Adeptus Titanicus – Datasheets

Titanic


Reaver Titan
(⌀Use model)
M
12"
T
14
SV
2+
W
60
LD
6+
OC
20
INSV*
5+
* Against ranged attacks only
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Reaver apocalypse launcher blast indirect fire
Reaver apocalypse launcher blast indirect fire
200"
3D6
3+
7
-1
2
Reaver gatling blaster sustained hits 1
Reaver gatling blaster sustained hits 1
72"
12
3+
8
-2
3
Reaver laser blaster blast
Reaver laser blaster blast
72"
8
3+
20
-3
D6+2
Reaver melta cannon blast melta 4
Reaver melta cannon blast melta 4
48"
D6+2
3+
13
-4
6
Reaver volcano cannon blast heavy
Reaver volcano cannon blast heavy
120"
D3+1
3+
24
-5
14
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Reaver feet
Reaver feet
Melee
8
4+
12
-2
4
Reaver power fist – strike
Reaver power fist – strike
Melee
6
4+
20
-4
14
Reaver power fist – sweep
Reaver power fist – sweep
Melee
12
4+
12
-3
6
WARGEAR OPTIONS
  • This model’s Reaver gatling blaster can be replaced with one of the following:
    • 1 Reaver laser blaster
    • 1 Reaver melta cannon
    • 1 Reaver volcano cannon
    • 1 Reaver power fist
  • This model’s Reaver laser blaster can be replaced with one of the following:
    • 1 Reaver gatling blaster
    • 1 Reaver melta cannon
    • 1 Reaver volcano cannon

ABILITIES
CORE: Deadly Demise D6+6
FACTION: Super-heavy Walker
Striding Colossus: Each time you target this model with a Stratagem, you must spend three times that Stratagem’s stated CP cost to do so.
God-machine: This model is eligible to shoot and declare a charge in a turn in which it Fell Back.
UNIT COMPOSITION
  • 1 Reaver Titan
This model is equipped with: Reaver apocalypse launcher; Reaver gatling blaster; Reaver laser blaster; Reaver feet.
YOUR UNIT COSTS
1 model
2200
DAMAGED: 1-20 WOUNDS REMAINING
While this model has 1-20 wounds remaining, subtract 10 from this model’s Objective Control characteristic and each time this model makes an attack, subtract 1 from the Hit roll.
KEYWORDS: VEHICLE; WALKER; TITANIC; TOWERING; FRAME; IMPERIUM; REAVER TITAN
FACTION KEYWORDS:
ADEPTUS TITANICUS
STRATAGEMS
COMMAND RE-ROLL
1CP
Core
C
INSANE BRAVERY
1CP
Core
C
RAPID INGRESS
1CP
Core
C
CRUSHING IMPACT
1CP
Core
C
HEROIC INTERVENTION
1CP
Core
C
COUNTEROFFENSIVE
2CP
Core
C
COMMAND RE-ROLL
1CP
Boarding Actions – Epic Deed
BA
INSANE BRAVERY
1CP
Boarding Actions – Epic Deed
BA
EXPLOSIVE CLEARANCE
1CP
Boarding Actions – Battle Tactic
BA
COUNTER-OFFENSIVE
2CP
Boarding Actions – Strategic Ploy
BA


Warbringer Nemesis Titan
(⌀Use model)
M
12"
T
14
SV
2+
W
80
LD
6+
OC
20
INSV*
5+
* Against ranged attacks only
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Anvillus defence battery anti-fly 4+
Anvillus defence battery anti-fly 4+
72"
8
3+
8
-1
2
Ardex-defensor mauler
Ardex-defensor mauler
36"
6
3+
6
-2
2
Nemesis quake cannon blast indirect fire
Nemesis quake cannon blast indirect fire
480"
D6+6
3+
16
-4
4
Nemesis volcano cannon blast
Nemesis volcano cannon blast
120"
D3+3
3+
24
-5
14
Reaver gatling blaster sustained hits 1
Reaver gatling blaster sustained hits 1
72"
12
3+
8
-2
3
Reaver laser blaster blast
Reaver laser blaster blast
72"
8
3+
20
-3
D6+2
Reaver melta cannon blast melta 4
Reaver melta cannon blast melta 4
48"
D6+2
3+
13
-4
6
Reaver volcano cannon blast heavy
Reaver volcano cannon blast heavy
120"
D3+1
3+
24
-5
14
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Nemesis feet
Nemesis feet
Melee
6
4+
12
-2
4
WARGEAR OPTIONS
  • This model’s Nemesis quake cannon can be replaced with 1 Nemesis volcano cannon.
  • This model’s Reaver gatling blaster can be replaced with one of the following:
    • 1 Reaver laser blaster
    • 1 Reaver melta cannon
    • 1 Reaver volcano cannon
  • This model’s Reaver laser blaster can be replaced with one of the following:
    • 1 Reaver gatling blaster
    • 1 Reaver melta cannon
    • 1 Reaver volcano cannon

