Crucible of Champions


Books


BookKindEditionVersionLast update
  The Maelstrom: Lair of the Tyrant – Crucible of Champions
  The Maelstrom: Lair of the Tyrant – Crucible of ChampionsExpansion10January 2026

Introduction

From the flames of eternal warfare that engulf the galaxy, a handful of champions may earn reputations great enough to cement their place in the legends of their species. In the howling gyres and reality-defying tempests of the Maelstrom, aspiring despots, champions, pirates and conquerors vie with one another for wealth, territory and power. These personalities are as disparate as the logic-breaking environs of this ever-churning warp interstice.

Charismatic sorcerers in thrall to the Dark Gods, ancient Space Marine champions and commanders driven by duty and bitter vengeance and sneering xenos marauders motivated only by the prospect of inflicting agony upon their victims, these are just a few examples of the types of dread warriors that seek to establish themselves as legends in this cauldron of deceit, treachery and bloodshed.

Armed with the new rules in this book, you can create unique characters to fight alongside or even lead your armies in games of Warhammer 40,000.

These rules are an outlet for your creativity, ingenuity and cunning as you forge a legendary champion of your own creation, one whose exploits will go down in the annals of history.

While these rules are ideal for creating an antihero to lead a ragtag warband through the madness of the Maelstrom, you can use them in any game of Warhammer 40,000, as long as all players agree. If you intend to use these rules at an event, such as a tournament, check the rules for the event first to see if Crucible Champions are permitted before creating your roster.

How to Use These Rules

Each section in this page provides the rules for creating a unique CHARACTER for your chosen Faction, called a Crucible Champion. Once you have chosen your Faction, simply refer to the relevant section of the page where a step-by-step process will guide you through creating a custom datasheet for your Crucible Champion. You can create a copy of the
template
and fill it in with your Crucible Champion’s details as you go (or use the Crucible Champions Constructor).

01 – Choose an Archetype

The archetype you choose for your Crucible Champion forms the foundation of their datasheet. It includes the datasheet name, the Crucible Champion’s profiles, abilities and keywords. It also includes a points value, which can be modified in later steps.

02 – Choose a Specialism

You’ll now decide if you want your Crucible Champion to have a specialism. Each specialism describes an ability and these can change your Crucible Champion’s characteristics, abilities, keywords or which units your Crucible Champion can be attached to. Any changes to characteristics or keywords are a permanent change to your model’s datasheet (these are not modifiers and do not follow the modifier sequence).

Some also modify the points value of your Crucible Champion, shown next to the specialism name. You don’t have to choose a specialism for your Crucible Champion - you can choose to skip this step.

03 – Choose an Ability

Next, choose one more ability for your Crucible Champion from the options presented here. Some abilities modify the points value of your Crucible Champion, shown next to the ability name.

04 – Choose Weapons

Finally, choose weapons for your Crucible Champion as directed in your Faction’s rules. Each Crucible Champion must have at least one melee weapon, but can have more if you wish. Each weapon should be represented on your Crucible Champion’s model.

The first two weapons you choose for your Crucible Champion do not modify their points value, unless stated otherwise. Each subsequent weapon increases the points value of your Crucible Champion by 5 points, unless stated otherwise. Some weapons modify the points value of your Crucible Champion by a fixed amount, shown next to the weapon name.

You’ve now built your Crucible Champion’s datasheet. All your new Crucible Champion needs now is a name!

Crucible

A CHARACTER created using these rules has the Crucible ability. Your army may include up to three units with the Crucible ability and these units cannot be given Enhancements.

Representing Your Crucible Champion

Part of the joy of creating a unique Crucible Champion is building a model to represent them.

The model you use must clearly represent your Crucible Champion. In simple terms, your opponent should have a good idea of which model is a Crucible Champion by looking at them. In rules terms:
  • A Crucible Champion must be represented by a suitable model (e.g. an ADEPTUS ASTARTES Crucible Champion must be based on an ADEPTUS ASTARTES model, not an AELDARI model, and a WALKER Crucible Champion must be based on a WALKER model, not an INFANTRY model).
  • A Crucible Champion must be on a suitably sized base. This means that the base you use should be no smaller, and no more than one size larger, than the base the model you are using as the starting point for your Crucible Champion was packaged with. For example, if your model came with a 32mm round base, a 32mm or a 40mm round base would be suitable.
  • Each weapon equipped by your Crucible Champion should ideally be represented on the model in some way. This can be shown by the model carrying the weapons or weapon holsters, as examples.
  • Specialisms should be represented on the model, where appropriate. For example, if your Crucible Champion can fly, its model should have a jump pack, for example, to represent this.

To allow creativity, these rules are open to interpretation. To ensure that all players have the best experience, before playing it’s a good idea to make sure that your opponent understands the rules for your Crucible Champion. Remember that all players need to be agreed for you to use these rules and begin forging your champion’s legend.

