MELEE WEAPONS | RANGE | A | WS | S | AP | D | |
| Blade of the Laer precision | |||||||
| Blade of the Laer precision | Melee | 6 | 2+ | 8 | -3 | 3 | |
| Lash of Torment sustained hits 1 | |||||||
| Lash of Torment sustained hits 1 | Melee | 10 | 2+ | 4 | -1 | 1 | |
| YOUR UNIT COSTS | |
| 1 model | 120 |







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 | |
| YOUR UNIT COSTS | |
| 1 model | 340 |






RANGED WEAPONS | RANGE | A | BS | S | AP | D | |
| Lash of Slaanesh assault | |||||||
| Lash of Slaanesh assault | 12" | 6 | 2+ | 6 | -1 | 2 | |
| Pavane of Slaanesh – witchfire devastating wounds psychic | |||||||
| Pavane of Slaanesh – witchfire devastating wounds psychic | 18" | D6 | 2+ | 9 | -1 | D3 | |
| Pavane of Slaanesh – focused witchfire hazardous devastating wounds psychic sustained hits 3 | |||||||
| Pavane of Slaanesh – focused witchfire hazardous devastating wounds psychic sustained hits 3 | 18" | D6 | 2+ | 9 | -2 | D3 | |
MELEE WEAPONS | RANGE | A | WS | S | AP | D | |
| Snapping claws devastating wounds extra attacks | |||||||
| Snapping claws devastating wounds extra attacks | Melee | 4 | 2+ | 6 | -2 | 3 | |
| Soulpiercer precision | |||||||
| Soulpiercer precision | Melee | 6 | 2+ | 12 | -3 | D6+2 | |
| YOUR UNIT COSTS | |
| 1 model | 315 |
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 | |
| YOUR 1ST TO 2ND UNITS COST | |
| 1 model | 80 |
| YOUR 3RD + UNIT COSTS | |
| 1 model | 90 |




RANGED WEAPONS | RANGE | A | BS | S | AP | D | |
| 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 | |
| Power sword | |||||||
| Power sword | Melee | 6 | 2+ | 5 | -2 | 1 | |
| YOUR UNIT COSTS | |
| 1 model | 70 |







RANGED WEAPONS | RANGE | A | BS | S | AP | D | |
| Agonising Energies – witchfire psychic | |||||||
| Agonising Energies – witchfire psychic | 18" | D6 | 3+ | 5 | -1 | D3 | |
| Agonising Energies – focused witchfire devastating wounds hazardous psychic | |||||||
| Agonising Energies – focused witchfire devastating wounds hazardous psychic | 18" | D6 | 3+ | 6 | -2 | D3 | |
| Bolt pistol pistol | |||||||
| Bolt pistol pistol | 12" | 1 | 3+ | 4 | 0 | 1 | |
MELEE WEAPONS | RANGE | A | WS | S | AP | D | |
| Force weapon psychic | |||||||
| Force weapon psychic | Melee | 4 | 3+ | 6 | -2 | D3 | |
| YOUR UNIT COSTS | |
| 1 model | 55 |




RANGED WEAPONS | RANGE | A | BS | S | AP | D | |
| Infernal cannon | |||||||
| Infernal cannon | 24" | 3 | 2+ | 5 | -1 | 2 | |
MELEE WEAPONS | RANGE | A | WS | S | AP | D | |
| Hellforged weapons – strike | |||||||
| Hellforged weapons – strike | Melee | 6 | 2+ | 8 | -2 | 3 | |
| Hellforged weapons – sweep | |||||||
| Hellforged weapons – sweep | Melee | 14 | 2+ | 6 | 0 | 1 | |
| YOUR 1ST UNIT COSTS | |
| YOUR 2ND + UNIT COSTS | |
| 1 model | 185 |






