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

Books

BookKindEditionVersionLast update
  Emperor’s Children
  Emperor’s ChildrenFaction Pack101.3April 2026
  Boarding Actions: Sublime Strike
  Boarding Actions: Sublime StrikeWhite Dwarf10April 2025
  Munitorum Field Manual
  Munitorum Field ManualExpansion111.0

FAQ

Faction Pack: Emperor’s Children

Q:While using the Coterie of the Conceited Detachment, if my WARLORD is not on the battlefield, can I use the Unbound Arrogance Stratagem?
A:
Yes, your pledge to Slaanesh would increase from 0 to 1.
Q:Can the same enemy unit be affected by Noise Marines’ Terrifying Crescendo ability more than once, for multiple subtractions to its Battle-shock and Leadership tests?
A:
Yes.

Keywords

BATTLELINE (3);
BEAST (2);
CHAOS (23);
CHARACTER (9);
DAEMON (11);
DAEMON PRINCE (1);
DAEMON PRINCE WITH WINGS (1);
DEDICATED TRANSPORT (1);
EMPEROR’S CHILDREN (18);
EPIC HERO (3);
FLY (3);
FRAME (2);
GRENADES (6);
INFANTRY (10);
LAND RAIDER (1);
LEGIONS OF EXCESS (5);
MONSTER (5);
MOUNTED (1);
PRIMARCH (1);
PSYKER (3);
RHINO (1);
SLAANESH (23);
SMOKE (2);
SORCERER (1);
SUMMONED (5);
TERMINATOR (1);
TERMINATOR SQUAD (1);
TRANSPORT (2);
VEHICLE (5);
WALKER (2)


The keywords presented in this section have a number of special features:
  • CLICK on the link to open the tooltip.
  • The number in parentheses indicates the number of datasheets containing this keyword. This number represents the total number of datasheets in the faction, regardless of the filter.
  • The list does not include named keywords that match the datasheet’s name (unless there are other datasheets with such a keyword).

Introduction

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

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

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

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

Army Rules

Thrill Seekers

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

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

Pact of Excess

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

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

Mercurial Host

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

Detachment Rule

Quicksilver Grace

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

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

Enhancements

  • Steeped in Suffering 20 pts

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

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

  • Intoxicating Musk 20 pts

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

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

  • Tactical Perfection 15 pts

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

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

  • Loathsome Dexterity 10 pts

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

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


Stratagems

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

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

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

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

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

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

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

TARGET: One EMPEROR’S CHILDREN unit from your army (excluding BEASTS and VEHICLES) that is within 8" of the enemy unit that just ended that move.

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

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

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

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

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

Peerless Bladesmen

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

Detachment Rule

Exquisite Swordsmanship

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

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

Enhancements

  • Faultless Opportunist 15 pts

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

EMPEROR’S CHILDREN model only. You can target this unit with the Heroic Intervention stratagem, regardless of any other uses of that stratagem this phase. If you do:

  • That use is -1 CP.
  • That use does not prevent any uses of that stratagem on other units this phase.

  • Blinding Speed 25 pts

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

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

  • Distortion 25 pts

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

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

  • Rise to the Challenge 30 pts

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

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


Stratagems

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

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

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

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

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

TARGET: That EMPEROR’S CHILDREN unit.

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

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

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

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

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

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

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

Rapid Evisceration

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

Detachment Rule

Mechanised Murder

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

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

Enhancements

  • Sublime Prescience 25 pts

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

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

  • Spearhead Striker 20 pts

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

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

  • Accomplished Tactician 35 pts

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

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

  • Heretek Adept 35 pts

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

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


Stratagems

ONTO THE NEXT
1CP
Rapid Evisceration – Strategic Ploy Stratagem
The fleeting obsessions of the Emperor's Children cause them always to seek fresh targets.
WHEN: End of the Fight phase.

TARGET: One EMPEROR’S CHILDREN unit from your army that destroyed an enemy unit this phase, and one friendly TRANSPORT it is able to embark within.

EFFECT: If your EMPEROR’S CHILDREN unit is wholly within 6" of that TRANSPORT, it can embark within it.
ADVANCE AND CLAIM
1CP
Rapid Evisceration – Strategic Ploy Stratagem
The Emperor's Children send forth their front-line troops in swift vehicles to seize ground rapidly.
WHEN: Your Command phase.

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

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

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

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

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

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

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

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

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

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

Carnival of Excess

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

Detachment Rule

Daemonic Empowerment

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

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

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

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

Enhancements

  • Empyric Suffusion 15 pts

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

EMPEROR’S CHILDREN model only. When you target this unit with the Heroic Intervention stratagem, that use is -1 CP.

  • Dark Blessings 10 pts

This warrior has earned the favour of the Dark Prince.

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

  • Possessed Blade 25 pts

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

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

  • Warp Walker 30 pts

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

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


Stratagems

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

TARGET: That EMPEROR’S CHILDREN unit.

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

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

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

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

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

TARGET: One LEGIONS OF EXCESS unit from your army.

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

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

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

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

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

Coterie of the Conceited

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

Detachment Rule

Pledges to the Dark Prince

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

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

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

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

Enhancements

  • Pledge of Eternal Servitude 25 pts

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

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

  • Pledge of Dark Glory 25 pts

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

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

  • Pledge of Mortal Pain 15 pts

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

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

  • Pledge of Unholy Fortune 30 pts

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

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


Stratagems

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

TARGET: That EMPEROR’S CHILDREN unit.

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

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

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

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

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

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

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

TARGET: That EMPEROR’S CHILDREN unit.

EFFECT: Increase your pledge to Slaanesh by 1.