Example Crucible Champion

Malchiel Isaiah, the Seraph of Blood - First Captain of the Flesh Tearers

One of the oldest living warriors of the Flesh Tearers, the commander of the First Company has fought in many of the most brutal campaigns waged in his Chapter’s bloody history. While he appears to enjoy the protection of the Great Angel Sanguinius himself, emerging gore-slick and triumphant time and again from against the most hopeless odds, Isaiah has witnessed scores of his veteran brethren slaughtered in centuries of ceaseless battle. He recites their ever-lengthening list of names as he charges into combat, reminding those around him of their sacrifice and redoubling their hate for the enemies of the Emperor.

Wade created this imposing character to lead his army of Flesh Tearers into battle. Here’s the step-by-step guide to how he used the rules in this book to make a personalised datasheet so that he could use this Crucible Champion in his games of Warhammer 40,000.

STEP 1 – ARCHETYPE
There are three archetypes available to the Space Marines: Champion of the Chapter, which represents an exemplary warrior, Librarius Adept, which represents a battle-brother trained in the disciplines of the Librarius, and Venerable Battle-Brother, which represents a champion interred in a Dreadnought. While Wade could have chosen the Librarius Adept archetype, he felt the Champion of the Chapter archetype was the best match for the narrative of Malchiel Isaiah. Wade wrote his character’s profile characteristics, abilities and unit composition in the relevant sections of the
copyable datasheet
. He also added the Blood Angels Faction keyword at this step, using the rules for BLOOD ANGELS Crucible Champions.

STEP 2 – SPECIALISMS
Specialisms are most often used to separate out different versions of similar characters - for example, those with different patterns of armour, or with or without a jump pack. Some specialisms modify a character’s characteristics, abilities, keywords and/or Leader options. Space Marines have a lot of options in this step, but as Malchiel Isaiah is clad in Terminator armour, choosing the Terminator Armour specialism was a very straightforward decision. At this point, Wade wrote his character’s characteristics, additional abilities, keywords, potential bodyguard units and specialism in the relevant sections of his datasheet.

STEP 3 – ABILITY
A Crucible Champion’s ability often defines their role. These can identify a character - for example, the Astartes Banner ability can identify a character as an Ancient - or they can let you use an ability usually closely identified with a particular character in a new way. Wade’s choice for Malchiel Isaiah does this - he chose the Litany of Hate ability (normally found on Chaplain datasheets) to represent the inspiring fervour with which Isaiah tears into his foes. Wade added this ability to the others already on the datasheet for a Champion of the Chapter.

STEP 4 – WEAPONS
The final step is choosing the characters weapons. There are many options for each army, and lots of opportunities for creative combinations and conversions. Remember that your Crucible Champion must have at least one melee weapon. Wade’s Crucible Champion is amply outfitted with a storm bolter and a master-crafted chainsword, all the better to reap a gory tally of the enemies of the Emperor! After adding these weapons to the relevant sections of Isaiah’s datasheet, all that remained was to add up his points value and add that to the datasheet. The Champion of the Chapter archetype costs 70 points, and while many specialisms and abilities do not come at additional cost, the Terminator Armour specialism costs 15 points, and the Litany of Hate ability costs 10 points. Isaiah’s weapons cost nothing, as in most cases a Crucible Champion’s first two weapons are free. Wade added the final points value - 95 points - to the datasheet, and promptly started looking for opponents!

Crucible Champions Constructor

Faction:
Name:
Archetype:
Points: 0
Add champion
Print All

Reference

Adepta Sororitas

01 – Archetype

Inspiring Devotee
M
6"
T
3
SV
3+
W
3
LD
6+
OC
1
INSV
6+
LEADER
CORE ABILITIESLeader, Crucible
ARMY RULESActs of Faith
ABILITIES
Sacred Devotions: Each time this unit performs an Act of Faith, the value of one of the Miracle dice used in that Act of Faith is first changed to a 4.
UNIT COMPOSITION
  • 1 Inspiring Devotee
YOUR UNIT COSTS
1 model
50
KEYWORDS: INFANTRY, CHARACTER, GRENADES, IMPERIUM, INSPIRING DEVOTEE
FACTION KEYWORDS:
ADEPTA SORORITAS
Militant Commander
M
6"
T
3
SV
3+
W
4
LD
7+
OC
1
INSV
4+
LEADER
CORE ABILITIESLeader, Crucible
ARMY RULESActs of Faith
ABILITIES
Sacred Command: Once per battle round, one unit from your army with this ability can be targeted with a Stratagem for 0CP, even if another unit from your army has already been targeted with that Stratagem this phase.
UNIT COMPOSITION
  • 1 Militant Commander
YOUR UNIT COSTS
1 model
75
KEYWORDS: INFANTRY, CHARACTER, GRENADES, IMPERIUM, CANONESS, MILITANT COMMANDER
FACTION KEYWORDS:
ADEPTA SORORITAS
Reliquant Knight
M
8"
T
7
SV
2+
W
4
LD
7+
OC
2
INSV
4+
LEADER
This model can be attached to the following units: PARAGON WARSUITS
CORE ABILITIESLeader, Crucible
ARMY RULESActs of Faith
ABILITIES
Adamant Wrath: You can re-roll Advance and Charge rolls made for this unit.
UNIT COMPOSITION
  • 1 Reliquant Knight

    This Crucible Champion can be equipped with up to two 'RELIQUANT KNIGHT only' ranged weapons instead of up to one ranged weapon.
YOUR UNIT COSTS
1 model
100
KEYWORDS: VEHICLE, WALKER, CHARACTER, GRENADES, IMPERIUM, PARAGON WARSUIT, RELIQUANT KNIGHT
FACTION KEYWORDS:
ADEPTA SORORITAS

02 – Specialisms

Absolver of Sin: Replace the list of units this model can be attached to: REPENTIA SQUAD (MILITANT COMMANDER and INSPIRING DEVOTEE only), MORTIFIERS (RELIQUANT KNIGHT only).
Cherub: Once per battle, after this model’s unit has performed an Act of Faith, you gain 1 Miracle dice.