ABILITIES
CORE: Deadly Demise D6+6
FACTION: Super-heavy Walker
Striding Colossus: Each time you target this model with a Stratagem, you must spend three times that Stratagem’s stated CP cost to do so.
Titanic Fire Support: In your Shooting phase, after this model has shot, select one enemy unit hit by one or more of those attacks. Until the end of the phase, each time a friendly Imperium model makes an attack that targets that enemy unit, on a Critical Wound, improve the Armour Penetration characteristic of that attack by 1.
UNIT COMPOSITION
  • 1 Warbringer Nemesis Titan
This model is equipped with: 2 anvillus defence batteries; 3 ardex-defensor maulers; Nemesis quake cannon; Reaver gatling blaster; Reaver laser blaster; Nemesis feet.
YOUR UNIT COSTS
1 model
2600
DAMAGED: 1-26 WOUNDS REMAINING
While this model has 1-26 wounds remaining, subtract 10 from this model’s Objective Control characteristic and each time this model makes an attack, subtract 1 from the Hit roll.
KEYWORDS: VEHICLE; WALKER; TITANIC; TOWERING; FRAME; IMPERIUM; WARBRINGER NEMESIS TITAN
FACTION KEYWORDS:
ADEPTUS TITANICUS
STRATAGEMS
COMMAND RE-ROLL
1CP
Core
C
INSANE BRAVERY
1CP
Core
C
RAPID INGRESS
1CP
Core
C
CRUSHING IMPACT
1CP
Core
C
HEROIC INTERVENTION
1CP
Core
C
COUNTEROFFENSIVE
2CP
Core
C
COMMAND RE-ROLL
1CP
Boarding Actions – Epic Deed
BA
INSANE BRAVERY
1CP
Boarding Actions – Epic Deed
BA
EXPLOSIVE CLEARANCE
1CP
Boarding Actions – Battle Tactic
BA
COUNTER-OFFENSIVE
2CP
Boarding Actions – Strategic Ploy
BA


Warhound Titan
(⌀Use model)
M
14"
T
13
SV
2+
W
40
LD
6+
OC
16
INSV*
5+
* Against ranged attacks only
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Warhound inferno gun ignores cover torrent
Warhound inferno gun ignores cover torrent
24"
3D6
N/A
7
-2
3
Warhound plasma blastgun – standard blast
Warhound plasma blastgun – standard blast
72"
2D6+3
3+
9
-3
4
Warhound plasma blastgun – supercharge blast hazardous
Warhound plasma blastgun – supercharge blast hazardous
72"
2D6+3
3+
10
-3
5
Warhound turbo-laser destructor blast
Warhound turbo-laser destructor blast
72"
D3+3
3+
20
-3
2D6
Warhound vulcan mega-bolter sustained hits 1
Warhound vulcan mega-bolter sustained hits 1
48"
20
3+
6
-1
2
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Warhound feet
Warhound feet
Melee
8
4+
10
-1
2
WARGEAR OPTIONS
  • This model’s Warhound plasma blastgun can be replaced with one of the following:
    • 1 Warhound inferno gun
    • 1 Warhound turbo-laser destructor
    • 1 Warhound vulcan mega-bolter
  • This model’s Warhound vulcan mega-bolter can be replaced with one of the following:
    • 1 Warhound inferno gun
    • 1 Warhound plasma blastgun
    • 1 Warhound turbo-laser destructor

ABILITIES
CORE: Deadly Demise 2D6
FACTION: Super-heavy Walker
Striding Colossus: Each time you target this model with a Stratagem, you must spend twice that Stratagem’s stated CP cost to do so.
Flank Speed: Each time this model Advances, do not make an Advance roll for it. Instead, until the end of the phase, add 8" to the Move characteristic of this model.
UNIT COMPOSITION
  • 1 Warhound Titan
This model is equipped with: Warhound plasma blastgun; Warhound vulcan mega-bolter; Warhound feet.
YOUR UNIT COSTS
1 model
1100
DAMAGED: 1-13 WOUNDS REMAINING
While this model has 1-13 wounds remaining, subtract 8 from this model’s Objective Control characteristic and each time this model makes an attack, subtract 1 from the Hit roll.
KEYWORDS: VEHICLE; WALKER; TITANIC; TOWERING; FRAME; IMPERIUM; WARHOUND TITAN
FACTION KEYWORDS:
ADEPTUS TITANICUS
STRATAGEMS
COMMAND RE-ROLL
1CP
Core
C
INSANE BRAVERY
1CP
Core
C
RAPID INGRESS
1CP
Core
C
CRUSHING IMPACT
1CP
Core
C
HEROIC INTERVENTION
1CP
Core
C
COUNTEROFFENSIVE
2CP
Core
C
COMMAND RE-ROLL
1CP
Boarding Actions – Epic Deed
BA
INSANE BRAVERY
1CP
Boarding Actions – Epic Deed
BA
EXPLOSIVE CLEARANCE
1CP
Boarding Actions – Battle Tactic
BA
COUNTER-OFFENSIVE
2CP
Boarding Actions – Strategic Ploy
BA