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

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

EFFECT: Until the attacking unit has finished making its attacks, each time an attack targets a model in your unit, worsen the Armour Penetration characteristic of that attack by 1.

Slaanesh’s Chosen

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

Detachment Rule

Internal Rivalries

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

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

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

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

Enhancements

  • Eager to Prove 15 pts

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

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

  • Repulsed by Weakness 25 pts

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

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

  • Proud and Vainglorious 20 pts

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

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

  • Slayer of Champions 15 pts

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

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


Stratagems

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

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

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

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

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

TARGET: Your army’s Favoured Champions unit.

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

TARGET: That EMPEROR’S CHILDREN unit.

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

RESTRICTIONS: You can only use this Stratagem once per battle round.
REFUSAL TO BE OUTDONE
1CP
Slaanesh’s Chosen – Battle Tactic Stratagem
Rivals for the Dark Prince's favour will stop at nothing to outdo their foes and claim a greater tally of souls.
WHEN: Your Charge phase, when a friendly EMPEROR’S CHILDREN CHARACTER unit within 12" of an engaged enemy unit declares a charge.

TARGET: That EMPEROR’S CHILDREN CHARACTER unit.

EFFECT: Your unit can re-roll charge rolls. Your unit must end that charge move engaged with one or more of those enemy units.
VENGEFUL SURGE
1CP
Slaanesh’s Chosen – Strategic Ploy Stratagem
Consumed by their obsessive desire for revenge, the Emperor's Children surge into oncoming fusillades.
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.

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

EFFECT: Your unit can make a surge move of up to D6". If your unit is not your army’s Favoured Champions, you can re-roll the dice to determine the distance of that surge move.

Court of the Phoenician

Many are the Emperor’s Children that seek to join their daemonic gene-sire in his excessive spectacles of sublime artistry. Such warbands often style themselves as Fulgrim’s Court, a mocking reflection of the circles of patronised champions he once favoured with his intoxicating presence. These over-stimulated warriors lose themselves in hedonistic battle, aiming to commit exquisite acts of martial prowess to prove themselves worthy of the Daemon Primarch’s fleeting approbation and bask in the adulation they know is theirs by right.

Detachment Rule

Sensational Performance

The craving for fresh experience and the obsession with enacting ever more excessive destruction drives these warriors to displays of sudden and obscene violence.

EMPEROR’S CHILDREN units from your army have the following ability:

Sensational Performance: Each time this unit is selected to fight, if this unit made a Charge move this turn, it can use this ability. If it does, until the end of the phase:
  • This unit cannot target a unit it was within Engagement Range of at the start of the turn.
  • This unit cannot target a unit that was the target of another unit’s attack this phase.
  • Improve the Strength and Armour Penetration characteristics of this unit’s melee weapons by 1.

Master of the Pageant

Fulgrim sees war as a theatrical act, his warriors and the enemy alike a mere chorus to his own egotistical performance of sinuous strategy.

Once per battle round, when you target a FULGRIM unit from your army with the Sinuous Breach or Prideful Superiority Stratagem, you can reduce the CP cost of that use of that Stratagem by 1CP.

Enhancements

  • Tears of the Phoenix 25 pts

The addictive substance in these droplets is said to fracture consciousness – and sanity – to the point where the imbiber perceives every strike and parries their opponents’ attempts.

EMPEROR’S CHILDREN model only. Each time a model in the bearer’s unit makes a melee attack, you can ignore any or all modifiers to that attack’s Weapon Skill characteristic and any or all modifiers to the Hit roll and Wound roll.

  • Exalted Patron 15 pts

This champion is a domineering martial lord, hungry for the adulation and audience of his warband’s most self-centred blademasters.

LORD EXULTANT model only. Add 1" to the Move characteristic of the bearer.

In the Declare Battle Formations step, the bearer can be attached to a FLAWLESS BLADES unit.

  • Soulstain Made Manifest 15 pts

The corruption of this warrior’s soul is so total that it bleeds outwards in a nimbus of nauseating eldritch horror that repulses his enemies.

EMPEROR’S CHILDREN model only. At the start of the Fight phase, you can select one enemy unit within Engagement Range of the bearer; that unit must take a Battle-shock test, subtracting 1 from the result.

  • Spiritsliver 20 pts

This slender hellforged blade appears to weave in and out of being. Its daemonic bearer wields it in flickering arcs at supernatural speed, swift enough for its phantasmal edge to slice apart a victim’s soul before it is lost to the Warp.

EMPEROR’S CHILDREN DAEMON PRINCE model only. Add 1 to the Strength and Attacks characteristics of the bearer’s melee weapons.


Stratagems

CONTEMPTUOUS DISREGARD
1CP
Court of the Phoenician – Stratagem
With cocktails of resilience-enhancing stimms or armour inlaid with forbidden runes of warding, the Emperor’s Children sneeringly disregard even powerful blows.
WHEN: Your opponent’s Shooting phase or the Fight phase.

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

EFFECT: Until the end of the phase, each time an attack targets your unit, if the Strength characteristic of that attack is greater than the Toughness characteristic of your unit, subtract 1 from the Wound roll.
PRIDEFUL SUPERIORITY
2CP
Court of the Phoenician – Stratagem
The chance to ostentatiously humble the foe’s champions and prove them worthless rivals is a lure few Emperor’s Children can resist.
WHEN: Fight phase.

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

EFFECT: Until the end of the phase, each time a model in your unit makes an attack that targets a CHARACTER unit, you can re-roll the Hit roll and you can re-roll the Wound roll.
SINUOUS BREACH
1CP
Court of the Phoenician – Stratagem
The power of Slaanesh is an undulating and writhing thing, and his daemonic servants can mould their forms to slither over and through any obstacle.
WHEN: Your Movement phase or your Charge phase.