Designer’s Note: Place a Cherub token next to the unit, removing it once this ability has been used.
Jump Pack (INFANTRY only): Change this model’s Move characteristic to 12", and it gains the Deep Strike ability. Add the FLY and JUMP PACK keywords, and replace the list of units this model can be attached to: SERAPHIM SQUAD, ZEPHYRIM SQUAD.

03 – Ability

Divine Authority: Each time a model in this unit makes an attack, re-roll a Hit roll of 1.
Fury of the Righteous: While this model is leading a unit, weapons equipped by models in that unit have the [LETHAL HITS] ability.
Laud Hailer: Once per battle, at the start of any phase, you can select one friendly ADEPTA SORORITAS unit that is Battle-shocked and within 12" of this model. That unit is no longer Battle-shocked.
Shield of the Righteous (+25 pts): Models in this unit have an invulnerable save of 4+.
Unflinching Determination (+15 pts): While this model is leading a unit, add 1 to the Objective Control characteristic of models in that unit.

04 – Weapons

RANGED WEAPONS
RANGE
A
BS
S
AP
D
Artificer-crafted storm bolter Rapid Fire 2
Artificer-crafted storm bolter Rapid Fire 2
24"
2
2+
4
0
2
Autogun Rapid Fire 1
Autogun Rapid Fire 1
24"
1
2+
3
0
1
Boltgun Rapid Fire 1
Boltgun Rapid Fire 1
24"
1
2+
4
0
1
Brazier of holy fire Ignores Cover One Shot Torrent
Brazier of holy fire Ignores Cover One Shot Torrent
12"
D6
N/A
6
-1
2
Combi-weapon anti-infantry 4+ Devastating Wounds Rapid Fire 1
Combi-weapon anti-infantry 4+ Devastating Wounds Rapid Fire 1
24"
1
2+
4
0
1
Condemnor boltgun Anti-Psyker 2+ Devastating Wounds Precision Rapid Fire 1
Condemnor boltgun Anti-Psyker 2+ Devastating Wounds Precision Rapid Fire 1
24"
1
2+
4
0
1
Heavy bolter Sustained Hits 1
Heavy bolter Sustained Hits 1
36"
3
3+
5
-1
2
Meltagun Melta 2
Meltagun Melta 2
12"
1
2+
9
-4
D6
Ministorum flamer Ignores Cover Torrent
Ministorum flamer Ignores Cover Torrent
12"
D6
N/A
5
0
1
Ministorum heavy flamer Ignores Cover Torrent
Ministorum heavy flamer Ignores Cover Torrent
12"
D6
N/A
6
-1
1
Multi-melta*± Melta 2
Multi-melta*± Melta 2
24"
2
3+
9
-4
D6
Paragon grenade launchers Twin-linked
Paragon grenade launchers Twin-linked
24"
1
2+
9
-2
D3
Paragon storm bolters* Rapid Fire 2 Twin-linked
Paragon storm bolters* Rapid Fire 2 Twin-linked
24"
2
2+
4
0
1
PISTOLS
RANGE
A
BS
S
AP
D
Autopistol Pistol
Autopistol Pistol
12"
1
2+
3
0
1
Bolt pistol Pistol
Bolt pistol Pistol
12"
1
2+
4
0
1
Inferno pistol Melta 2 Pistol
Inferno pistol Melta 2 Pistol
6"
1
2+
8
-4
D3
Ministorum hand flamer Ignores Cover Pistol Torrent
Ministorum hand flamer Ignores Cover Pistol Torrent
12"
D6
N/A
4
0
1
Plasma pistol - standard Pistol
Plasma pistol - standard Pistol
12"
1
2+
7
-2
1
Plasma pistol - overcharge Hazardous Pistol
Plasma pistol - overcharge Hazardous Pistol
12"
1
2+
8
-3
2
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Blessed blade Lethal Hits
Blessed blade Lethal Hits
Melee
4
2+
6
-2
2
Blessed polearm
Blessed polearm
Melee
5
2+
5
-2
2
Close-combat weapon
Close-combat weapon
Melee
5
2+
3
0
1
Hallowed chainsword
Hallowed chainsword
Melee
5
2+
3
-1
1
Hallowed mace Lethal Hits
Hallowed mace Lethal Hits
Melee
5
2+
4
-1
2
Holy eviscerator Sustained Hits 1
Holy eviscerator Sustained Hits 1
Melee
3
2+
6
-2
2
Neural whips anti-infantry 4+
Neural whips anti-infantry 4+
Melee
6
2+
3
-1
1
Paragon war blade*
Paragon war blade*
Melee
5
2+
8
-2
2
Paragon war mace*
Paragon war mace*
Melee
4
2+
12
-1
3
Power weapon
Power weapon
Melee
4
2+
4
-2
2
* RELIQUANT KNIGHT only.
± You cannot choose more than one of these options.

