Emperor’s Children – Lord Exultant
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Lord Exultant
(⌀40mm)
M
7"
T
4
SV
3+
W
5
LD
6+
OC
1
INSV
4+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Bolt pistol pistol
Bolt pistol pistol
12"
1
2+
4
0
1
Plasma pistol - standard pistol
Plasma pistol - standard pistol
12"
1
2+
7
-2
1
Plasma pistol - supercharge hazardous pistol
Plasma pistol - supercharge hazardous pistol
12"
1
2+
8
-3
2
Screamer pistol ignores cover pistol
Screamer pistol ignores cover pistol
12"
3
2+
5
-1
2
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Close combat weapon
Close combat weapon
Melee
6
2+
4
0
1
Master-crafted power sword precision
Master-crafted power sword precision
Melee
5
2+
5
-2
2
Phoenix power spear lance
Phoenix power spear lance
Melee
5
2+
7
-2
2
Power fist
Power fist
Melee
5
2+
8
-2
2
Rapture lash extra attacks
Rapture lash extra attacks
Melee
4
2+
4
-1
1
WARGEAR OPTIONS
  • This model’s plasma pistol can be replaced with one of the following:
    • 1 power fist
    • 1 rapture lash
  • This model’s Phoenix power spear can be replaced with one of the following:
    • 1 master-crafted power sword
    • 1 screamer pistol

LORD OF THE HOST
If this model is attached to an EMPEROR’S CHILDREN BATTLELINE unit during the Declare Battle Formations step, this model has the Infiltrators and Scouts 6" abilities.
ABILITIES
CORE: Leader
FACTION: Thrill Seekers
Perfectionists: While this model is leading a unit, weapons equipped by models in that unit have the [LETHAL HITS] ability.
Euphoric Strikes: 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, add 3 to the Attacks characteristic of melee weapons equipped by this model and improve the Armour Penetration characteristic of those weapons by 1.
UNIT COMPOSITION
  • 1 Lord Exultant
This model is equipped with: bolt pistol; plasma pistol; Phoenix power spear; close combat weapon.
YOUR 1ST TO 2ND UNITS COST
1 model
80
YOUR 3RD + UNIT COSTS
1 model
90
LEADER
This model can be attached to the following units:
KEYWORDS: INFANTRY; CHARACTER; GRENADES; CHAOS; SLAANESH; LORD EXULTANT
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
EXPLOSIVES
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
VIOLENT CRESCENDO
2CP
Carnival of Excess – Strategic Ploy
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
EMBRACE THE PAIN
1CP
Coterie of the Conceited – Strategic Ploy
MARTIAL PERFECTION
1CP
Coterie of the Conceited – Battle Tactic
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
PRIDEFUL SUPERIORITY
2CP
Court of the Phoenician Stratagem
HONOUR THE PRINCE
1CP
Mercurial Host – Battle Tactic
DARK VIGOUR
1CP
Mercurial Host – Strategic Ploy
CAPRICIOUS REACTIONS
1CP
Mercurial Host – Battle Tactic
COMBAT STIMMS
2CP
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
CEASELESS ONSLAUGHT
1CP
Rapid Evisceration – Strategic Ploy
ONTO THE NEXT
1CP
Rapid Evisceration – Strategic Ploy
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
Mechanised Murder
Daemonic Empowerment
Pledges to the Dark Prince
Internal Rivalries
Sensational Performance
Master of the Pageant
ENHANCEMENTS
Loathsome Dexterity
10
Tactical Perfection
15
Intoxicating Musk
20
Steeped in Suffering
20
Faultless Opportunist
15
Blinding Speed
25
Distortion
25
Rise to the Challenge
30
Spearhead Striker
20
Sublime Prescience
25
Accomplished Tactician
35
Heretek Adept
35
Dark Blessings
10
Empyric Suffusion
15
Possessed Blade
25
Warp Walker
30
Pledge of Mortal Pain
15
Pledge of Dark Glory
25
Pledge of Eternal Servitude
25
Pledge of Unholy Fortune
30
Eager to Prove
15
Slayer of Champions
15
Proud and Vainglorious
20
Repulsed by Weakness
25
Exalted Patron
15
Soulstain Made Manifest
15
Tears of the Phoenix
25
Euphoric Crown
20
Howling Plate
20

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

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

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

Infantry Epic Hero

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

Monster Epic Hero
Monster Character
Battleline
Beast
Mounted

The SLAANESH 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
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

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

Infantry Epic Hero
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.
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.

SEE ALSO
  • Persisting Rules Effects 01.02.02
  • Hazard Rolls 06.03


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.

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 01.02.04
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.

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:

Infantry Epic Hero
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.
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).

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

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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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.
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".
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.
LEADER24.22

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.
INFILTRATORS24.20

Many armies employ reconnaissance units who can sit concealed, waiting for the right moment to strike.

During deployment, if every model in a unit has this ability, it can be set up anywhere on the battlefield that is more than 8" horizontally from your opponent’s deployment zone and all enemy units.
SCOUTS24.31

Scouts form the vanguard of many armies. Unnoticed by the enemy, they range ahead of the main force.

This ability always takes the form Scouts X". In the Resolve Pre-battle Abilities step, if every model in a unit has this ability, you can do one of the following:
  • If that unit is in strategic reserves, you can set up that unit anywhere that is wholly within your deployment zone.
  • If that unit is wholly within your deployment zone, it can make a scout move (see below).
  • If that unit is embarked within a DEDICATED TRANSPORT that is wholly within your deployment zone, and if every model embarked within that DEDICATED TRANSPORT has the Scouts ability, that DEDICATED TRANSPORT can make a scout move.