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

EFFECT: Until the end of the phase, each time your unit makes a Normal, Advance or Charge move, it can move horizontally through terrain features.
CLOSE-QUARTERS EXCRUCIATION
1CP
Court of the Phoenician – Stratagem
At short range, the Emperor’s Children eagerly target weak points in their enemies, exulting over every cry of pain they elicit.
WHEN: Your Shooting phase.

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

EFFECT: Until the end of the phase, each time an EMPEROR’S CHILDREN model in your unit makes an attack that targets an eligible unit within 12", improve the Strength and Armour Penetration characteristics of that attack by 1.
EUPHORIC INSPIRATION
1CP
Court of the Phoenician – Stratagem
Those with the Dark Prince’s blessings inspire euphoric floods of battle-lust in the Emperor’s Children, who power towards the foe with screams of murderous ecstasy.
WHEN: Your Charge phase.

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

EFFECT: Until the end of the phase, you can re-roll Charge rolls for friendly EMPEROR’S CHILDREN units within 6" of your unit.
CATALYTIC STIMULUS
1CP
Court of the Phoenician – Stratagem
Invigorated by pain, the Emperor’s Children will embrace an enemy’s attack as a catalyst for masterful vengeance.
WHEN: Your opponent’s Shooting phase, just after an enemy unit has shot.

TARGET: One EMPEROR’S CHILDREN unit from your army that lost one or more wounds as a result of those attacks.

EFFECT: Your unit can make a surge move of up to D6".

Elegant Brutes

SLAANESHI TERMINATORS BLEND MONSTROUS RESILIENCE WITH MARTIAL SKILL TO TERRIFYING EFFECT

Detachment Rule

Eager to Kill

Infused with a ferocious need to exert their superiority before any rival has the chance to outshine them, Chaos Terminators enter their chosen arena with a horrific dynamism.

When a friendly EMPEROR’S CHILDREN TERMINATOR unit is set up, that unit has +1 to charge rolls until the end of the turn.

Enhancements

  • Cacophonic Accompaniment 15 pts

Like a parasite clinging to its host, this Lord Kakophonist’s mutated armour piggybacks on the teleport signals of Emperor’s Children Terminators, slingshotting him perilously through the Empyrean to explode onto the battlefield in a riot of discordant sonic fury.

LORD KAKOPHONIST model only.

  • This model has Deep Strike.
  • This unit’s ranged attacks have [IGNORES COVER]

  • Frenzied FerocityUPGRADE 20 pts

Encumbered not at all despite the massive bulk of their armour, these Terminators’ mutant muscle and warp‑tainted reactions allow them to indulge in every aspect of attacking the foe to wild excess.

EMPEROR’S CHILDREN TERMINATOR SQUAD unit only. This unit’s attacks have [SUSTAINED HITS 1].


Stratagems

DELIGHT IN AGONY
1CP
Elegant Brutes Stratagem
So well shielded by their armour are Emperor’s Children Terminators that, when the foe’s attacks actually punch through to wound them, the rarity of the sensation is an invigorating tonic.
WHEN: Your opponent’s Shooting phase or the Fight phase, when an enemy unit targets a friendly EMPEROR’S CHILDREN TERMINATOR unit.

TARGET: That EMPEROR’S CHILDREN TERMINATOR unit.

EFFECT: Attacks that target your unit with a S greater than your unit’s T have -1 to wound rolls.
PSYCHEDELIC SOULFLAME
1CP
Elegant Brutes Stratagem
The Terminators’ fervid need to annihilate ever more enemies manifests as a lurid empyric firestorm which wreathes their blows and the projectiles spat from their guns.
WHEN: Your Shooting phase or the Fight phase, when a friendly EMPEROR’S CHILDREN TERMINATOR unit is selected to attack.

TARGET: That EMPEROR’S CHILDREN TERMINATOR unit

EFFECT: Your unit’s attacks have +2 S.
WARP PLUNGE
1CP
Elegant Brutes Stratagem
Addicted to the supreme danger of teleportation, these Terminators employ twisted warp sorcery to plunge into the immaterium time and again.
WHEN: End of your opponent’s Fight phase.

TARGET: One friendly unengaged EMPEROR’S CHILDREN TERMINATOR unit.

EFFECT: Place your unit in strategic reserves.

Frenzied Host

TORMENTORS AND INFRACTORS FORM THE HEART OF THIS WARBAND, DOING BATTLE WITH A HECTIC FRENZY

Detachment Rule

Frantic Focus

Seeming to be everywhere at once, bands of Infractors and Tormentors seek to embrace all the sensations the battlefield can offer, never relenting for a moment.

When a friendly EMPEROR’S CHILDREN BATTLELINE unit is selected to make an advance/fall-back move, that unit’s attacks have +1 S until the end of the turn.

This detachment has the HOST tag and cannot be taken with another HOST detachment.

Enhancements

  • Euphoric Crown 15 pts

This champion of Slaanesh wears a helm that absorbs and amplifies the frenzied carnival of carnage around them, driving the wearer into a frenzy of euphoric might.

LORD EXULTANT model only. This model’s melee attacks have +1 S.

  • Howling Plate 20 pts

Mutant vox-emitters open like mouths all across this warrior’s grotesque armour, vomiting targeted sonic shock waves that enhance his allies’ already furious firepower.

LORD EXULTANT model only. This unit’s ranged attacks have +1 AP.