Adeptus Custodes

01 – Archetype

Guardian of the Throne
M
6"
T
6
SV
2+
W
6
LD
6+
OC
2
INSV
4+
LEADER
This model can be attached to the following units: Custodian Guard; CUSTODIAN WARDENS
CORE ABILITIESCrucible, Deep Strike, Leader
ARMY RULESMartial Ka’tah
ABILITIES
Ka’tah Master: Once per phase, you can re-roll one Hit roll or one Wound roll for an attack made by this model.
UNIT COMPOSITION
  • 1 Guardian of the Throne
YOUR UNIT COSTS
1 model
130
KEYWORDS: INFANTRY, CHARACTER, IMPERIUM, GUARDIAN OF THE THRONE
FACTION KEYWORDS:
ADEPTUS CUSTODES
Kataphraktoi Exemplar
M
12"
T
7
SV
2+
W
8
LD
6+
OC
2
INSV
4+
LEADER
This model can be attached to the following units: Vertus Praetors
CORE ABILITIESLeader, Crucible
ARMY RULESMartial Ka’tah
ABILITIES
Fiend Slayer: Each time this model makes an attack that targets a MONSTER or VEHICLE unit, you can re-roll the Wound roll.
UNIT COMPOSITION
  • 1 Kataphraktoi Exemplar

    This Crucible Champion can be equipped with up to two ranged weapons instead of up to one.
YOUR UNIT COSTS
1 model
150
KEYWORDS: MOUNTED, CHARACTER, FLY, IMPERIUM, DAWNEAGLE JETBIKE, KATAPHRAKTOI EXEMPLAR
FACTION KEYWORDS:
ADEPTUS CUSTODES
Null Maiden
M
6"
T
3
SV
3+
W
4
LD
6+
OC
1
INSV
5+
LEADER
This model can be attached to the following units: Prosecutors; Vigilators; Witchseekers
CORE ABILITIESCrucible, Leader, Scouts 6"
ARMY RULESMartial Ka’tah
ABILITIES
Daughter of the Abyss: This model has the Feel No Pain 3+ ability against Psychic Attacks and mortal wounds.
UNIT COMPOSITION
  • 1 Null Maiden

    This Crucible Champion can only be equipped with NULL MAIDEN weapons.
YOUR UNIT COSTS
1 model
65
KEYWORDS: INFANTRY, CHARACTER, IMPERIUM, ANATHEMA PSYKANA, NULL MAIDEN
FACTION KEYWORDS:
ADEPTUS CUSTODES

02 – Specialisms

Allarus Terminator Armour (GUARDIAN OF THE THRONE only): Change this model’s Toughness and Wounds characteristics to 7, and add the TERMINATOR keyword. It is equipped with 1 Balistus grenade launcher in addition to the weapons you choose in Step 4, and replace the list of units this model can be attached to: ALLARUS CUSTODIANS.
Praesidium Shield: Add 1 to this model's Wounds characteristic.

03 – Ability

Abyssal Void (NULL MAIDEN only): Models in this unit have the Lone Operative ability.
Singular Expertise: While this model is not leading a unit, each time this model makes a melee attack, you can re-roll the Hit roll and you can re-roll the Wound roll.
Swift Onslaught: While this model is leading a unit, you can re-roll Charge rolls made for that unit.

04 – Weapons

RANGED WEAPONS
RANGE
A
BS
S
AP
D
Balistus grenade launcher** Blast
Balistus grenade launcher** Blast
18"
D6
2+
4
-1
1
Castellan axe Assault
Castellan axe Assault
24"
2
2+
4
-1
2
Guardian spear assault
Guardian spear assault
24"
2
2+
4
-1
2
Master-crafted boltgun*** Rapid Fire 1
Master-crafted boltgun*** Rapid Fire 1
24"
1
2+
4
0
2
Pyrithite spear Melta 2
Pyrithite spear Melta 2
12"
1
2+
9
-4
D6
Salvo launcher*±
Salvo launcher*±
24"
1
2+
9
-2
3
Vertus hurricane bolter*± Rapid Fire 3 Twin-linked
Vertus hurricane bolter*± Rapid Fire 3 Twin-linked
18"
3
2+
4
0
1
Witchseeker flamer*** Ignores Cover Torrent
Witchseeker flamer*** Ignores Cover Torrent
12"
D6
N/A
4
0
1
PISTOLS
RANGE
A
BS
S
AP
D
Sentinel blade Assault Pistol
Sentinel blade Assault Pistol
12"
2
2+
4
-1
2
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Castellan axe
Castellan axe
Melee
6
2+
9
-1
3
Close-combat weapon***
Close-combat weapon***
Melee
4
2+
3
0
1
Executioner greatblade*** anti-psyker 5+ devastating wounds
Executioner greatblade*** anti-psyker 5+ devastating wounds
Melee
3
2+
5
-2
2
Guardian spear
Guardian spear
Melee
7
2+
7
-2
2
Interceptor lance* Lance
Interceptor lance* Lance
Melee
6
2+
7
-2
2
Misericordia Extra Attacks
Misericordia Extra Attacks
Melee
2
2+
5
-2
1
Pyrithite spear
Pyrithite spear
Melee
7
2+
7
-2
2
Sentinel blade
Sentinel blade
Melee
7
2+
6
-2
1
Vaultswords – Behemor Precision
Vaultswords – Behemor Precision
Melee
6
2+
7
-2
2
Vaultswords – Hurricanis Sustained Hits 1
Vaultswords – Hurricanis Sustained Hits 1
Melee
9
2+
5
-1
1
Vaultswords – Victus Devastating Wounds
Vaultswords – Victus Devastating Wounds
Melee
5
2+
6
-3
3
* MOUNTED only.
** TERMINATOR only.
*** NULL MAIDEN only.
± You cannot choose more than one of these options.