RANGED WEAPONS | RANGE | A | BS | S | AP | D | |
| Infernal cannon | |||||||
| Infernal cannon | 24" | 3 | 2+ | 5 | -1 | 2 | |
MELEE WEAPONS | RANGE | A | WS | S | AP | D | |
| Hellforged weapons – strike | |||||||
| Hellforged weapons – strike | Melee | 6 | 2+ | 8 | -2 | 3 | |
| Hellforged weapons – sweep | |||||||
| Hellforged weapons – sweep | Melee | 14 | 2+ | 6 | 0 | 1 | |
| YOUR 1ST UNIT COSTS | |
| 1 model | 205 |
| YOUR 2ND + UNIT COSTS | |
| 1 model | 235 |






RANGED WEAPONS | RANGE | A | BS | S | AP | D | |
| Living whip assault | |||||||
| Living whip assault | 12" | 6 | 2+ | 6 | -1 | 2 | |
| Phantasmagoria – witchfire devastating wounds psychic | |||||||
| Phantasmagoria – witchfire devastating wounds psychic | 18" | 6 | 2+ | 6 | -2 | 1 | |
| Phantasmagoria – focused witchfire devastating wounds hazardous psychic | |||||||
| Phantasmagoria – focused witchfire devastating wounds hazardous psychic | 18" | 9 | 2+ | 6 | -2 | 1 | |
MELEE WEAPONS | RANGE | A | WS | S | AP | D | |
| Ritual knife extra attacks | |||||||
| Ritual knife extra attacks | Melee | 3 | 2+ | 6 | -2 | 2 | |
| Snapping claws devastating wounds extra attacks | |||||||
| Snapping claws devastating wounds extra attacks | Melee | 4 | 2+ | 6 | -2 | 3 | |
| Witstealer sword | |||||||
| Witstealer sword | Melee | 6 | 2+ | 8 | -2 | 3 | |
| YOUR 1ST TO 2ND UNITS COST | |
| 1 model | 255 |
| YOUR 3RD + UNIT COSTS | |
| 1 model | 270 |
MELEE WEAPONS | RANGE | A | WS | S | AP | D | |
| Slashing claws devastating wounds | |||||||
| Slashing claws devastating wounds | Melee | 3 | 3+ | 4 | -1 | 1 | |
| YOUR UNIT COSTS | |
| 10 models | 90 |
RANGED WEAPONS | RANGE | A | BS | S | AP | D | |
| Bolt pistol pistol | |||||||
| Bolt pistol pistol | 12" | 1 | 3+ | 4 | 0 | 1 | |
| Plasma pistol - standard pistol | |||||||
| Plasma pistol - standard pistol | 12" | 1 | 3+ | 7 | -2 | 1 | |
| Plasma pistol - supercharge hazardous pistol | |||||||
| Plasma pistol - supercharge hazardous pistol | 12" | 1 | 3+ | 8 | -3 | 2 | |
MELEE WEAPONS | RANGE | A | WS | S | AP | D | |
| Duelling sabre precision | |||||||
| Duelling sabre precision | Melee | 4 | 3+ | 4 | -1 | 1 | |
| Power sword precision | |||||||
| Power sword precision | Melee | 4 | 3+ | 5 | -2 | 1 | |
| Rapture lash precision | |||||||
| Rapture lash precision | Melee | 6 | 3+ | 4 | -1 | 1 | |
| YOUR UNIT COSTS | |
| 5 models | 85 |
| 10 models | 160 |







