Emperor’s Children – Fulgrim
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Fulgrim
(⌀130mm)
M
16"
T
11
SV
2+
W
16
LD
5+
OC
6
INSV
4+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Malefic lash sustained hits 1
Malefic lash sustained hits 1
12"
6
2+
8
-2
2
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Daemonic blades – strike sustained hits 1
Daemonic blades – strike sustained hits 1
Melee
6
2+
14
-3
D6+1
Daemonic blades – sweep sustained hits 1
Daemonic blades – sweep sustained hits 1
Melee
12
2+
8
-2
2
Serpentine tail extra attacks
Serpentine tail extra attacks
Melee
6
2+
6
-1
1
DAEMON PRIMARCH OF SLAANESH
Beguiling Form: Each time a model makes an attack that targets this model, subtract 1 from the Hit roll.
Daemonic Speed: This model has the Fights First ability.
Enthralling Hypnosis (Aura): While an enemy unit is within 6" of this model, each time that unit is selected to Fall Back, it must take a Leadership test. If that test is failed, that unit must Remain Stationary this phase instead.
SUPREME COMMANDER
If this model is in your army, it must be your WARLORD.
ABILITIES
CORE: Deadly Demise D6, Deep Strike
FACTION: Thrill Seekers
Daemonic Poisons: In your Shooting phase and the Fight phase, after this model has finished making its attacks, select one enemy unit hit by one or more of those attacks. Until the end of the battle, that enemy unit is poisoned. At the start of each player’s Command phase, roll one D6 for each poisoned enemy unit on the battlefield: on a 4+,that enemy unit suffers D3 mortal wounds.
Daemon Primarch of Slaanesh: At the start of your opponent’s Command phase, select one of the abilities in the Daemon Primarch of Slaanesh section. Until the start of your opponent’s next Command phase, this model has that ability.
UNIT COMPOSITION
  • 1 Fulgrim – EPIC HERO
This model is equipped with: malefic lash; daemonic blades; serpentine tail.
YOUR UNIT COSTS
1 model
340
DAMAGED: 1-6 WOUNDS REMAINING
While this model has 1-6 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll.
KEYWORDS: MONSTER; MOBILE; FLY; CHARACTER; EPIC HERO; DAEMON; CHAOS; SLAANESH; PRIMARCH; FULGRIM
FACTION KEYWORDS:
EMPEROR’S CHILDREN
STRATAGEMS
COMMAND RE-ROLL
1CP
Core
C
INSANE BRAVERY
1CP
Core
C
FIRE OVERWATCH
1CP
Core
C
RAPID INGRESS
1CP
Core
C
CRUSHING IMPACT
1CP
Core
C
HEROIC INTERVENTION
1CP
Core
C
EPIC CHALLENGE
1CP
Core
C
COUNTEROFFENSIVE
2CP
Core
C
BATTLEFIELD COMMAND
1CP
Boarding Actions – Strategic Ploy
BA
COMMAND RE-ROLL
1CP
Boarding Actions – Epic Deed
BA
INSANE BRAVERY
1CP
Boarding Actions – Epic Deed
BA
EXPLOSIVE CLEARANCE
1CP
Boarding Actions – Battle Tactic
BA
COUNTER-OFFENSIVE
2CP
Boarding Actions – Strategic Ploy
BA
UNCANNY REACTIONS
1CP
Carnival of Excess – Battle Tactic
ECSTATIC SLAUGHTER
1CP
Carnival of Excess – Strategic Ploy
SUSTAINED BY AGONY
1CP
Carnival of Excess – Battle Tactic
PROTECTION OF THE DARK PRINCE
1CP
Coterie of the Conceited – Strategic Ploy
UNSHAKEABLE OPPONENTS
1CP
Coterie of the Conceited – Epic Deed
ARMOUR OF ABHORRENCE
1CP
Coterie of the Conceited – Wargear
UNBOUND ARROGANCE
1CP
Coterie of the Conceited – Epic Deed
MARTIAL PERFECTION
1CP
Coterie of the Conceited – Battle Tactic
SINUOUS BREACH
1CP
Court of the Phoenician Stratagem
CONTEMPTUOUS DISREGARD
1CP
Court of the Phoenician Stratagem
CLOSE-QUARTERS EXCRUCIATION
1CP
Court of the Phoenician Stratagem
CATALYTIC STIMULUS
1CP
Court of the Phoenician Stratagem
EUPHORIC INSPIRATION
1CP
Court of the Phoenician Stratagem
PRIDEFUL SUPERIORITY
2CP
Court of the Phoenician Stratagem
DARK VIGOUR
1CP
Mercurial Host – Strategic Ploy
CAPRICIOUS REACTIONS
1CP
Mercurial Host – Battle Tactic
VIOLENT EXCESS
1CP
Mercurial Host – Battle Tactic
CRUEL RAIDERS
1CP
Mercurial Host – Strategic Ploy
TERRIFYING SPECTACLE
1CP
Peerless Bladesmen – Strategic Ploy
CUT DOWN THE WEAK
2CP
Peerless Bladesmen – Strategic Ploy
CRUEL BLADESMAN
1CP
Peerless Bladesmen – Battle Tactic
DEATH ECSTASY
2CP
Peerless Bladesmen – Strategic Ploy
DEFT PARRY
1CP
Peerless Bladesmen – Battle Tactic
INCESSANT VIOLENCE
1CP
Peerless Bladesmen – Battle Tactic
DIABOLIC MAJESTY
1CP
Slaanesh’s Chosen – Epic Deed
HEIGHTENED JEALOUSY
1CP
Slaanesh’s Chosen – Battle Tactic
VENGEFUL SURGE
1CP
Slaanesh’s Chosen – Strategic Ploy
REFUSAL TO BE OUTDONE
1CP
Slaanesh’s Chosen – Battle Tactic
BEAUTIFUL DEATH
1CP
Slaanesh’s Chosen – Strategic Ploy
DEVOTED DUELLISTS
1CP
Slaanesh’s Chosen – Battle Tactic
DETACHMENT ABILITY
Quicksilver Grace
Exquisite Swordsmanship
Pledges to the Dark Prince
Internal Rivalries
Sensational Performance
Master of the Pageant

