Astartes leaves no doubt that the killing blow in most engagements must be delivered with a decisive close-quarters strike. It presents plentiful tactical means to achieve this end.

This unit is eligible to declare a charge in a turn in which it Advanced.

Armoured Wrath
Ironstorm Spearhead Detachment

An Ironstorm Spearhead’s commanders guide their assault with pre-cogitated fire solutions, cycling data-gheist inloads and whispered binharic auguries. These ensure their warriors, and the belligerent machine spirits inhabiting their war engines, deliver their fire with inescapable accuracy.

Once per phase for each ADEPTUS ASTARTES unit in your army, you can re-roll one Hit roll, one Wound roll or one Damage roll made for a model in that unit.
Close-range Eradication
Firestorm Assault Force Detachment

The Space Marines are the Emperor’s finest shock troops, striking at the foe before they can react. In their rapid, mechanised assaults, Space Marines smash aside the enemy, destroying them at close quarters without mercy.

Ranged weapons equipped by ADEPTUS ASTARTES models from your army have the [ASSAULT] ability, and each time an attack made with such a weapon targets a unit within 12", add 1 to the Strength characteristic of that attack.
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.
Objective Markers
Objective markers represent objects of tactical or strategic import that both sides are attempting to secure, such as valuable artefacts, vital supplies or communications nodes. If a mission uses objective markers, it will state where they are located on the battlefield. These can be represented using any suitable marker, but we recommend using round markers that are 40mm in diameter.

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

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

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

  • A model is within range of an objective marker if within 3" horizontally and 5" vertically.
  • Level of Control: Add together the OC characteristics of all of a player’s models within range of the objective marker.
  • An objective marker is controlled by the player with the highest Level of Control over it (in a tie, it is contested).
  • Models cannot end a move on top of an objective marker.
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 as no models in the unit are CHARACTERS, MONSTERS or VEHICLES, one of those models is destroyed.

  • After a unit shoots or fights, roll one Hazardous test (one D6) for each Hazardous weapon used. For each 1, one model equipped with a Hazardous weapon is destroyed (CHARACTERS, MONSTERS and VEHICLES suffer 3 mortal wounds instead).
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.
Lethal Hits

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

Weapons with [LETHAL HITS] in their profile are known as Lethal Hits weapons. Each time an attack is made with such a weapon, a Critical Hit automatically wounds the target.
Deeds Worthy of Saga
Champions of Russ Detachment

Legendary deeds in the midst of battle are an intoxicating mead. Those who witness them are inspired to greater feats of daring and valour, determined to prove themselves worthy of their champions.

At the end of each player’s turn, you can select one of the Sagas listed below. If that Saga was completed by your army during that battle round, all ADEPTUS ASTARTES models from your army gain the associated benefit until the end of the battle. You can only select each Saga once per battle.

SAGA OF THE WARRIOR BORN

  • This Saga is completed if one or more ADEPTUS ASTARTES CHARACTER models from your army destroyed one or more enemy CHARACTER models during that turn.
  • Benefit Once Completed: Melee weapons equipped by ADEPTUS ASTARTES models from your army have the [SUSTAINED HITS 1] ability.

SAGA OF MAJESTY

  • This Saga is completed if you controlled one or more objective markers in your opponent’s deployment zone at the end of that turn, and one or more ADEPTUS ASTARTES CHARACTER models from your army were within range of that objective marker.
  • Benefit Once Completed: Improve the Objective Control characteristic of ADEPTUS ASTARTES models from your army by 1.

SAGA OF THE BEAR

  • This Saga is completed if one or more ADEPTUS ASTARTES CHARACTER models from your army were reduced to below half of their starting number of wounds during that turn, but were not destroyed at the end of that turn.
  • Benefit Once Completed: ADEPTUS ASTARTES models from your army have the Feel No Pain 6+ ability.

SAGA OF THE BEASTSLAYER

  • This Saga is completed if one or more ADEPTUS ASTARTES CHARACTER models from your army destroyed one or more enemy MONSTER or VEHICLE models during that turn.
  • Benefit Once Completed: Melee weapons equipped by ADEPTUS ASTARTES models from your army have the [LETHAL HITS] ability.

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

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

EFFECT: Select one GRENADES model in your unit and one enemy unit that is not within Engagement Range of any units from your army and is within 8" of and visible to your GRENADES model. Roll six D6: for each 4+, that enemy unit suffers 1 mortal wound.

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