Adeptus Mechanicus

01 – Archetype

Cohort Commander
M
6"
T
3
SV
4+
W
3
LD
6+
OC
1
INSV
5+
LEADER
This model can be attached to the following units: SKITARII RANGERS; SKITARII VANGUARD
CORE ABILITIESCrucible, Leader
ARMY RULESDoctrina Imperatives
ABILITIES
Prioritisation Protocol: Melee weapons equipped by this model have [PRECISION].
UNIT COMPOSITION
  • 1 Cohort Commander
YOUR UNIT COSTS
1 model
45
KEYWORDS: INFANTRY, CHARACTER, IMPERIUM, SKITARII, MARSHAL, COHORT COMMANDER
FACTION KEYWORDS:
ADEPTUS MECHANICUS
Ironstrider Alpha
M
10"
T
7
SV
3+
W
7
LD
7+
OC
2
INSV
5+
CORE ABILITIESCrucible, Deadly Demise 1, Leader, Stealth
ARMY RULESDoctrina Imperatives
ABILITIES
Vector of the Omnissiah's Wrath: Ranged weapons equipped by this model have [IGNORES COVER].
UNIT COMPOSITION
  • 1 Ironstrider Alpha
YOUR UNIT COSTS
1 model
80
KEYWORDS: VEHICLE, WALKER, SMOKE, CHARACTER, IMPERIUM, SKITARII, IRONSTRIDER ALPHA
FACTION KEYWORDS:
ADEPTUS MECHANICUS
Magos
M
6"
T
4
SV
2+
W
4
LD
7+
OC
1
INSV
5+
LEADER
This model can be attached to the following units: ELECTRO-PRIESTS; KATAPHRONS; SKITARII RANGERS; SKITARII VANGUARD
CORE ABILITIESCrucible, Leader
ARMY RULESDoctrina Imperatives
ABILITIES
Technoarcane Zealotry: While this model’s unit is within range of one or more objective markers, improve this model’s Leadership characteristic by 1.
UNIT COMPOSITION
  • 1 Magos
YOUR UNIT COSTS
1 model
70
KEYWORDS: INFANTRY, CHARACTER, IMPERIUM, CULT MECHANICUS, TECH-PRIEST, MAGOS
FACTION KEYWORDS:
ADEPTUS MECHANICUS

02 – Specialisms

Cybercanid Mount (INFANTRY only): Change this model’s Move characteristic to 12", and it gains the Scouts 9" ability. Remove the INFANTRY keyword, add the MOUNTED keyword, and replace the list of units this model can be attached to: SERBERYS RAIDERS, SERBERYS SULPHURHOUNDS.
Cybernetica Overseer (+10 pts) (INFANTRY only): Replace the list of units this model can be attached to: KASTELAN ROBOTS.

You can attach this model to a KASTELAN ROBOTS unit, even if one or more CYBERNETICA DATASMITH models have already been attached to it. In such cases, if that Bodyguard unit is destroyed, the Leader units attached to it become separate units with their original Starting Strengths. While attached to a KASTELAN ROBOTS unit, this model loses the INFANTRY keyword and models in that unit have the Doctrina Imperatives Faction ability.
Flight Pack (INFANTRY only): Change this model’s Move characteristic to 12", and it gains the Deep Strike ability. Add the FLY and JUMP PACK keywords, and replace the list of units this model can be attached to: PTERAXII SKYSTALKERS, PTERAXII STERYLIZORS.
Stilt Limbs (INFANTRY only): Change this model’s Move characteristic to 8", and it gains the Infiltrators and Stealth abilities. Replace the list of units this model can be attached to: SICARIAN INFILTRATORS, SICARIAN RUSTSTALKERS.