Warlord Titan
(⌀Use model)
M
10"
T
16
SV
2+
W
100
LD
6+
OC
30
INSV*
5+
* Against ranged attacks only
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Apocalypse launcher blast indirect fire
Apocalypse launcher blast indirect fire
200"
20
3+
8
-2
2
Ardex-defensor lascannon
Ardex-defensor lascannon
48"
1
3+
12
-3
D6+1
Ardex-defensor mauler
Ardex-defensor mauler
36"
6
3+
6
-2
2
Arioch power claw sustained hits 1
Arioch power claw sustained hits 1
48"
20
3+
6
-1
2
Belicosa volcano cannon blast
Belicosa volcano cannon blast
120"
D3+3
3+
32
-5
18
Laser blaster blast
Laser blaster blast
72"
6
3+
16
-4
D6+3
Macro gatling blaster sustained hits 1
Macro gatling blaster sustained hits 1
100"
30
3+
9
-2
3
Mori quake cannon blast ignores cover
Mori quake cannon blast ignores cover
280"
3D6
3+
16
-4
6
Sunfury plasma annihilator – standard blast
Sunfury plasma annihilator – standard blast
72"
2D6+6
3+
10
-3
5
Sunfury plasma annihilator – supercharge blast hazardous
Sunfury plasma annihilator – supercharge blast hazardous
72"
2D6+6
3+
12
-3
8
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Arioch power claw – strike
Arioch power claw – strike
Melee
6
4+
20
-4
24
Arioch power claw – sweep
Arioch power claw – sweep
Melee
12
4+
12
-3
8
Warlord feet
Warlord feet
Melee
6
4+
12
-2
4
WARGEAR OPTIONS
  • This model’s 2 apocalypse launchers can be replaced with 2 laser blasters.
  • This model’s arioch power claw can be replaced with one of the following:
    • 1 belicosa volcano cannon
    • 1 macro gatling blaster
    • 1 mori quake cannon
    • 1 sunfury plasma annihilator
  • This model’s macro gatling blaster can be replaced with one of the following:
    • 1 arioch power claw
    • 1 belicosa volcano cannon
    • 1 mori quake cannon
    • 1 sunfury plasma annihilator

ABILITIES
CORE: Deadly Demise 2D6+6
FACTION: Super-heavy Walker
Striding Colossus: Each time you target this model with a Stratagem, you must spend four times that Stratagem’s stated CP cost to do so.
Wrath of the Omnissiah: In your Shooting phase, after this model has shot, select one enemy unit hit by one or more of those attacks. That unit must take a Battle-shock test.
UNIT COMPOSITION
  • 1 Warlord Titan
This model is equipped with: 2 apocalypse launchers; 2 ardex-defensor lascannons; 2 ardex-defensor maulers; macro gatling blaster; arioch power claw; Warlord feet.
YOUR UNIT COSTS
1 model
3500
DAMAGED: 1-33 WOUNDS REMAINING
While this model has 1-33 wounds remaining, subtract 15 from this model’s Objective Control characteristic and each time this model makes an attack, subtract 1 from the Hit roll.
KEYWORDS: VEHICLE; WALKER; TITANIC; TOWERING; FRAME; IMPERIUM; WARLORD TITAN
FACTION KEYWORDS:
ADEPTUS TITANICUS
STRATAGEMS
COMMAND RE-ROLL
1CP
Core
C
INSANE BRAVERY
1CP
Core
C
RAPID INGRESS
1CP
Core
C
CRUSHING IMPACT
1CP
Core
C
HEROIC INTERVENTION
1CP
Core
C
COUNTEROFFENSIVE
2CP
Core
C
COMMAND RE-ROLL
1CP
Boarding Actions – Epic Deed
BA
INSANE BRAVERY
1CP
Boarding Actions – Epic Deed
BA
EXPLOSIVE CLEARANCE
1CP
Boarding Actions – Battle Tactic
BA
COUNTER-OFFENSIVE
2CP
Boarding Actions – Strategic Ploy
BA

The ADEPTUS TITANICUS keyword is used in the following Adeptus Titanicus datasheets:

17.02 Frame
Some models do not have a base; many of these are MONSTER/VEHICLE models. Such models have the FRAME keyword, as do some other large models. Whenever a rule refers to a model’s position in relation to anything else on the battlefield (e.g. when measuring distances), if that model has the FRAME keyword, unless otherwise stated, measure to and from the closest point on that model (so not necessarily from its base, if it has one).

When rotating a FRAME model as part of a move, if that model does not have a base, turn it any amount around its central axis, while keeping it upright.

The FRAME keyword is used in the following Adeptus Titanicus datasheets:

The IMPERIUM keyword is used in the following Adeptus Titanicus datasheets:

The TITANIC keyword is used in the following Adeptus Titanicus datasheets:

22.05 Plunging Fire
Each time a model makes a ranged attack that targets a visible unit containing one or more models on ground level, if one or more of the following conditions apply, improve the BS characteristic of that attack by 1:
  • The attacking model is on a section of a terrain feature that is 3" or more in height.
  • The attacking model has the TOWERING keyword and the target unit is within 12".