RANGED WEAPONS | RANGE | A | BS | S | AP | D | |
| Bolt pistol pistol precision | |||||||
| Bolt pistol pistol precision | 12" | 1 | 3+ | 4 | 0 | 1 | |
| Boltgun precision | |||||||
| Boltgun precision | 24" | 2 | 3+ | 4 | 0 | 1 | |
| Meltagun melta 2 precision | |||||||
| Meltagun melta 2 precision | 12" | 1 | 3+ | 9 | -4 | D6 | |
| Plasma gun - standard precision rapid fire 1 | |||||||
| Plasma gun - standard precision rapid fire 1 | 24" | 1 | 3+ | 7 | -2 | 1 | |
| Plasma gun - supercharge hazardous precision rapid fire 1 | |||||||
| Plasma gun - supercharge hazardous precision rapid fire 1 | 24" | 1 | 3+ | 8 | -3 | 2 | |
| Plasma pistol - standard pistol precision | |||||||
| Plasma pistol - standard pistol precision | 12" | 1 | 3+ | 7 | -2 | 1 | |
| Plasma pistol - supercharge hazardous pistol precision | |||||||
| Plasma pistol - supercharge hazardous pistol precision | 12" | 1 | 3+ | 8 | -3 | 2 | |
MELEE WEAPONS | RANGE | A | WS | S | AP | D | |
| Close combat weapon | |||||||
| Close combat weapon | Melee | 3 | 3+ | 4 | 0 | 1 | |
| Power sword | |||||||
| Power sword | Melee | 4 | 3+ | 5 | -2 | 1 | |
| Rapture lash | |||||||
| Rapture lash | Melee | 6 | 3+ | 4 | -1 | 1 | |
| YOUR UNIT COSTS | |
| 5 models | 80 |
| 10 models | 160 |







RANGED WEAPONS | RANGE | A | BS | S | AP | D | |
| Combi-bolter rapid fire 2 | |||||||
| Combi-bolter rapid fire 2 | 24" | 2 | 3+ | 4 | 0 | 1 | |
| Combi-weapon anti-infantry 4+ devastating wounds rapid fire 1 | |||||||
| Combi-weapon anti-infantry 4+ devastating wounds rapid fire 1 | 24" | 1 | 4+ | 4 | 0 | 1 | |
| Havoc launcher blast | |||||||
| Havoc launcher blast | 48" | D6 | 3+ | 5 | 0 | 1 | |
MELEE WEAPONS | RANGE | A | WS | S | AP | D | |
| Armoured tracks | |||||||
| Armoured tracks | Melee | 3 | 4+ | 6 | 0 | 1 | |
| YOUR 1ST TO 3RD UNITS COST | |
| 1 model | 70 |
| YOUR 4TH + UNIT COSTS | |
| 1 model | 80 |




MELEE WEAPONS | RANGE | A | WS | S | AP | D | |
| Hideous mutations | |||||||
| Hideous mutations | Melee | D6+2 | 4+ | 5 | -1 | 2 | |
| YOUR UNIT COSTS | |
| 2 models | 70 |




MELEE WEAPONS | RANGE | A | WS | S | AP | D | |
| Barbed tail and dissecting claws devastating wounds | |||||||
| Barbed tail and dissecting claws devastating wounds | Melee | 5 | 3+ | 5 | -2 | 2 | |
| YOUR UNIT COSTS | |
| 3 models | 90 |
| 6 models | 180 |
RANGED WEAPONS | RANGE | A | BS | S | AP | D | |
| Combi-bolter rapid fire 2 | |||||||
| Combi-bolter rapid fire 2 | 24" | 2 | 3+ | 4 | 0 | 1 | |
| Combi-weapon anti-infantry 4+ devastating wounds rapid fire 1 | |||||||
| Combi-weapon anti-infantry 4+ devastating wounds rapid fire 1 | 24" | 1 | 4+ | 4 | 0 | 1 | |
| Heavy flamer ignores cover torrent | |||||||
| Heavy flamer ignores cover torrent | 12" | D6 | N/A | 5 | -1 | 1 | |
| Reaper autocannon devastating wounds sustained hits 1 | |||||||
| Reaper autocannon devastating wounds sustained hits 1 | 36" | 4 | 3+ | 7 | -1 | 1 | |
MELEE WEAPONS | RANGE | A | WS | S | AP | D | |
| Accursed weapon | |||||||
| Accursed weapon | Melee | 4 | 3+ | 5 | -2 | 1 | |
| Chainfist anti-vehicle 3+ | |||||||
| Chainfist anti-vehicle 3+ | Melee | 3 | 4+ | 8 | -2 | 2 | |
| Paired accursed weapons twin-linked | |||||||
| Paired accursed weapons twin-linked | Melee | 5 | 3+ | 5 | -2 | 1 | |
| Power fist | |||||||
| Power fist | Melee | 3 | 3+ | 8 | -2 | 2 | |
| YOUR UNIT COSTS | |
| 5 models | 145 |