SCOUT MOVE24.32
MAXIMUM DISTANCE: The X" in Scouts X".
ELIGIBLE IF: It is the Resolve Pre-battle Abilities step, and your unit is wholly within your deployment zone.
EFFECT: Your unit moves as described in Moving (03).
AFTER MOVING: Your unit must be more than 8" horizontally from all enemy units.
CLOSE-QUARTERS SHOOTING10.06
ELIGIBLE IF: All of the following apply to your unit:
  • Engaged and did not make an advance move this turn.
  • Has one or more [CLOSE-QUARTERS] weapons or is a MONSTER/VEHICLE unit.
EFFECT: Your unit shoots as described in Making Attacks (04).
WHILE SHOOTING: Models in your unit can target enemy units your unit is engaged with.
  • MONSTER/VEHICLE Models: Each time a MONSTER/VEHICLE model in your unit makes an attack:
    • Unless that attack is made with a [CLOSE-QUARTERS] weapon and targets a unit your unit is engaged with, subtract 1 from the hit roll.
    • If that attack is made with a [BLAST] weapon, it still cannot target a unit your unit is engaged with.
  • Non-MONSTER/Non-VEHICLE Models: You can only select [CLOSE-QUARTERS] weapons to make attacks with and you can only select enemy units that are engaged with your unit as targets.
AFTER SHOOTING: Until the end of the phase, your unit is not eligible to start an action.
[CLOSE-QUARTERS]24.07

Weapons designed for close-quarters fighting can be wielded effectively even in the press of melee combat.

Units containing one or more models with a [CLOSE-QUARTERS] weapon can shoot using close-quarters shooting (10.06).

When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:
  • One or more of its [CLOSE-QUARTERS] weapons.
  • One or more of its other ranged weapons.
[PISTOL]24.27

Pistols can be wielded even at point-blank range.

[PISTOL] and [CLOSE-QUARTERS] are identical for all rules purposes. See [CLOSE-QUARTERS].

Designer’s Note: [PISTOL] is a pre-existing ability that will be superseded by [CLOSE-QUARTERS] as this edition of Warhammer 40,000 progresses. Both are functionally the same, but the latter is a more suitable term for weapons that function in this way.
[LANCE]24.21

With the momentum of a warrior at full-tilt, lance weapons are deadly on the charge.

Each time an attack is made with a [LANCE] weapon, if the attacking model’s unit made a charge move this turn, add 1 to the wound roll.
EXPLOSIVES15.05
1CP
Core Stratagem
Priming grenades or other explosives, these warriors draw back and hurl death into the enemy’s midst.
WHEN: Your Shooting phase.

TARGET: One friendly unengaged EXPLOSIVES/GRENADES unit that is eligible to shoot and did not make an advance move this turn.

EFFECT: Resolve the following sequence:
  1. Select one EXPLOSIVES/GRENADES model in your unit.
  2. Select one unengaged enemy unit within 8" of and visible to that model.
  3. Roll six D6: for each 4+, that enemy unit suffers 1 mortal wound (06.02).
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.
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.
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.
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.
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.
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.
Mechanised Murder
Rapid Evisceration Detachment

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.
Daemonic Empowerment
Carnival of Excess Detachment

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.
  • Loathsome Dexterity
    10 pts
Mercurial Host Detachment

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.

  • Tactical Perfection
    15 pts
Mercurial Host Detachment

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.

  • Intoxicating Musk
    20 pts
Mercurial Host Detachment

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.

  • Steeped in Suffering
    20 pts
Mercurial Host Detachment

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.

  • Faultless Opportunist
    15 pts
Peerless Bladesmen Detachment

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
Peerless Bladesmen Detachment

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
Peerless Bladesmen Detachment

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
Peerless Bladesmen Detachment

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.

  • Spearhead Striker
    20 pts
Rapid Evisceration Detachment

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.

  • Sublime Prescience
    25 pts
Rapid Evisceration Detachment

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.

  • Accomplished Tactician
    35 pts
Rapid Evisceration Detachment

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
Rapid Evisceration Detachment

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.

  • Dark Blessings
    10 pts
Carnival of Excess Detachment

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.

  • Empyric Suffusion
    15 pts
Carnival of Excess Detachment

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.

  • Possessed Blade
    25 pts
Carnival of Excess Detachment

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
Carnival of Excess Detachment

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.

  • Pledge of Mortal Pain
    15 pts
Coterie of the Conceited Detachment

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 Dark Glory
    25 pts
Coterie of the Conceited Detachment

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 Eternal Servitude
    25 pts
Coterie of the Conceited Detachment

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 Unholy Fortune
    30 pts
Coterie of the Conceited Detachment

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.

  • Eager to Prove
    15 pts
Slaanesh’s Chosen Detachment

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.

  • Slayer of Champions
    15 pts
Slaanesh’s Chosen Detachment

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.

  • Proud and Vainglorious
    20 pts
Slaanesh’s Chosen Detachment

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.

  • Repulsed by Weakness
    25 pts
Slaanesh’s Chosen Detachment

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.

  • Exalted Patron
    15 pts
Court of the Phoenician Detachment

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.

  • Soulstain Made Manifest
    15 pts
Court of the Phoenician Detachment

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.

  • Tears of the Phoenix
    25 pts
Court of the Phoenician Detachment

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.

  • Euphoric Crown
    20 pts
Frenzied Host Detachment

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
Frenzied Host Detachment

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.

© Vyacheslav Maltsev 2013-2026