The TOWERING keyword is used in the following Adeptus Titanicus datasheets:

The VEHICLE keyword is used in the following Adeptus Titanicus datasheets:

The WALKER keyword is used in the following Adeptus Titanicus datasheets:

03.04 Engagement
A model’s engagement range is the area of the battlefield within 2" horizontally and 5" vertically of it.
  • While a friendly model is within engagement range of one or more enemy models, those models – and the units they belong to – are engaged with each other.
  • While a unit contains no engaged models, that unit is unengaged.

WHAT IS ENGAGEMENT?
While opposing models are within each other’s engagement range, they are able to fight in vicious melee, so unless they are seeking to make melee attacks, models should keep out of their foes’ reach.

ENGAGEMENT
These two units have at least one model within 2" of the opposing unit, and are therefore engaged with each other.
ADVANCE MOVE09.06
MAXIMUM DISTANCE: Advance roll + your unit’s M characteristic.
ELIGIBLE IF: Your unit is on the battlefield and unengaged.
EFFECT: Your unit moves as described in Moving (03).
BEFORE MOVING: Make an advance roll by rolling one D6.
AFTER MOVING:
06.03 Hazard Rolls
To make a hazard roll for a unit, roll one D6: on a 1-2, that roll fails and that unit suffers 1 mortal wound, or 3 mortal wounds instead if each model in that unit is a MONSTER/VEHICLE model. If more than one hazard roll is required for a unit, make all of those rolls simultaneously.

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05.04.04 Destroyed
Throughout a battle, models will suffer damage, lose wounds and be destroyed. When every model in a unit has been destroyed, that unit is destroyed.

When a model is destroyed, first resolve any rules that are triggered when it is destroyed, then it is removed from the battlefield. If any such rules apply, and if the model was destroyed as the result of an attack, unless otherwise stated, those rules are only resolved and that model is only removed after the attacking unit’s attacks have been resolved. Unless otherwise stated, destroyed models and units cannot use abilities or be selected or targeted by rules.

Some rules only trigger if an enemy model or unit was destroyed by you, or by a model or unit from your army. This means that the enemy model or unit was destroyed by an attack made by a model from your army, or by a player rule you have. Enemy models or units that are destroyed by any other means are not destroyed by you, or by a model or unit from your army.
01.04.03 As Close As Possible
  • If a rule instructs you to move a model as close as possible to a unit or model you must end that model’s move in base contact with that unit or model if its move is sufficient to do so without breaking any other restrictions (such as coherency), or as close as you can achieve if its move is not sufficient.
  • If a model is already as close as possible to a unit or model when it is instructed to make a move as close as possible towards a unit or model, that model cannot be moved, but still counts as having made the move in question.
  • If a rule instructs you to move a model as close as possible to an objective you must end that model’s move within range of an objective if its move is sufficient to do so without breaking any other restrictions (such as coherency), or as close as you can achieve if its move is not sufficient.
  • If that model is already within range of an objective it can move up to the maximum distance of that move but must end its move still within range of that objective.
EMERGENCY DISEMBARK MOVE18.05
SET-UP DISTANCE: 6"
ELIGIBLE IF: Your unit is embarked within a TRANSPORT model that was just destroyed.
EFFECT: Your unit is set up as described in Set Up (03.02).
BEFORE MOVING: Make a hazard roll for each model in your unit (06.03).
WHILE MOVING: Set up each model in your unit wholly within the set-up distance of that TRANSPORT, and as close as possible to that TRANSPORT. Each model that cannot be set up in this way is destroyed.
AFTER MOVING: Your unit is battle-shocked and, until the end of the turn, it is not eligible to declare a charge.
06.02.01 Normal Damage
Normal Damage is damage that was inflicted on a model as a result of a weapon’s D characteristic, rather than by other means such as mortal wounds. Mortal wounds dealt in addition to normal damage from an attack are part of that same attack.
06.02 Mortal Wounds
Some attacks or rules inflict mortal wounds on units. Each time a unit suffers one or more mortal wounds, its controlling player must resolve the following sequence for each of those mortal wounds, until either all of them have been inflicted or that unit is destroyed:
  1. Select Model: Select one model in that unit by following the first instruction below that applies:

    If a non-CHARACTER model in that unit has lost one or more wounds, you must select that model.
    Otherwise, if that unit contains one or more non-CHARACTER models, you must select one of those models.
    Otherwise, if one or more CHARACTER models in that unit have lost one or more wounds, you must select one of those models.
    Otherwise, you must select one CHARACTER model in that unit.

  2. Resolve Damage: The selected model loses 1 wound. If this reduces that model’s remaining wounds to 0, it is destroyed.

MORTAL WOUNDS AND NORMAL DAMAGE
When resolving attack dice, if those attacks inflict a mixture of both mortal wounds and normal damage, resolve all of the normal damage first, then resolve all of the mortal wounds.