RANGED WEAPONS | RANGE | A | BS | S | AP | D | |
| Bolt pistol pistol | |||||||
| Bolt pistol pistol | 12" | 1 | 3+ | 4 | 0 | 1 | |
MELEE WEAPONS | RANGE | A | WS | S | AP | D | |
| Blissblade | |||||||
| Blissblade | Melee | 4 | 2+ | 6 | -3 | 2 | |
| YOUR UNIT COSTS | |
| 3 models | 95 |
| 6 models | 190 |











RANGED WEAPONS | RANGE | A | BS | S | AP | D | |
| Blastmaster – single frequency ignores cover | |||||||
| Blastmaster – single frequency ignores cover | 18" | 3 | 3+ | 10 | -2 | 3 | |
| Blastmaster – varied frequency ignores cover | |||||||
| Blastmaster – varied frequency ignores cover | 18" | 6 | 3+ | 6 | -2 | 1 | |
| Screamer pistol ignores cover pistol | |||||||
| Screamer pistol ignores cover pistol | 12" | 3 | 3+ | 5 | -1 | 2 | |
| Sonic blaster ignores cover | |||||||
| Sonic blaster ignores cover | 18" | 3 | 3+ | 5 | -1 | 2 | |
MELEE WEAPONS | RANGE | A | WS | S | AP | D | |
| Close combat weapon | |||||||
| Close combat weapon | Melee | 3 | 3+ | 4 | 0 | 1 | |
| Power sword | |||||||
| Power sword | Melee | 4 | 3+ | 5 | -2 | 1 | |
| YOUR 1ST TO 2ND UNITS COST | |
| 6 models | 145 |
| YOUR 3RD + UNIT COSTS | |
| 6 models | 160 |




MELEE WEAPONS | RANGE | A | WS | S | AP | D | |
| Lashing tongue extra attacks lethal hits | |||||||
| Lashing tongue extra attacks lethal hits | Melee | 2 | 4+ | 4 | 0 | 1 | |
| Slashing claws devastating wounds | |||||||
| Slashing claws devastating wounds | Melee | 3 | 3+ | 4 | -1 | 1 | |
| YOUR UNIT COSTS | |
| 5 models | 80 |
| 10 models | 155 |
RANGED WEAPONS | RANGE | A | BS | S | AP | D | |
| Combi-bolter rapid fire 2 | |||||||
| Combi-bolter rapid fire 2 | 24" | 2 | 3+ | 4 | 0 | 1 | |
| Combi-weapon anti-infantry 4+ devastating wounds rapid fire 1 | |||||||
| Combi-weapon anti-infantry 4+ devastating wounds rapid fire 1 | 24" | 1 | 4+ | 4 | 0 | 1 | |
| Havoc launcher blast | |||||||
| Havoc launcher blast | 48" | D6 | 3+ | 5 | 0 | 1 | |
| Soulshatter lascannon | |||||||
| Soulshatter lascannon | 48" | 2 | 3+ | 12 | -3 | D6+1 | |
| Twin heavy bolter sustained hits 1 twin-linked | |||||||
| Twin heavy bolter sustained hits 1 twin-linked | 36" | 3 | 3+ | 5 | -1 | 2 | |
MELEE WEAPONS | RANGE | A | WS | S | AP | D | |
| Armoured tracks | |||||||
| Armoured tracks | Melee | 6 | 4+ | 8 | 0 | 1 | |
| YOUR 1ST TO 2ND UNITS COST | |
| 1 model | 220 |
| YOUR 3RD + UNIT COSTS | |
| 1 model | 240 |