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.
05.02.01 Multiple Toughness Characteristics
When resolving attacks that target a unit in which the models have two or more different T characteristics, follow the first instruction that applies from below:
  • If the target unit is an attached unit, use the highest T characteristic amongst bodyguard models in that unit that are on the battlefield.
  • Use the highest T characteristic amongst models in that unit that are on the battlefield.
Wound Roll
Make one wound roll for each hit by rolling one D6. For each result, check if it fails or is a wound by matching the first condition below that applies:

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

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


SEE ALSO
  • Multiple Toughness Characteristics 05.02.01
[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 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:

Infantry Epic Hero
Monster Epic Hero

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

Monster Epic Hero
Battleline
Beast
Mounted
Vehicle

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:

Infantry Epic Hero
Monster Epic Hero

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

Monster Epic Hero
Vehicle

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

Monster Epic Hero
Monster Character
Battleline
Beast
Mounted

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

Monster Epic Hero

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

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

Dedicated Transports
Vehicle
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
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.
01.07.01 Battlefield Morale
The morale and organisation of troops can waver and break during battle. This is checked using battle-shock rolls, most commonly in the Command phase. Failing such a roll represents the unit’s courage faltering due to taking casualties or through other disruption, reducing its battlefield effectiveness. Similarly, some rules will require you to check a unit’s readiness by making a leadership roll.
01.07.02 Battle-shock Test
The term Battle-shock test is the same as battle-shock roll.
01.07 Battle-shock Rolls
To make a battle-shock roll for a unit, its controlling player makes a leadership roll for it (see above).
  • If that roll succeeds, that unit does not become battle-shocked.
  • If that roll fails, that unit, and each model in it, is battle-shocked.

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

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


BATTLEFIELD MORALE
The morale and organisation of troops can waver and break during battle. This is checked using battle-shock rolls, most commonly in the Command phase. Failing such a roll represents the unit’s courage faltering due to taking casualties or through other disruption, reducing its battlefield effectiveness. Similarly, some rules will require you to check a unit’s readiness by making a leadership roll.

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

Dedicated Transports
Vehicle

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.
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.
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:

Infantry Epic Hero
Monster Epic Hero
[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.
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.
06.02.01 Normal Damage
Normal Damage is damage that was inflicted on a model as a result of a weapon’s D characteristic, rather than by other means such as mortal wounds. Mortal wounds dealt in addition to normal damage from an attack are part of that same attack.
06.02 Mortal Wounds
Some attacks or rules inflict mortal wounds on units. Each time a unit suffers one or more mortal wounds, its controlling player must resolve the following sequence for each of those mortal wounds, until either all of them have been inflicted or that unit is destroyed:
  1. Select Model: Select one model in that unit by following the first instruction below that applies:

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

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

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

SEE ALSO
  • Normal Damage 06.02.01
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:

Monster Epic Hero
Vehicle
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.
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.
Army List
Datasheets collated

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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.
DEADLY DEMISE24.08

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

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

Example: An Impulsor with a unit of Intercessors embarked within it is destroyed by ranged attacks. First, any unresolved attacks made by the attacking unit are resolved. Then the Intercessors make an emergency disembark move. Then the roll is made for the Deadly Demise ability, and on a 6, that ability is resolved. Finally, the Impulsor is removed from the battlefield.
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.
Before selecting targets for this weapon, select one of its profiles to make attacks with.
[EXTRA ATTACKS]24.11

Some warriors ride to battle atop trusty mounts that gore and trample nearby foes. Others wield combat weapons that deliver a frenzy of additional blows.