SEE ALSO
  • Normal Damage 06.02.01
Super-heavy Walker
Each time a model with this ability makes a Normal, Advance or Fall Back move, it can move over models (excluding TITANIC models) and terrain features that are 4" or less in height as if they were not there.
[LETHAL HITS]24.23

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

Each time an attack made with a [LETHAL HITS] weapon results in a critical hit, you can choose for that attack to automatically wound the target.

Designer’s Note: Choosing to automatically wound the target means that no wound roll is made for that attack. You may decide against this, as it means that attack cannot result in a critical wound and so cannot trigger other abilities such as [DEVASTATING WOUNDS].
Hit Roll
Make one hit roll for each attack dice by rolling one D6. For each result, check if it fails or is a hit by matching the first condition below that applies:

Unmodified
FAILS
Unmodified
CRITICAL HIT
Equal to or greater than that attack’s BS/WS characteristicHIT
Any other resultFAILS

CRITICAL HITS
Critical hits are still hits. In addition, other rules can be triggered by a critical hit, such as [LETHAL HITS] (24).
Before selecting targets for this weapon, select one of its profiles to make attacks with.
13.08 Benefit of Cover
Each time a ranged attack targets a unit, if every model in that unit meets one or more of the following conditions, that unit has the benefit of cover against that attack:
  • That model has the INFANTRY/BEASTS/SWARM keyword and is within a terrain area.
  • That model is not fully visible to the attacking model due to one or more intervening terrain features and/or one or more intervening obscuring terrain areas (see below).

Each time a ranged attack targets a unit that has the benefit of cover against it, worsen the BS characteristic of that attack by 1.
STEALTH24.33

The stealthiest warriors can evade the attentions, and the bullets, of their foes.

If every model in a unit has this ability, each time a ranged attack targets that unit, that unit has the benefit of cover against that attack (13.08).
[IGNORES COVER]24.18

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

Each time an attack is made with an [IGNORES COVER] weapon, the target cannot have the benefit of cover against that attack (13.08), including from rules that give a model or unit the benefit of cover (e.g. Stealth).
[TORRENT]24.37

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

Each time an attack is made with a [TORRENT] weapon, that attack automatically hits the target.
[BLAST]24.05

High-explosive rounds can fell several warriors in a single blast, but firing them too close to comrades is unwise.

Each time you gather attack dice for a [BLAST] weapon, add one additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).

If this ability takes the form [BLAST X], each time you gather attack dice for such a weapon, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down) instead.

Example: If a [BLAST 2] weapon with an A characteristic of 3 targets a unit containing 12 models, you would gather four additional attack dice for that weapon (for a total of seven for that weapon).
[HAZARDOUS]24.15

Weapons powered by unstable and dangerous energy sources pose a substantial risk to the wielder and those that stand beside them.

Each time a unit is selected to shoot or selected to fight, after that unit has resolved all of its attacks, make a number of hazard rolls (06.03) for that unit equal to the number of [HAZARDOUS] weapons you selected in the Select Weapons step.
[SUSTAINED HITS]24.36

Some weapons possess a punishing rate of fire, or can land devastating flurries of blows, tearing the foe apart with relentless ferocity.

This ability always takes the form [SUSTAINED HITS X]. Each time an attack made with a [SUSTAINED HITS] weapon results in a critical hit, that attack results in a number of additional hits on the target as denoted by X.

Example: An attack made with a [SUSTAINED HITS 2] weapon results in a critical hit. That attack therefore hits the target three times (once from the critical hit, and twice more from the [SUSTAINED HITS 2] ability).
Save Rolls
The opposing player resolves the following sequence:
  1. Create Groups: Divide all models in the target unit into the following groups, as many times as required:
    • One group for each CHARACTER model.
    • One group for all other models with the same W, Sv and InSv characteristics.
  2. Allocation Order: Declare the order in which those groups will have attacks allocated to them, applying all of the following:
    • If a non-CHARACTER group contains a model that has lost one or more wounds, that group must be first in the allocation order.
    • No CHARACTER group can be earlier in the allocation order than a non-CHARACTER group.
    • CHARACTER groups containing a model that has lost one or more wounds must be earlier in the allocation order than CHARACTER groups containing no wounded models.
  3. Make Save Rolls: The opposing player makes one save roll for each attack that wounded the target by rolling one D6.
05.02.01 Multiple Toughness Characteristics
When resolving attacks that target a unit in which the models have two or more different T characteristics, follow the first instruction that applies from below:
  • If the target unit is an attached unit, use the highest T characteristic amongst bodyguard models in that unit that are on the battlefield.
  • Use the highest T characteristic amongst models in that unit that are on the battlefield.
01.07.01 Battlefield Morale
The morale and organisation of troops can waver and break during battle. This is checked using battle-shock rolls, most commonly in the Command phase. Failing such a roll represents the unit’s courage faltering due to taking casualties or through other disruption, reducing its battlefield effectiveness. Similarly, some rules will require you to check a unit’s readiness by making a leadership roll.
01.07.02 Battle-shock Test
The term Battle-shock test is the same as battle-shock roll.
01.07 Battle-shock Rolls
To make a battle-shock roll for a unit, its controlling player makes a leadership roll for it (see above).
  • If that roll succeeds, that unit does not become battle-shocked.
  • If that roll fails, that unit, and each model in it, is battle-shocked.