Stratagems

POSSESSIVE MANIA
1CP
Frenzied Host Stratagem
Having seized some vital location or enthralling prize, these Slaaneshi warriors experience a frenzied need to claim it that renders them inured to the most grievous hurts.
WHEN: Your opponent’s Shooting phase or the Fight phase, when an enemy unit targets a friendly EMPEROR’S CHILDREN BATTLELINE unit within range of an objective.

TARGET: That EMPEROR’S CHILDREN BATTLELINE unit.

EFFECT: Attacks that target your unit have -1 AP until that enemy unit has attacked.
AGONISED CACOPHONY
1CP
Frenzied Host Stratagem
Hurling vile semiorganic screamer grenades into the midst of the foe, these warriors mark their presence not only by the wails of their ordnance, but also by the agonised screams of their victims.
WHEN: Start of your Shooting phase.

TARGET: One friendly EMPEROR’S CHILDREN BATTLELINE unit.

EFFECT: Select one visible enemy unit within 12" of your unit. That enemy unit has +6" detection range.
ABSOLUTE SENSORY OVERLOAD
1CP
Frenzied Host Stratagem
Far from hiding from the foe, these warriors unleash such an unbearable barrage of blinding light and deafening sound that those who try to take aim at them are temporarily deafened and blinded.
WHEN: Your Shooting phase, when a friendly EMPEROR’S CHILDREN BATTLELINE unit is selected to shoot.

TARGET: That EMPEROR’S CHILDREN BATTLELINE unit.

EFFECT: Those ranged attacks do not prevent your unit from being hidden.

Spectacle of Slaughter

ALL EYES FALL ON THE FLAWLESS BLADES AS THEY TURN THE BATTLEFIELD INTO A GLADIATORIAL STAGE

Detachment Rule

Entitled to Victory

So certain are the Flawless Blades in their arrogant pre-eminence, so sure they have already won before the first blow is struck, that they are filled with swift assurance that no foe can match.

Friendly FLAWLESS BLADES units have Fights First

Enhancements

  • Eager PatronsUPGRADE 15 pts

The daemonic audience drawn by the deeds of these Flawless Blades is impatient for the spectacle to begin, and so bestows supernatural celerity upon those they consider the star performers.

FLAWLESS BLADES unit only. This unit has +2" M.

  • Beguiling GrotesquerieUPGRADE 20 pts

Unable to tear their gaze from the hypnotically hideous features of the Flawless Blades, foes stare slack‑jawed in horrified fascination as their death stalks elegantly toward them.

FLAWLESS BLADES unit only. Enemy units cannot target this unit with snap shooting attacks.


Stratagems

HONOUR IS FOR FOOLS
1CP
Spectacle of Slaughter Stratagem
Far from facing enemy champions in fair duels one‑on‑one, the Flawless Blades fall upon them like a pack of jackals competing viciously to claim the glory of the kill.
WHEN: Fight phase, when a friendly FLAWLESS BLADES unit is selected to fight.

TARGET: That FLAWLESS BLADES unit.

EFFECT: Your unit’s melee attacks have [PRECISION].
SINGLE-MINDED STRIKE
1CP
Spectacle of Slaughter Stratagem
Scornfully dismissing the chaff that blocks their path, the Flawless Blades swat them aside and sweep regally on toward their true quarry.
WHEN: Your Charge phase, when a friendly FLAWLESS BLADES unit starts a charge move.

TARGET: That FLAWLESS BLADES unit.

EFFECT: Your unit can move through models (excluding MONSTER/VEHICLE models).
INTOXICATED BY TRIUMPH
1CP
Spectacle of Slaughter Stratagem
Seeing their foes fleeing in terror before them only fires the chem‑laced blood of the Flawless Blades, urging them on toward their next challenge all the quicker.
WHEN: Your opponent’s Movement phase, when an enemy unit that was engaged with a friendly FLAWLESS BLADES unit ends a fall-back move, if that FLAWLESS BLADES unit is unengaged.

TARGET: That FLAWLESS BLADES unit.

EFFECT: Your unit can make a normal move of up to D3+3".

Crusade Rules

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

This section contains the following rules:

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

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

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

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

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

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

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

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

Combat Elixirs

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

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

Crafting Combat Elixirs

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

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

COMMON INGREDIENTS

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

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

RARE INGREDIENTS

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

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

EXOTIC INGREDIENTS

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

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

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

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

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

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

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


Equipping Combat Elixirs

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

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

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

Army Elixirs

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

Using Combat Elixirs

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

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

Personal Elixirs

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

Agendas

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

DRAUGHT OF DESPAIR

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

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

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

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

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

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

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

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

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

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

Requisitions

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

SOUL BARTER1RP

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

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

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

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

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

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

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

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

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

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

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

Boons of Slaanesh

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

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

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

Spawndom

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

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

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

Crusade Relics

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

Artificer Relics

SOULSNARE SIGIL

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

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

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

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

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

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

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

Antiquity Relics

SHRIEKWAVE

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

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

Legendary Relics

BLISSGIVER

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

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

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

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

Battle Traits

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

INFANTRY AND MONSTER UNITS
D6
FAULTLESS DUELLISTS

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

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

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

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

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

This unit gains the SMOKE and GRENADES keywords. If it already has the GRENADES keyword, then once per battle, you can target this unit with either the Smokescreen or Grenade Stratagem for 0CP. After resolving the effects of that Stratagem, each enemy unit within 6" of this unit must take a Battle-shock test.
FUELLED BY SENSATION

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

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

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

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

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

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

VEHICLE MODELS
D6
SPIRIT OF EXCESS

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

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

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

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

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

This model has the Feel No Pain 6+ ability.