RANGED WEAPONS | RANGE | A | BS | S | AP | D | |
| Baleflamer ignores cover torrent | |||||||
| Baleflamer ignores cover torrent | 12" | D6+3 | N/A | 6 | -1 | 2 | |
| Hades autocannon | |||||||
| Hades autocannon | 36" | 6 | 3+ | 8 | -1 | 2 | |
MELEE WEAPONS | RANGE | A | WS | S | AP | D | |
| Heldrake claws anti-fly 2+ devastating wounds | |||||||
| Heldrake claws anti-fly 2+ devastating wounds | Melee | 5 | 3+ | 7 | -1 | 2 | |
| YOUR UNIT COSTS | |
| 1 model | 175 |






RANGED WEAPONS | RANGE | A | BS | S | AP | D | |
| Hades battle cannon blast | |||||||
| Hades battle cannon blast | 48" | D6+3 | 3+ | 10 | -1 | 3 | |
| Ectoplasma destructor blast | |||||||
| Ectoplasma destructor blast | 36" | D6 | 3+ | 12 | -3 | 3 | |
| Excruciator cannon | |||||||
| Excruciator cannon | 36" | 6 | 3+ | 6 | -1 | 2 | |
| Magma cutters melta 2 | |||||||
| Magma cutters melta 2 | 12" | 2 | 3+ | 9 | -4 | D6 | |
| Heavy baleflamer ignores cover torrent | |||||||
| Heavy baleflamer ignores cover torrent | 12" | D6+3 | N/A | 7 | -2 | 2 | |
| Hades lascannon | |||||||
| Hades lascannon | 48" | 2 | 3+ | 12 | -3 | D6+1 | |
| Heavy reaper autocannon devastating wounds sustained hits 1 | |||||||
| Heavy reaper autocannon devastating wounds sustained hits 1 | 48" | 4 | 3+ | 9 | -1 | 3 | |
| Heavy missile launcher – krak | |||||||
| Heavy missile launcher – krak | 48" | 2 | 3+ | 10 | -2 | D6+1 | |
| Heavy missile launcher – frag blast | |||||||
| Heavy missile launcher – frag blast | 48" | 2D6 | 3+ | 5 | -1 | 1 | |
MELEE WEAPONS | RANGE | A | WS | S | AP | D | |
| Shearing claws – strike precision | |||||||
| Shearing claws – strike precision | Melee | 5 | 3+ | 16 | -3 | D6+1 | |
| Shearing claws – sweep | |||||||
| Shearing claws – sweep | Melee | 10 | 3+ | 6 | -2 | 1 | |
| Electroscourge extra attacks sustained hits 2 | |||||||
| Electroscourge extra attacks sustained hits 2 | Melee | 5 | 3+ | 12 | -2 | 2 | |
| YOUR 1ST UNIT COSTS | |
| 1 model | 300 |
| YOUR 2ND + UNIT COSTS | |
| 1 model | 340 |
| WARGEAR OPTIONS | |
| per Heavy reaper autocannon | 15 |
| per Hades lascannon | 15 |






RANGED WEAPONS | RANGE | A | BS | S | AP | D | |
| Magma cutters melta 2 | |||||||
| Magma cutters melta 2 | 6" | 2 | 3+ | 9 | -4 | D6 | |
MELEE WEAPONS | RANGE | A | WS | S | AP | D | |
| Lasher tendrils extra attacks | |||||||
| Lasher tendrils extra attacks | Melee | 6 | 3+ | 7 | -1 | 1 | |
| Maulerfiend fists | |||||||
| Maulerfiend fists | Melee | 6 | 3+ | 14 | -2 | D6+1 | |
| YOUR 1ST TO 2ND UNITS COST | |
| 1 model | 120 |
| YOUR 3RD + UNIT COSTS | |
| 1 model | 130 |