03 – Ability

Control Edict (+10 pts): While this model is leading a unit, each time a model in that unit makes an attack, you can re-roll the Hit roll.
Galvanic Field: While this model is leading a unit, weapons equipped by models in that unit have the [LETHAL HITS] ability.
Omnissiah's Blessing: In your Command phase, select one friendly ADEPTUS MECHANICUS model within 3" of this model. That model regains up to D3 lost wounds and, if it is a VEHICLE model, until the start of your next Command phase, that model has the Feel No Pain 5+ ability. Each model can only be selected for this ability once per Command phase.
Seekers of Divine Arcana: While this model is leading a unit, add 1 to the Objective Control characteristic of models in that unit.

04 – Weapons

RANGED WEAPONS
RANGE
A
BS
S
AP
D
Arc rifle Anti-Vehicle 4+ Devastating Wounds Rapid Fire 1
Arc rifle Anti-Vehicle 4+ Devastating Wounds Rapid Fire 1
30"
1
3+
8
-1
D3
Eradication ray – dissipated
Eradication ray – dissipated
24"
D3
3+
6
-1
1
Eradication ray – focused
Eradication ray – focused
12"
D3
3+
6
-2
2
Flechette carbine
Flechette carbine
18"
6
3+
3
0
1
Galvanic carbine Devastating Wounds
Galvanic carbine Devastating Wounds
18"
3
3+
4
0
1
Galvanic rifle
Galvanic rifle
30"
2
3+
4
0
1
Magnarail lance Heavy
Magnarail lance Heavy
36"
1
3+
7
-2
3
Phosphor blast carbine Blast Ignores Cover
Phosphor blast carbine Blast Ignores Cover
18"
D6
3+
6
0
1
Phosphor torch Ignores Cover Torrent
Phosphor torch Ignores Cover Torrent
12"
D6
N/A
4
0
1
Plasma caliver – standard
Plasma caliver – standard
30"
2
3+
7
-2
1
Plasma caliver – supercharge Hazardous
Plasma caliver – supercharge Hazardous
30"
2
3+
8
-3
2
Radium carbine Anti-Infantry 4+
Radium carbine Anti-Infantry 4+
18"
3
3+
3
0
1
Radium jezzail Anti-Infantry 3+ Heavy Precision
Radium jezzail Anti-Infantry 3+ Heavy Precision
36"
1
3+
5
-2
3
Transonic cannon Devastating Wounds Torrent
Transonic cannon Devastating Wounds Torrent
12"
D6
N/A
4
0
2
Transuranic arquebus Anti-Monster 4+ Anti-Vehicle 4+ Heavy Precision
Transuranic arquebus Anti-Monster 4+ Anti-Vehicle 4+ Heavy Precision
36"
1
3+
7
-2
D3
Twin cognis autocannon* Sustained Hits 1
Twin cognis autocannon* Sustained Hits 1
48"
4
3+
9
-1
3
Twin cognis lascannon* Sustained Hits 1
Twin cognis lascannon* Sustained Hits 1
48"
2
3+
12
-3
D6+1
Volkite blaster Devastating Wounds
Volkite blaster Devastating Wounds
24"
3
3+
5
0
2
PISTOLS
RANGE
A
BS
S
AP
D
Flechette blaster Pistol
Flechette blaster Pistol
12"
5
3+
3
0
1
Macrostubber Pistol
Macrostubber Pistol
12"
5
3+
4
0
1
Mechanicus pistol Devastating Wounds Pistol
Mechanicus pistol Devastating Wounds Pistol
12"
1
3+
6
-1
1
Phosphor serpenta Ignores Cover Pistol
Phosphor serpenta Ignores Cover Pistol
18"
1
3+
5
-1
2
Stubcarbine Pistol
Stubcarbine Pistol
12"
3
3+
4
0
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Arc maul Anti-Vehicle 4+ Devastating Wounds
Arc maul Anti-Vehicle 4+ Devastating Wounds
Melee
4
3+
5
-1
1
Close-combat weapon
Close-combat weapon
Melee
4
3+
3
0
1
Control stave
Control stave
Melee
4
3+
6
-1
1
Ironstrider feet*
Ironstrider feet*
Melee
3
3+
5
0
1
Omnissian axe
Omnissian axe
Melee
4
3+
6
-2
2
Power fist
Power fist
Melee
3
3+
8
-2
2
Power weapon
Power weapon
Melee
4
3+
4
-2
1
Servo-arc claw Anti-Vehicle 4+ Devastating Wounds
Servo-arc claw Anti-Vehicle 4+ Devastating Wounds
Melee
3
3+
8
-2
2
Servo-arm Extra Attacks
Servo-arm Extra Attacks
Melee
1
3+
6
-2
2
Taser goad Sustained Hits 2
Taser goad Sustained Hits 2
Melee
3
3+
6
0
1
Taser lance* Anti-Walker 2+ Lance Sustained Hits 2
Taser lance* Anti-Walker 2+ Lance Sustained Hits 2
Melee
4
3+
7
-2
2
Transonic blades Devastating Wounds Precision
Transonic blades Devastating Wounds Precision
Melee
5
3+
5
-1
1
* IRONSTRIDER ALPHA model only. You cannot choose more than one of these options.