VILE PRECISION

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

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

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

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

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

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

CHARACTER MODELS
D6
UNBOUND HUBRIS

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

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

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

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

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

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

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

Crusade Badges

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

Seeker of Sensation

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



Arch-hedonist

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

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


Favoured of the Dark Prince

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

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

Boarding Actions

Introduction

Below you will find numerous Boarding Actions Detachments that can be used in your Boarding Actions games. Each lists which units you can include in your army, any modifications to those units’ army rule as presented in their Codex or Index, a Detachment rule unique to that Detachment, and a number of Enhancements and Stratagems that you can use.

ARMY FACTION
A keyword that will be shared by all units in your army.

MUSTERING RULES
Which units you are allowed to include in your army.

FORMING BOARDING SQUADS
Any additional rules that will apply in the missions Form Boarding Squads step. Note that not all Detachments will have these.

RULES ADAPTATIONS
Some units will be unable to use certain abilities in Boarding Actions battles. Where this is the case, these units and their relevant abilities will be listed here.

ARMY RULE
Due to the distinct nature of close-quarters battle in Boarding Actions, most army rules require some modifications to their effects. Where this is the case, these will be described here.

DETACHMENT RULE
Each faction will have a number of different Detachments to choose from, each with its own Detachment rule to reflect the unique fighting methods of such forces.

ENHANCEMENTS
Further Enhancements that you can give to CHARACTER models from your army, beyond those(Boarding Actions Enhancments), will be found here.

STRATAGEMS
Additional Stratagems that you can use, in addition to those (Boarding Actions Stratagems), will be found here.

Sublime Strike

When an Emperor’s Children boarding party attacks, its warriors aim to humiliate the enemy by demonstrating their glaring superiority. What need of massed onslaught or brute force have the scions of Fulgrim when a mere handful of their best warriors can seize and destroy the enemy’s command bridge, their enginarium, or whatever vital target will bring swift and total victory? By moving quickly and employing the full gamut of their dark gifts, the warriors of a boarding party take the enemy out of the fight with a single, expertly aimed blow.

Mustering a Boarding Patrol

You can include up to two of the following units:

You can include up to two of each of the following units:

Rules Adaptations


Army Rule

Musk of Torpidity

A perfumed miasma billows about the warriors, oozing from their pores and flowinfrgom vents in their armour. The merest touch of these psychotropic fumes dulls their enemies’ wits and bewilders their senses, leaving the Emperor’s Children free to weave gleefully around victims rendered glassy-eyed and lethargic.

Units from your army with the Thrill Seekers ability lose that ability and gain this one.

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

Detachment Rule

Dark Radiance

So potent is the disdainful arrogance of these Slaaneshi chosen that it manifests as a Warp-tainted aura that blinds and cows even the most obdurate enemies, forcing them to give way before the advance of the Emperor’s Children like unworthy dregs.

Each time an EMPEROR’S CHILDREN unit from your army makes a Normal, Advance or Fall Back move, models in that unit can move through friendly and enemy models.

Enhancements

Venom of the Six-fanged Serpent

This preening Slaaneshi champion has anointed their weapons with corrosive hyperstimulants milked from the maw of a foul daemonic entity. The merest drop can burn out the nervous systems of their victims with flash floods of unbearable sensation.

Add 1 to the Strength and Damage characteristics of the bearer’s melee weapons and improve the Armour Penetration characteristic of those weapons by 2.

Daemonshrieker

Carved with imprisoning runes and bristling with needle barbs, this vile device houses a bound Slaaneshi daemon. Through agonising ritual surgery, it is implanted into the throat of a chosen champion, allowing them to channel the trapped entity’s desperate rage into blasting war shouts that can shatter any barred gateway or locked hatch.

In your Shooting phase, you can select one closed Hatchway within 12" of and visible to the bearer. If you do, roll one D6: on a 2+, open that Hatchway and, until the end of the battle, that Hatchway cannot be closed.

Stratagems

ALLURING GROTESQUERIE
1CP
Sublime Strike – Battle Tactic Stratagem
Physically and spiritually distorted by the blessings of Slaanesh, these warriors can project an aura that fascinates and revolts their enemies on a level so instinctual that it drives some to madness.
WHEN: Start of the Fight phase.

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

EFFECT: Each enemy unit within Engagement Range of your unit must take a Battle-shock test. Until the end of the phase, each time an attack targets your unit, subtract 1 from the Hit roll.
CLOYING CORRUPTION
1CP
Sublime Strike – Strategic Ploy Stratagem
The mere presence of these Slaaneshi chosen is enough to taint the fabric of reality, saturating it with lingering spiritual corruption.
WHEN: Start of your Movement phase.

TARGET: One FLAWLESS BLADES unit from your army.

EFFECT: Select one objective marker you control that your unit is within range of. That objective marker is Secured by your army.
EAGER FOR MORE
1CP
Sublime Strike – Battle Tactic Stratagem
Never sated, no matter the ferocity of the fight, the Emperor's Children maintain a manic momentum as they drive toward their primary target at a breakneck pace.
WHEN: Your Movement phase, just after an EMPEROR’S CHILDREN unit from your army opens a Hatchway.

TARGET: That EMPEROR’S CHILDREN unit.

EFFECT: Your unit can make a Normal move of up to 3".
VYING FOR VICTORY
1CP
Sublime Strike – Battle Tactic Stratagem
Sweeping their enemies aside almost as an afterthought, these warriors press on with all haste, obsessed with staying ahead of their rivals within the boarding party.
WHEN: Your opponent’s Movement phase, just after an enemy unit ends a Fall Back move.