While a unit is battle-shocked:
  • The Objective Control (OC) characteristic of all of its models is modified to ‘-’ (02.02).
  • Its controlling player cannot target that unit with stratagems (15).
  • It is not eligible to start an action (16), and any action it has started cannot be completed.

SEE ALSO
  • Battlefield Morale 01.07.01
  • Battle-shock Test 01.07.02


BATTLEFIELD MORALE
The morale and organisation of troops can waver and break during battle. This is checked using battle-shock rolls, most commonly in the Command phase. Failing such a roll represents the unit’s courage faltering due to taking casualties or through other disruption, reducing its battlefield effectiveness. Similarly, some rules will require you to check a unit’s readiness by making a leadership roll.
01.05.01 Automatically Successful/Passes/Hits/Wounds
When a dice roll or test is automatically successful or automatically passes/hits/wounds, do not roll the dice and instead move to the next step of the sequence for that roll as if the required result had been rolled. Any rules that take effect on a particular dice result or roll result do not take effect.

Example: If a hit roll is automatically successful, move straight to the Wound Rolls step for that attack. Such a hit roll is not a critical hit.

Example: If a wound roll is automatically successful, move straight to the Save Rolls step for that attack. Such a wound roll is not a critical wound.
INSANE BRAVERY15.04
1CP
Core Stratagem
Indifferent to their own survival, these warriors hold their ground against seemingly impossible odds.
WHEN: Battle-shock step of your Command phase, just before you make a battle-shock roll for a friendly unit.

TARGET: That unit.

EFFECT: That battle-shock roll is automatically successful.

RESTRICTIONS: You cannot use this stratagem more than once per battle.
INGRESS MOVE20.04
SET-UP DISTANCE: 6"
ELIGIBLE IF: Your unit is in strategic reserves (excluding units that are embarked within TRANSPORTS that are themselves in strategic reserves).
EFFECT: Your unit is set up as described in Set Up (03.02).
BEFORE MOVING: Your unit is set up as described in Set Up (03.02).
WHILE MOVING: Set up your unit wholly within the set-up distance of one or more battlefield edges and more than 8" horizontally from all enemy units.
  • Before the Third Battle Round: While doing so, no models can be set up within your opponent’s deployment zone.
AFTER MOVING: Unless otherwise stated, until the start of the next Charge phase, your unit is not eligible to make any other type of move.
RAPID INGRESS15.07
1CP
Core Stratagem
Be it cunning strategy, potent technology or supernatural ritual, there are many means by which a commander may hasten their warriors’ onset.
WHEN: End of your opponent’s Movement phase.

TARGET: One friendly unit that is in strategic reserves (excluding AIRCRAFT).

EFFECT: Your unit makes an ingress move (20.04).

RESTRICTIONS: You cannot use this stratagem during the first battle round.
FIGHTS FIRST24.13

Those possessed of lightning-fast reactions may strike before the opponent can react.

While every model in a unit has this ability, that unit is a Fights First unit.

See the Resolve Fights First Combats step in the Fight phase (12.04).
CHARGE MOVE11.04
MAXIMUM DISTANCE: Charge roll.
ELIGIBLE IF: Your unit declared a charge this phase.
EFFECT: Your unit moves as described in Moving (03).
BEFORE MOVING: Select one or more enemy units that are within 12" of your unit and within the maximum distance of your unit; until the end of this move, each of those enemy units is a charge target.
WHILE MOVING:
  • Each model must end its move closer to one or more charge targets.
  • Each model that can end its move within 1" of one or more charge targets must do so.
  • Each model that can end its move engaged with one or more charge targets must do so.
AFTER MOVING:
  • Your unit must be engaged with all of the charge targets.
  • Your unit cannot be engaged with one or more enemy units that are not charge targets.
  • Until the end of the turn, each model in your unit has the Fights First ability (24.13).
CRUSHING IMPACT15.06
1CP
Core Stratagem
In extremis, armoured vehicles and rampaging monsters can use their sheer size as a weapon, ramming and crushing enemies beneath their colossal bulk, though doing so risks sustaining damage in return.
WHEN: Your Charge phase, just after a friendly MONSTER/VEHICLE unit ends a charge move.

TARGET: That MONSTER/VEHICLE unit.

EFFECT: Resolve the following sequence:
  1. Select one enemy unit engaged with your unit.
  2. Select one model in your unit engaged with that enemy unit.
  3. Roll a number of D6 equal to the T characteristic of that model: for each 1, your unit suffers 1 mortal wound; for each 5+, that enemy unit suffers 1 mortal wound (to a maximum of 6 mortal wounds per unit).
HEROIC INTERVENTION15.11
1CP
Core Stratagem
Voices raised in furious war cries, your warriors surge forth to meet the enemy’s onslaught head-on.
WHEN: End of your opponent’s Charge phase.