Aeldari

01 – Archetype

Craftworld Warleader
M
7"
T
3
SV
6+
W
4
LD
6+
OC
1
INSV
4+
LEADER
This model can be attached to the following units: GUARDIAN DEFENDERS; STORM GUARDIANS; WARLOCK CONCLAVE
CORE ABILITIESCrucible, Leader
ARMY RULESBattle Focus
ABILITIES
Guided by Fate: Each time this model makes an attack, you can re-roll the Hit roll and you can re-roll the Wound roll.
UNIT COMPOSITION
  • 1 Craftworld Warleader
YOUR UNIT COSTS
1 model
75
KEYWORDS: INFANTRY, CHARACTER, AELDARI, CRAFTWORLD WARLEADER
FACTION KEYWORDS:
ASURYANI
Ghost Warrior
M
8"
T
10
SV
2+
W
10
LD
6+
OC
3
CORE ABILITIESCrucible, Deadly Demise 1
ARMY RULESBattle Focus
ABILITIES
Awakened Spirit: Each time this model makes an attack, re-roll a Hit roll of 1 and re-roll a Wound roll of 1.
UNIT COMPOSITION
  • 1 Ghost Warrior

    This Crucible Champion can be equipped with up to four GHOST WARRIOR only ranged weapons instead of up to one ranged weapon.
YOUR UNIT COSTS
1 model
160
KEYWORDS: MONSTER, CHARACTER, AELDARI, WALKER, WRAITH CONSTRUCT, GHOST WARRIOR
FACTION KEYWORDS:
ASURYANI
Skyrunner
M
14"
T
4
SV
6+
W
5
LD
6+
OC
2
INSV
4+
LEADER
This model can be attached to the following units: WINDRIDERS
CORE ABILITIESCrucible, Leader
ARMY RULESBattle Focus
ABILITIES
Winds of War: This model’s unit is eligible to declare a charge in a turn in which it advanced.
UNIT COMPOSITION
  • 1 Skyrunner
YOUR UNIT COSTS
1 model
80
KEYWORDS: MOUNTED, CHARACTER, AELDARI, FLY, SKYRUNNER
FACTION KEYWORDS:
ASURYANI

02 – Specialisms

Cameleoline Cloak (INFANTRY only): This model gains the Infiltrators and Stealth abilities, and replace the list of units this model can be attached to: RANGERS.
Corsair Raider (INFANTRY only): This model gains the Scouts 7" ability, add the ANHRATHE keyword, and replace the list of units this model can be attached to: CORSAIR VOIDREAVERS, CORSAIR VOIDSCARRED.
Heavy Aspect Armour (INFANTRY only): Change this model’s Save characteristic to 3+. Add the following units to the list of units this model can be attached to: DARK REAPERS, DIRE AVENGERS, FIRE DRAGONS, HOWLING BANSHEES, STRIKING SCORPIONS.
Path of the Witch: The model gains the PSYKER keyword.
Skyrunner's Heavy Aspect Armour (MOUNTED only): Change this model’s Save characteristic to 3+. Add the following unit to the list of units this model can be attached to: SHINING SPEARS.
Wayleaper's Heavy Aspect Armour (INFANTRY only): Change this model’s Move characteristic to 14", its Save characteristic to 3+, it gains the Deep Strike ability, and add the FLY and JUMP PACK keywords. Replace the list of units this model can be attached to: SWOOPING HAWKS, WARP SPIDERS.

03 – Ability

Doomseer (PSYKER only): Each time a model in this unit makes an attack, add 1 to the Hit roll.
Outcast (+10 pts) (INFANTRY or MOUNTED only): This model has the Lone Operative ability.
Superlative Strategist: You can re-roll Advance rolls made for this model’s unit, and you can re-roll any rolls made for that unit while it is performing an Agile Manoeuvre.
Warden of Fate (PSYKER only): Each time a ranged attack targets this unit, models in that unit have the Benefit of Cover.