TARGET: One EMPEROR’S CHILDREN unit from your army that was within Engagement Range of that enemy unit at the start of the phase.

EFFECT: Your unit can make a Normal move of up to 3".

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

[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).
[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).
[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).
Pledges to the Dark Prince
Coterie of the Conceited Detachment

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

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

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

PACT POINTSBONUS
1+Each time a model in this unit makes an attack, re-roll a Hit roll of 1.
3+Each time a model in this unit makes an attack, re-roll a Wound roll of 1.
5+Melee weapons equipped by models in this unit have the [LETHAL HITS] and [SUSTAINED HITS 1] abilities.
7+Each time a model in this unit makes an attack, a Critical Hit is scored on an unmodified Hit roll of 5+.
UNBOUND ARROGANCE
1CP
Coterie of the Conceited – Epic Deed Stratagem
The hubris of the Emperor’s Children is both their greatest strength and their biggest weakness.
WHEN: Your Shooting phase or the Fight phase, just after an EMPEROR’S CHILDREN unit from your army destroys an enemy unit.

TARGET: That EMPEROR’S CHILDREN unit.

EFFECT: Increase your pledge to Slaanesh by 1.

RESTRICTIONS: You can only use this Stratagem once per battle round.
01.06 Leadership Rolls
To make a leadership roll for a unit, its controlling player rolls 2D6: if the result is equal to or greater than one or more of the Ld characteristics in that unit, that roll succeeds. Otherwise, that roll fails. The rule that instructed you to make that leadership roll will describe the effects of that roll succeeding or failing.

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

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

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

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

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

Battleline

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

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

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

Dedicated Transports

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

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

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

Dedicated Transports

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

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

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

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

Battleline

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

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

Other

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

Characters

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

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

Dedicated Transports

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

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

Dedicated Transports

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

Characters

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

Battleline

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

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

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

Dedicated Transports

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

Dedicated Transports

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

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

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

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

RENOWNED HEROES1-3RP

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

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

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

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

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

Example: If this Requisition was used to give a unit an Enhancement and one other unit in your Order of Battle already had an Enhancement, it would cost 2RP.
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.
FALL-BACK MOVE09.07
MAXIMUM DISTANCE: Your unit’s M characteristic.
ELIGIBLE IF: Your unit is engaged.
EFFECT: Your unit moves as described in Moving (03).
BEFORE MOVING: Select fall-back mode:
  • Ordered Retreat: If your unit is not battle-shocked, you can select this mode.
  • Desperate Escape: Otherwise, you must select this mode. Make a hazard roll for each model in your unit (06.03).
WHILE MOVING:
  • Desperate Escape: Each model that is moved can be moved through enemy models.
AFTER MOVING:
01.02.01 Starting Strength and Half-Strength
The number of models a unit contains at the start of the first battle round is its starting strength. The starting strength of an attached unit is the number of models that unit contains at the start of the first battle round.

Some rules refer to units being below starting strength, or at – or below – half-strength. The meaning of these terms varies depending on a unit’s starting strength, as shown below.

UNIT STRENGTH
STARTING STRENGTH OF 1STARTING STRENGTH OF 2 OR MORE
BELOW STARTING STRENGTHModel’s remaining wounds are less than its W characteristic.Number of remaining models in the unit is less than its starting strength.
AT HALF-STRENGTHModel’s remaining wounds are half of its W characteristic.Number of remaining models in the unit is half of its starting strength.
BELOW HALF-STRENGTHModel’s remaining wounds are less than half of its W characteristic.Number of remaining models in the unit is less than half of its starting strength.

Example: A Captain (1 model) is attached to a unit of Intercessors (5 models). This attached unit has a starting strength of 6. If three Intercessors were destroyed, the unit would be at half-strength. If four Intercessors were destroyed, the unit would be below half-strength. If all of the Intercessors were destroyed, the remaining Captain would be below half-strength, despite having his full wounds remaining.

SOME UNITS CANNOT BE AT HALF-STRENGTH
If a model’s W characteristic or a unit’s starting strength cannot be evenly divided in half, that model or unit cannot be at half-strength (but can be below half-strength as described above).
NORMAL MOVE09.05
MAXIMUM DISTANCE: Your unit’s M characteristic.
ELIGIBLE IF: Your unit is on the battlefield and unengaged.
EFFECT: Your unit moves as described in Moving (03).
AFTER MOVING: Your unit must be unengaged.
Melee Weapons
 • Chainaxe
1
 • Astartes chainsword
 • Lightning claw
 • Power axe
 • Power fist
 • Power maul
 • Power sword

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

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.
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).
Exquisite Swordsmanship
Peerless Bladesmen Detachment

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

Each time an EMPEROR’S CHILDREN unit from your army is selected to fight, if it made a Charge move this turn, select one of the abilities below. While resolving those attacks, melee weapons equipped by models in that unit have that ability:
CONSOLIDATION MOVE12.08
MAXIMUM DISTANCE: 3"
ELIGIBLE IF: It is the Fight phase and your unit was eligible to fight this phase.
EFFECT: Your unit moves as described in Moving (03).
BEFORE MOVING: Select consolidation mode:
  • Ongoing Consolidation:
    If your unit is engaged, you must select this mode and select every enemy unit it is engaged with.
  • Engaging Consolidation:
    Otherwise, if your unit is within 3" of one or more enemy units, you must select this mode and select one or more of those enemy units.
  • Objective Consolidation:
    Otherwise, if your unit is within 3" of one or more objectives, you must select this mode and select one of those objectives.
WHILE MOVING:
  • Ongoing Consolidation:
    Models in base-contact with one or more enemy models cannot be moved. Each model that is moved must end its move closer to the closest selected enemy unit, and engaged with it if possible.
  • Engaging Consolidation:
    Each model that is moved must end its move closer to the closest selected enemy unit, and engaged with it if possible.
  • Objective Consolidation:
    Each model that is moved must end its move within range of the selected objective if possible, or closer to it if not.
AFTER MOVING:
  • Ongoing Consolidation:
    Each model that started this move engaged with an enemy unit must still be engaged with that enemy unit.
  • Engaging Consolidation:
    Your unit must be engaged with all of the selected enemy units. If one or more enemy units engaged with your unit have not been selected to fight this phase, your opponent must select each of those units, one at a time; when each is selected, it becomes eligible to fight and is selected to fight (12.04).
  • Objective Consolidation:
    Your unit must be within range of the selected objective.
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.