TARGET: One friendly unengaged unit within 12" of one or more enemy units. You can only select a VEHICLE unit if it is a CHARACTER/WALKER unit.

EFFECT: Resolve a charge with your unit (11.02). While doing so, before making the charge roll, you must select one of the following modes:

  • Leap to Defend: When selecting charge targets, you can only select enemy units that made a charge move this phase and are within the maximum distance.
+1CP
  • Into the Fray:
    • When making the charge roll, if the result is greater than 6 (after modifiers), change it to 6.
    • When selecting charge targets, you can select any enemy units that are within 6" of your unit and within the maximum distance.
COUNTEROFFENSIVE15.12
2CP
Core Stratagem
In close-quarters combat, the slightest hesitation can leave an opening for a swift foe to exploit.
WHEN: Fight step of your opponent’s Fight phase, just after an enemy unit has resolved its attacks.

TARGET: One friendly unit that is eligible to fight.

EFFECT: Until the end of the phase, your unit has the Fights First ability and it must be the next unit you select to fight (12.04).
INSANE BRAVERY
1CP
Boarding Actions – Epic Deed Stratagem
Indifferent to their own survival, these warriors hold their ground against seemingly impossible odds.
WHEN: Battle-shock step of your Command phase, just after you have failed a Battle-shock test taken for a unit from your army.

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

EFFECT: Your unit is treated as having passed that test instead, and is not Battle-shocked as a result.
EXPLOSIVE CLEARANCE
1CP
Boarding Actions – Battle Tactic Stratagem
A well-placed explosive munition in confined shipboard spaces can cause bloody carnage.
WHEN: Your Shooting phase.

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

EFFECT: Select one model in your unit that is equipped with a weapon with the [BLAST] ability. Until the end of the phase, when determining how many models are in the target unit for the purpose of that ability, include models that are not visible to the attacking model. In addition, attacks made with that weapon can be allocated to models that are not visible to the attacking model.
COUNTER-OFFENSIVE
2CP
Boarding Actions – Strategic Ploy Stratagem
In close-quarters combat, the slightest hesitation can leave an opening for a swift foe to exploit.
WHEN: Fight phase, just after an enemy unit has fought.

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

EFFECT: Your unit fights next.
Faction Rules
06.01 Visibility
Line of sight is used to determine visibility between models. For an observing model to have line of sight, it must be possible to draw an imaginary straight line, 1 mm wide, from any part of that model to any part of the model being observed. This line is the line of sight. While doing so, other models in the observing model’s unit and in the observed model’s unit are ignored.

Other models and units can be either visible or fully visible to the observing model, as shown below. Note that terrain applies additional rules to visibility (13.07).

Model Visible
If any part of another model is visible to the observing model, that model is visible.

Model Fully Visible
If every part of another model that is facing the observing model is visible to the observing model (so the only thing blocking visibility to any part of that other model is that model itself), that model is fully visible.

Unit Visible
If one or more models in a unit are visible to the observing model, that unit is visible.

Unit Fully Visible
If every model in a unit is fully visible to the observing model, that unit is fully visible. When determining this, the observing model can see through other models in that unit.
Moving a Model in a Straight Line
Each time you move a model in a straight line, move it horizontally across the battlefield. Measure from the same point on its base at the start and end of that move, and add that distance to any other distance it has moved since its unit began that move. The distance moved cannot be greater than the maximum distance of that move type.
Rotating a Model
Each time you rotate a model, turn it any amount around the centre of its base, while keeping it upright. Note that rotating a model does not count towards the distance it has moved.
REMAIN STATIONARY09.04
MAXIMUM DISTANCE: ‘–’
ELIGIBLE IF: Any unit.
EFFECT: No models are moved (either in straight lines or rotated). Units that remain stationary do not trigger any rules that are triggered when a unit starts or ends a move.
INDIRECT SHOOTING10.07
ELIGIBLE IF: All of the following apply to your unit:
  • Unengaged and did not make an advance move this turn.
  • Has one or more [INDIRECT FIRE] weapons.
EFFECT: Your unit shoots as described in Making Attacks (04).
WHILE SHOOTING:
  • [INDIRECT FIRE] weapons in your unit can target units that are not visible to the attacking model.
  • Each time an [INDIRECT FIRE] weapon makes an attack:
    • The target has the benefit of cover against that attack (13.08).
    • You cannot re-roll hit rolls.
    • An unmodified hit roll of 1-5 fails, unless your unit remained stationary this turn and the target is visible to one or more friendly units, in which case an unmodified hit roll of 1-3 fails instead.
AFTER SHOOTING: Until the end of the phase, your unit is not eligible to start an action.
INDIRECT FIRE
When you select indirect shooting for a unit, its [INDIRECT FIRE] weapons can launch punishing barrages on targets that are not visible, but don’t forget that its other weapons can still target other visible targets.
[INDIRECT FIRE]24.19

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

Units containing one or more models with an [INDIRECT FIRE] weapon can shoot using indirect shooting (10.07).
[MELTA]24.25

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

This ability always takes the form [MELTA X]. Each time a model makes an attack with a [MELTA] weapon, if the target unit was within half range of that weapon in the Select Targets step, until the attacking unit’s attacks have been resolved, add X to that weapon’s D characteristic.