Each time a unit containing one or more models with an [EXTRA ATTACKS] weapon fights, those models will make attacks with those weapons in addition to any others. In the Select Weapons step (04.01), for each of those models, you must select:
  • All of that model’s [EXTRA ATTACKS] weapons.
  • One of that model’s other melee weapons, if possible.
COMMAND RE-ROLL15.02
1CP
Core Stratagem
A great commander can bend even the vagaries of fate and fortune to their will, the better to ensure victory.
WHEN: Any phase, just after you make one of the following rolls for a friendly unit or model:
  • Advance roll
  • Charge roll
  • Damage roll
  • Hazard roll
  • Hit roll
  • Save roll
  • Wound roll
  • A roll to determine the number of attacks generated with a weapon.

TARGET: That unit or model.

EFFECT: You re-roll that roll. If you are rolling more than one dice together, select one of those dice to re-roll (excluding charge rolls, which you must re-roll in full).
01.05.01 Automatically Successful/Passes/Hits/Wounds
When a dice roll or test is automatically successful or automatically passes/hits/wounds, do not roll the dice and instead move to the next step of the sequence for that roll as if the required result had been rolled. Any rules that take effect on a particular dice result or roll result do not take effect.

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

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

TARGET: That unit.

EFFECT: That battle-shock roll is automatically successful.

RESTRICTIONS: You cannot use this stratagem more than once per battle.
RAPID INGRESS15.07
1CP
Core Stratagem
Be it cunning strategy, potent technology or supernatural ritual, there are many means by which a commander may hasten their warriors’ onset.
WHEN: End of your opponent’s Movement phase.

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

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

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

TARGET: That MONSTER/VEHICLE unit.

EFFECT: Resolve the following sequence:
  1. Select one enemy unit engaged with your unit.
  2. Select one model in your unit engaged with that enemy unit.
  3. Roll a number of D6 equal to the T characteristic of that model: for each 1, your unit suffers 1 mortal wound; for each 5+, that enemy unit suffers 1 mortal wound (to a maximum of 6 mortal wounds per unit).
EPIC CHALLENGE15.03
1CP
Core Stratagem
The legends of the 41st millennium are replete with deadly duels between mighty champions.
WHEN: Fight phase, just after a friendly CHARACTER unit is selected to fight.

TARGET: That CHARACTER unit.

EFFECT: Select one CHARACTER model in your unit. Until the end of the phase, that model’s melee weapons have the [PRECISION] ability.
COUNTEROFFENSIVE15.12
2CP
Core Stratagem
In close-quarters combat, the slightest hesitation can leave an opening for a swift foe to exploit.
WHEN: Fight step of your opponent’s Fight phase, just after an enemy unit has resolved its attacks.

TARGET: One friendly unit that is eligible to fight.

EFFECT: Until the end of the phase, your unit has the Fights First ability and it must be the next unit you select to fight (12.04).
BATTLEFIELD COMMAND
1CP
Boarding Actions – Strategic Ploy Stratagem
The commander's authoritative tone cuts through the din of battle, guiding the actions of nearby troops.
WHEN: Start or end of any phase.

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

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

RESTRICTIONS: Once you target a unit with this Stratagem, that unit cannot be targeted with it again until your next Command phase.
COMMAND RE-ROLL
1CP
Boarding Actions – Epic Deed Stratagem
A great commander can bend even the vagaries of fate and fortune to their will, the better to ensure victory.
WHEN: Any phase, just after you have made a Hit roll, a Wound roll, a Damage roll, a saving throw, an Advance roll, a Charge roll, a Desperate Escape test, a Hazardous test, or just after you have rolled the dice to determine the number of attacks made with a weapon, for an attack, model or unit from your army.

TARGET: That unit or model from your army.

EFFECT: You re-roll that roll, test or saving throw.
INSANE BRAVERY
1CP
Boarding Actions – Epic Deed Stratagem
Indifferent to their own survival, these warriors hold their ground against seemingly impossible odds.
WHEN: Battle-shock step of your Command phase, just after you have failed a Battle-shock test taken for a unit from your army.

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

EFFECT: Your unit is treated as having passed that test instead, and is not Battle-shocked as a result.
[BLAST]24.05

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

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

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

Example: If a [BLAST 2] weapon with an A characteristic of 3 targets a unit containing 12 models, you would gather four additional attack dice for that weapon (for a total of seven for that weapon).
EXPLOSIVE CLEARANCE
1CP
Boarding Actions – Battle Tactic Stratagem
A well-placed explosive munition in confined shipboard spaces can cause bloody carnage.
WHEN: Your Shooting phase.

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

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

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

EFFECT: Your unit fights next.
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.
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.
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.
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.
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.
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.
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.
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.
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".
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
Quicksilver Grace
Mercurial Host Detachment

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

You can re-roll Advance rolls made for EMPEROR’S CHILDREN units from your army.
Sensational Performance
Court of the Phoenician Detachment

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
Court of the Phoenician Detachment

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.
© Vyacheslav Maltsev 2013-2026