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.

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

Dedicated Transports

The EMPEROR’S CHILDREN and WALKER keywords are used in the following Emperor’s Children datasheets:

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.
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.
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.
01.02.02 Persisting Rules Effects
Some rules apply an effect that lasts until a certain duration has passed (e.g. until the start of your next turn). Such effects are known as persisting effects.

If a persisting effect applies to a unit when you place it in strategic reserves or when it embarks within a TRANSPORT, make a note of that effect and its duration; if that unit is set up on the battlefield again, any persisting effects continue to apply to that unit for their full duration.

If you have a rule that specifies when it is triggered (e.g. ‘In the Shooting phase’) and it does not specify how long it is active for, it is only active for the duration of that specified period (e.g. until the end of that Shooting phase). After that period, that effect is no longer applicable/active.

If a rule or effect is given to a unit and it does not specify how long it is active for, it is only active for the phase in which it was given.
18.03 Disembarking
In the active player’s Movement phase, each friendly unit embarked within a TRANSPORT model can disembark from it by making a disembark move (see below).

If a TRANSPORT model is destroyed, before removing it from the battlefield, the active player must make an emergency disembark move (see below) with each unit embarked within it.

DISEMBARK MOVE18.04
SET-UP DISTANCE:
  - Rapid/Tactical Disembark: 3"
  - Combat Disembark: 6"
ELIGIBLE IF: All of the following apply to your unit:
  • Embarked within a TRANSPORT model that is on the battlefield.
  • Did not embark within that TRANSPORT this phase.
  • That TRANSPORT has not made an advance or fall-back move this phase.
EFFECT: Your unit is set up as described in Set Up (03.02).
BEFORE MOVING: Select disembark mode:
  • Rapid Disembark:
    If that TRANSPORT made a normal or ingress move this phase, you must select this mode.
  • Tactical Disembark:
    Otherwise, If that TRANSPORT remained stationary or has not yet been selected to move this phase, and if you can set up your unit as described below, you must select this mode.
  • Combat Disembark:
    Otherwise, you must select this mode. Make a hazard roll for each model in your unit.
WHILE MOVING: Set up each model in your unit wholly within the set-up distance of that TRANSPORT.
  • Rapid Disembark:
    If that TRANSPORT made an ingress move this turn, each model must follow the same rules that TRANSPORT had to follow while resolving that move.
  • Combat Disembark:
    Each model can be set up engaged with one or more enemy units that TRANSPORT is engaged with.
AFTER MOVING:
  • Rapid Disembark:
    Until the end of the turn, your unit is not eligible to declare a charge.
  • Tactical Disembark:
    Select your unit to make a normal or advance move.
  • Combat Disembark:
    Your unit is battle-shocked and, until the end of the turn, it is not eligible to declare a charge.
RAPID DISEMBARK
When a unit uses the rapid disembark mode after its TRANSPORT makes an ingress move, the models must follow the same rules and restrictions as that TRANSPORT did. For example, if that TRANSPORT had to be set up more than 8" from all enemy units and not within your opponent’s deployment zone, the same applies to the disembarking unit.

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.

SEE ALSO
  • Hazard Rolls 06.03
  • Persisting Rules Effects

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

Dedicated Transports
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.
SNAP SHOOTING15.09
ELIGIBLE IF: As stated in the rule allowing this shooting type.
EFFECT: Your unit shoots as described in Making Attacks (04).
WHILE SHOOTING:
  • You can only target one visible enemy unit within 24" of your unit (and only if it is an eligible target).
  • Each attack only hits on an unmodified hit roll of 6 (irrespective of the attacking weapon’s BS characteristic or any modifiers).
  • You cannot re-roll hit rolls.
AFTER SHOOTING: Until the end of the phase, your unit is not eligible to start an action.
FIRE OVERWATCH15.08
1CP
Core Stratagem
A hail of fire can drive back advancing foes.
WHEN: End of your opponent’s Movement phase.

TARGET: One friendly unengaged unit (excluding TITANIC units).

EFFECT: Your unit shoots using snap shooting.
01.02.04 Not On The Battlefield
A unit that is embarked within a TRANSPORT or that is in strategic reserves is not on the battlefield. The following applies to such units:
  • That unit is not visible to any other units (units are visible to themselves).
  • Any other unit is not visible to that unit.
  • Players cannot measure distances to or from that unit (units are within range of their own abilities).

This means units not on the battlefield cannot be selected or targeted by any attack or rule that requires a unit to be visible or within a certain distance (other than their own abilities).

Such units can still use their other rules, and are still units in the controlling player’s army and so can be affected by rules that require a player to select a unit from an army, as well as rules that affect all units in an army.