Example: A model targets a unit that is within half range of a [MELTA 2] weapon with a D characteristic of D6. While resolving those attacks, that weapon has a D characteristic of D6+2.
[HEAVY]24.16

Heavy weapons are amongst the biggest guns on the battlefield, but require bracing to fire at full effect.

In your Shooting phase, each time an attack is made with a [HEAVY] weapon, add 1 to the hit roll if all of the following apply to the attacking unit:
  • That unit is unengaged.
  • That unit was not set up on the battlefield this turn.
  • No model in that unit has moved more than 3" this turn.
DEADLY DEMISE24.08

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

This ability always takes the form Deadly Demise X. Each time a model in this unit is destroyed, after the units embarked within it (if any) have made their emergency disembark moves, roll one D6. On a 6, that model suffers a deadly demise; each unit within 6" of that model suffers a number of mortal wounds denoted by X (if this is a random number, roll separately for each unit within 6").

Example: An Impulsor with a unit of Intercessors embarked within it is destroyed by ranged attacks. First, any unresolved attacks made by the attacking unit are resolved. Then the Intercessors make an emergency disembark move. Then the roll is made for the Deadly Demise ability, and on a 6, that ability is resolved. Finally, the Impulsor is removed from the battlefield.
[DEVASTATING WOUNDS]24.10

The most potent weapons strike with such power that they make a mockery of armour and can cleave through several foes.

Each time an attack made with a [DEVASTATING WOUNDS] weapon results in a critical wound, the attack sequence for that attack ends and the target unit suffers a number of mortal wounds equal to the D characteristic of that weapon. These are inflicted after resolving any normal damage inflicted by those attacks.

Mortal wounds inflicted by [DEVASTATING WOUNDS] weapons can damage a maximum of one model for each critical wound; any remaining mortal wounds inflicted by that attack are lost.

Example: An attack made with a [DEVASTATING WOUNDS] weapon with a D characteristic of 3 results in a critical wound against an Intercessor Squad, so inflicts 3 mortal wounds. The first 2 mortal wounds are sufficient to destroy 1 Intercessor model, so the remaining mortal wound is lost.
Wound Roll
Make one wound roll for each hit by rolling one D6. For each result, check if it fails or is a wound by matching the first condition below that applies:

Unmodified
FAILS
Unmodified
CRITICAL WOUND
Equal to or greater than the required result below:WOUND
ATTACK’S STRENGTH VS TARGET’S TOUGHNESSREQUIRED RESULT
Strength is TWICE (or more than twice) the Toughness
+
Strength is GREATER than the Toughness
+
Strength is EQUAL to the Toughness
+
Strength is LESS than the Toughness
+
Strength is HALF (or less than half) the Toughness
+
Any other resultFAILS

CRITICAL WOUNDS
Critical wounds are still wounds. In addition, other rules can be triggered by a critical wound, such as [DEVASTATING WOUNDS] (24).


SEE ALSO
  • Multiple Toughness Characteristics 05.02.01
COMMAND RE-ROLL15.02
1CP
Core Stratagem
A great commander can bend even the vagaries of fate and fortune to their will, the better to ensure victory.
WHEN: Any phase, just after you make one of the following rolls for a friendly unit or model:
  • Advance roll
  • Charge roll
  • Damage roll
  • Hazard roll
  • Hit roll
  • Save roll
  • Wound roll
  • A roll to determine the number of attacks generated with a weapon.

TARGET: That unit or model.

EFFECT: You re-roll that roll. If you are rolling more than one dice together, select one of those dice to re-roll (excluding charge rolls, which you must re-roll in full).
COMMAND RE-ROLL
1CP
Boarding Actions – Epic Deed Stratagem
A great commander can bend even the vagaries of fate and fortune to their will, the better to ensure victory.
WHEN: Any phase, just after you have made a Hit roll, a Wound roll, a Damage roll, a saving throw, an Advance roll, a Charge roll, a Desperate Escape test, a Hazardous test, or just after you have rolled the dice to determine the number of attacks made with a weapon, for an attack, model or unit from your army.

TARGET: That unit or model from your army.

EFFECT: You re-roll that roll, test or saving throw.
[ANTI]24.03

Certain weapons are the bane of particular foes.

This ability always takes the form [ANTI-X Y+]. Each time an attack is made with an [ANTI] weapon, if the target unit has the keyword denoted by X, an unmodified wound roll of Y+ is a critical wound.

Example: An attack made with an [ANTI-VEHICLE 4+] weapon against a VEHICLE unit will result in a critical wound on an unmodified wound roll of 4+, while an attack made with an [ANTI-PSYKER 2+] weapon against a PSYKER unit will result in a critical wound on an unmodified wound roll of 2+.
© Vyacheslav Maltsev 2013-2026