The EMPEROR’S CHILDREN keyword is used in the following Emperor’s Children datasheets:
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.
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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.The BATTLELINE keyword is used in the following Emperor’s Children datasheets:
The BEAST keyword is used in the following Emperor’s Children datasheets:
The CHAOS keyword is used in the following Emperor’s Children datasheets:
The CHARACTER keyword is used in the following Emperor’s Children datasheets:
The DAEMON keyword is used in the following Emperor’s Children datasheets:
The EMPEROR’S CHILDREN keyword is used in the following Emperor’s Children datasheets:
The EPIC HERO keyword is used in the following Emperor’s Children datasheets:
The FLY keyword is used in the following Emperor’s Children datasheets:
The FRAME 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:
The LEGIONS OF EXCESS keyword is used in the following Emperor’s Children datasheets:
The MONSTER keyword is used in the following Emperor’s Children datasheets:
The PSYKER keyword is used in the following Emperor’s Children datasheets:
The SLAANESH keyword is used in the following Emperor’s Children datasheets:
The SMOKE keyword is used in the following Emperor’s Children datasheets:
The SUMMONED keyword is used in the following Emperor’s Children datasheets:
The TRANSPORT keyword is used in the following Emperor’s Children datasheets:
The VEHICLE keyword is used in the following Emperor’s Children datasheets:
The WALKER keyword is used in the following Emperor’s Children datasheets:

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




The EMPEROR’S CHILDREN and CHARACTER keywords are used in the following Emperor’s Children datasheets:
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:
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.
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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.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.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.The EMPEROR’S CHILDREN and DAEMON keywords are used in the following Emperor’s Children datasheets:
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).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:
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.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: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: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).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.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: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.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.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: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).Pistols can be wielded even at point-blank range.
[PISTOL] and [CLOSE-QUARTERS] are identical for all rules purposes. See [CLOSE-QUARTERS].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.
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.
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:
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.
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.
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.
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.
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.
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.
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.
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.
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).
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.
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.
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.
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.
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.
Melta weapons are powerful heat rays whose fury is magnified at close range.
This ability always takes the form [MELTA X]. Each time a model makes an attack with a [MELTA] weapon, if the target unit was within half range of that weapon in the Select Targets step, until the attacking unit’s attacks have been resolved, add X to that weapon’s D characteristic.Rapid fire weapons are capable of long-ranged precision shots or controlled bursts at nearby targets.
This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.Seeming to be everywhere at once, bands of Infractors and Tormentors seek to embrace all the sensations the battlefield can offer, never relenting for a moment.
When a friendly EMPEROR’S CHILDREN BATTLELINE unit is selected to make an advance/fall-back move, that unit’s attacks have +1 S until the end of the turn.Torrent weapons project clouds of fire, gas or other lethal substances that few foes can hope to evade.
Each time an attack is made with a [TORRENT] weapon, that attack automatically hits the target.So potent is the disdainful arrogance of these Slaaneshi chosen that it manifests as a Warp-tainted aura that blinds and cows even the most obdurate enemies, forcing them to give way before the advance of the Emperor’s Children like unworthy dregs.
Each time an EMPEROR’S CHILDREN unit from your army makes a Normal, Advance or Fall Back move, models in that unit can move through friendly and enemy models.Assassins and other covert agents are difficult to pinpoint in the storm of battle.
Unless part of an attached unit, this unit is not visible to enemy models unless they are within 12" of this unit, and it cannot be targeted by [INDIRECT FIRE] weapons unless the attacking model is within 12" of this unit.Carved with imprisoning runes and bristling with needle barbs, this vile device houses a bound Slaaneshi daemon. Through agonising ritual surgery, it is implanted into the throat of a chosen champion, allowing them to channel the trapped entity’s desperate rage into blasting war shouts that can shatter any barred gateway or locked hatch.
In your Shooting phase, you can select one closed Hatchway within 12" of and visible to the bearer. If you do, roll one D6: on a 2+, open that Hatchway and, until the end of the battle, that Hatchway cannot be closed.
This preening Slaaneshi champion has anointed their weapons with corrosive hyperstimulants milked from the maw of a foul daemonic entity. The merest drop can burn out the nervous systems of their victims with flash floods of unbearable sensation.
Add 1 to the Strength and Damage characteristics of the bearer’s melee weapons and improve the Armour Penetration characteristic of those weapons by 2.
Some airborne vehicles can use vectored thrusters or anti-gravity technology to hover and skim over the battlefield, the better to hunt their prey or deploy embarked troops.
Each time this unit takes to the skies (21.03), do not subtract 2" from the maximum distance.Some weapons are so rare, or so complex and slow to reload, that they can only be used once.
Each weapon with this ability can only be selected to make attacks with once per battle.Some transports have dedicated platforms or firing ports from which embarked passengers can lay down a withering hail of munitions.
This ability always takes the form Firing Deck X. In your Shooting phase, each time this TRANSPORT is selected to shoot, if one or more units are embarked within it, resolve the following sequence:Folding stocks, shortened barrels or lightweight construction enable some weapons to be easily fired on the move.
Units containing one or more models with an [ASSAULT] weapon can shoot using assault shooting (10.05).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.
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The SLAANESH keyword is used in the following Emperor’s Children datasheets:
The LEGIONS OF EXCESS keyword is used in the following Emperor’s Children datasheets:
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.
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The BEAST keyword is used in the following Emperor’s Children datasheets:
The VEHICLE keyword is used in the following Emperor’s Children datasheets:
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The TRANSPORT keyword is used in the following Emperor’s Children datasheets:
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.Where the Emperor’s Children indulge their obsession, the power ofSlaanesh empowers those in his thrall.
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.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").By enacting the most lurid and excessive acts of ritual violence, the Emperor’s Children may shatter reality itself and summon forth the daemons of Slaanesh.
When mustering your army, unless specifically stated otherwise, you cannot select LEGIONS OF EXCESS as your Army Faction.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.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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
Like a parasite clinging to its host, this Lord Kakophonist’s mutated armour piggybacks on the teleport signals of Emperor’s Children Terminators, slingshotting him perilously through the Empyrean to explode onto the battlefield in a riot of discordant sonic fury.
LORD KAKOPHONIST model only.
This slender hellforged blade appears to weave in and out of being. Its daemonic bearer wields it in flickering arcs at supernatural speed, swift enough for its phantasmal edge to slice apart a victim’s soul before it is lost to the Warp.
EMPEROR’S CHILDREN DAEMON PRINCE model only. Add 1 to the Strength and Attacks characteristics of the bearer’s melee weapons.
Certain weapons are the bane of particular foes.
This ability always takes the form [ANTI-X Y+]. Each time an attack is made with an [ANTI] weapon, if the target unit has the keyword denoted by X, an unmodified wound roll of Y+ is a critical wound.Dual weapons are often grafted to the same targeting system for greater lethality.
Each time an attack is made with a [TWIN-LINKED] weapon, you can re-roll the wound roll.Infused with a ferocious need to exert their superiority before any rival has the chance to outshine them, Chaos Terminators enter their chosen arena with a horrific dynamism.
When a friendly EMPEROR’S CHILDREN TERMINATOR unit is set up, that unit has +1 to charge rolls until the end of the turn.Encumbered not at all despite the massive bulk of their armour, these Terminators’ mutant muscle and warp‑tainted reactions allow them to indulge in every aspect of attacking the foe to wild excess.
EMPEROR’S CHILDREN TERMINATOR SQUAD unit only. This unit’s attacks have [SUSTAINED HITS 1].
So certain are the Flawless Blades in their arrogant pre-eminence, so sure they have already won before the first blow is struck, that they are filled with swift assurance that no foe can match.
Friendly FLAWLESS BLADES units have Fights FirstUnable to tear their gaze from the hypnotically hideous features of the Flawless Blades, foes stare slack‑jawed in horrified fascination as their death stalks elegantly toward them.
FLAWLESS BLADES unit only. Enemy units cannot target this unit with snap shooting attacks.
The daemonic audience drawn by the deeds of these Flawless Blades is impatient for the spectacle to begin, and so bestows supernatural celerity upon those they consider the star performers.
FLAWLESS BLADES unit only. This unit has +2" M.