The controlling player must make battle-shock rolls for units that are not on the battlefield in their Command phase if they are battle-shocked, or if they are at or below half-strength.
18.02 Embarking
Once the first battle round has started, a friendly unit can embark within a friendly TRANSPORT model after making a normal, advance or fall-back move, if all of the following conditions apply:
  • Each model in that unit is within 3" of that TRANSPORT.
  • That unit was not set up on the battlefield this turn.
  • That unit is eligible to embark within that TRANSPORT, as described on that TRANSPORT’s datasheet.
  • That TRANSPORT has sufficient remaining transport capacity for each model in that unit.

When a unit embarks, the active player removes that unit from the battlefield and places it to one side – it is now embarked within that TRANSPORT and is not on the battlefield.

SEE ALSO
  • Not on the Battlefield
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.

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

[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.

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

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

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.
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.
FEEL NO PAIN24.12

The hardiest warriors refuse to be laid low, even by wounds that should by all rights prove lethal.

This ability always takes the form Feel No Pain X+. Each time a model with this ability would lose a wound, roll one D6: on an X+, that wound is not lost.
Internal Rivalries
Slaanesh’s Chosen Detachment

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

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

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

Each time a model in your army’s Favoured Champions unit makes an attack, you can re-roll the Wound roll.
05.04.01 Current Allocation Group
The first group in the allocation order begins as the current group. Once all models in an allocation group are destroyed, the next group in the allocation order becomes the current one.
[PRECISION]24.28

Precision attacks can pick high-value targets out in a crowd.

While resolving attacks made with one or more [PRECISION] weapons, at the start of the Allocation Order step (05.03), if the target unit contains one or more CHARACTER models visible to one or more of the attacking models, the active player can select one allocation group that contains one of those visible CHARACTER models. If they do, until those attacks are resolved, or until that CHARACTER group is destroyed (whichever happens first), that CHARACTER group is the current allocation group.
Surge Move
SURGE MOVE21.02
SET-UP DISTANCE: As stated in the rule allowing this move type.
ELIGIBLE IF: All of the following apply:
  • The rule allowing this move type has been triggered.
  • Your unit is not battle-shocked.
  • Your unit is unengaged.
  • Your unit has not moved this phase.
EFFECT: Your unit moves as described in Moving (03).
BEFORE MOVING: Select the closest enemy unit to be the surge target.
WHILE MOVING:
  • Each model must end its move engaged with the surge target if possible.
  • Each model that cannot end its move engaged with the surge target must end its move as close as possible to the surge target.
AFTER MOVING:
  • Your unit cannot be engaged with one or more enemy units that were not the surge target.
  • Your unit cannot move again this phase.

The EMPEROR’S CHILDREN and DAEMON keywords are used in the following Emperor’s Children datasheets:

SINUOUS BREACH
1CP
Court of the Phoenician – Stratagem
The power of Slaanesh is an undulating and writhing thing, and his daemonic servants can mould their forms to slither over and through any obstacle.
WHEN: Your Movement phase or your Charge phase.

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

EFFECT: Until the end of the phase, each time your unit makes a Normal, Advance or Charge move, it can move horizontally through terrain features.
PRIDEFUL SUPERIORITY
2CP
Court of the Phoenician – Stratagem
The chance to ostentatiously humble the foe’s champions and prove them worthless rivals is a lure few Emperor’s Children can resist.
WHEN: Fight phase.

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

EFFECT: Until the end of the phase, each time a model in your unit makes an attack that targets a CHARACTER unit, you can re-roll the Hit roll and you can re-roll the Wound roll.
04.03.04 Shot
When all of the attacks made with a ranged weapon have been resolved, that weapon has shot.

When all of a model’s ranged weapons have shot, that model has shot.

When all models in a unit that are making ranged attacks have resolved all of those attacks, that unit has shot.

If a unit was selected to shoot and none of the models in it make any attacks, it has not shot.
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).
04.01.05 Selected to Attack
Some rules use the term selected to attack. If a unit is selected to fight, selected to shoot or chosen to make attacks, that unit is selected to attack.

The EMPEROR’S CHILDREN and BATTLELINE keywords are used in the following Emperor’s Children datasheets:

04.03.06 Finished Making Its Attacks
When all of an attacking unit’s attacks have been resolved, it has finished making its attacks, and that unit has attacked.
13.09 Hidden
A model is hidden while all of the following apply to it:
  • That model has the INFANTRY/BEASTS/SWARM keyword and is within a terrain area that contains one or more dense terrain features.
  • That model’s unit did not make one or more ranged attacks during this turn or during the previous turn.
While a model is hidden, it can only be visible to enemy models that are within its detection range. Unless otherwise stated, a model’s detection range is 15".

COMMON INGREDIENTS

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

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

RARE INGREDIENTS

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

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

EXOTIC INGREDIENTS

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

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

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

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

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

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

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

LEGENDARY VETERANS3RP

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

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

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

Purchase this Requisition at any time. Increase your Crusade force’s Supply Limit by 200 points.
LEADER24.22 / SUPPORT24.23

Mighty heroes fight at the forefront of battle.

Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead. That unit will then lead that bodyguard unit for the battle and form an attached unit with it.

Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it.
SMOKESCREEN15.10
1CP
Core Stratagem
Even the most skilled marksmen struggle to hit targets veiled by billowing screens of smoke.
WHEN: Start of your opponent’s Shooting phase.

TARGET: One friendly SMOKE unit.

EFFECT: Until the end of the phase, each time an attack targets either your SMOKE unit, or a unit that is not fully visible to the attacking model because of one or more models in your SMOKE unit, the target has the benefit of cover against that attack (13.08).
DARK PATRONAGE1RP

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

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

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

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

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

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

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

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