04 – Weapons

RANGED WEAPONS
RANGE
A
BS
S
AP
D
Bright lance*±
Bright lance*±
36"
1
2+
12
-3
D6+2
Death spinner Ignores Cover Torrent
Death spinner Ignores Cover Torrent
12"
D6
N/A
4
-1
1
Destructor** Psychic Torrent
Destructor** Psychic Torrent
12"
D6
N/A
5
-1
1
Dragon fusion gun Assault Melta 3
Dragon fusion gun Assault Melta 3
12"
1
2+
9
-4
D6
Eldritch Storm** Blast Psychic
Eldritch Storm** Blast Psychic
24"
D6
3+
6
-2
D3
Flamer* Assault Ignores Cover Torrent
Flamer* Assault Ignores Cover Torrent
12"
D6
N/A
4
0
1
Long rifle Heavy Precision
Long rifle Heavy Precision
36"
1
2+
4
-1
2
Missile launcher – starshot±
Missile launcher – starshot±
48"
1
2+
10
-2
D6
Missile launcher – sunburst± Blast
Missile launcher – sunburst± Blast
48"
D6
2+
4
-1
1
Reaper launcher – starshot Heavy Ignores Cover
Reaper launcher – starshot Heavy Ignores Cover
48"
1
3+
10
-2
3
Reaper launcher – starswarm Heavy Ignores Cover
Reaper launcher – starswarm Heavy Ignores Cover
48"
2
3+
4
-2
1
Scatter laser± Assault Sustained Hits 1
Scatter laser± Assault Sustained Hits 1
36"
6
2+
5
0
1
Shuriken cannon± Assault Lethal Hits
Shuriken cannon± Assault Lethal Hits
24"
3
3+
6
-1
2
Shuriken catapult* Assault
Shuriken catapult* Assault
18"
2
4+
4
-1
1
Singing spear** Assault Psychic
Singing spear** Assault Psychic
12"
1
2+
9
0
3
Star lance*** Assault
Star lance*** Assault
6"
1
2+
9
-3
3
Starcannon*±
Starcannon*±
36"
2
2+
8
-3
2
Twin shuriken catapult*** Assault Twin-Linked
Twin shuriken catapult*** Assault Twin-Linked
18"
2
3+
4
-1
1
PISTOLS
RANGE
A
BS
S
AP
D
Dragon fusion pistol Assault Melta 3 Pistol
Dragon fusion pistol Assault Melta 3 Pistol
6"
1
2+
9
-4
D6
Shuriken pistol Assault Pistol
Shuriken pistol Assault Pistol
12"
1
2+
4
-1
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Banshee blade Anti-Infantry 3+
Banshee blade Anti-Infantry 3+
Melee
5
2+
4
-2
2
Close-combat weapon
Close-combat weapon
Melee
3
3+
3
0
1
Ghostglaive – strike*
Ghostglaive – strike*
Melee
4
4+
10
-3
D6+1
Ghostglaive – sweep*
Ghostglaive – sweep*
Melee
8
4+
7
-2
2
Paragon sabre
Paragon sabre
Melee
6
3+
5
-2
2
Scorpion chainsword Sustained Hits 1
Scorpion chainsword Sustained Hits 1
Melee
7
2+
4
-1
1
Singing spear** Psychic
Singing spear** Psychic
Melee
2
2+
3
0
3
Star glaive
Star glaive
Melee
4
2+
6
-3
3
Star lance*** Anti-Monster 3+ Anti-Vehicle 3+ Lance
Star lance*** Anti-Monster 3+ Anti-Vehicle 3+ Lance
Melee
4
2+
5
-3
3
Witch staff** Anti-Infantry 2+ Psychic
Witch staff** Anti-Infantry 2+ Psychic
Melee
2
2+
3
0
D3
Witchblade** Anti-Infantry 2+ Psychic
Witchblade** Anti-Infantry 2+ Psychic
Melee
2
2+
3
0
2
Wraithbone fists*
Wraithbone fists*
Melee
4
4+
7
-2
2
* GHOST WARRIOR only.
** PSYKER only.
*** MOUNTED only.
± A model cannot have more than two of these options.

Astra Militarum

01 – Archetype

Augmented Bone 'Ead
M
6"
T
3
SV
4+
W
3
LD
6+
OC
1
INSV
5+
LEADER
This model can be attached to the following units: BULLGRYN SQUAD; OGRYN SQUAD
CORE ABILITIESCrucible, Feel No Pain 6+, Leader
ARMY RULESVoice of Command
ABILITIES
You 'Eard 'Em: Each time an Order is issued to this model’s unit, this model can issue that Order to one other friendly PLATOON or OGRYN unit in the same way as an OFFICER.
UNIT COMPOSITION
  • 1 Augmented Bone 'Ead
YOUR UNIT COSTS
1 model
60
KEYWORDS: INFANTRY, GRENADES, CHARACTER, IMPERIUM, REGIMENT, OGRYN, AUGMENTED BONE 'EAD
FACTION KEYWORDS:
ASTRA MILITARUM
Front-line Commander
M
6"
T
3
SV
5+
W
4
LD
7+
OC
1
INSV
5+
LEADER
This model can be attached to the following units: ASTRA MILITARUM BATTLELINE; KASRKIN; KRIEG COMBAT ENGINEERS; TEMPESTUS SCIONS
CORE ABILITIESCrucible, Leader
ARMY RULESVoice of Command
ABILITIES
Get Back in the Fight: While this model is leading a unit, that unit is eligible to shoot in a turn in which it Fell Back.

This OFFICER can issue up to 2 Orders to REGIMENT units.
UNIT COMPOSITION
  • 1 Front-line Commander
YOUR UNIT COSTS
1 model
55
KEYWORDS: INFANTRY, CHARACTER, GRENADES, IMPERIUM, OFFICER, FRONT-LINE COMMANDER
FACTION KEYWORDS:
ASTRA MILITARUM
Sentinel Commander
M
10"
T
7
SV
3+
W
7
LD
7+
OC
2
LEADER
This model can be attached to the following units: ARMOURED SENTINELS; SCOUT SENTINELS
CORE ABILITIESCrucible, Deadly Demise 1, Leader, Scouts 9"
ARMY RULESVoice of Command
ABILITIES
Mobile Firebase: Ranged weapons equipped by models in this unit have the [ASSAULT] ability.

This OFFICER can issue up to 1 Order to SQUADRON units.
UNIT COMPOSITION
  • 1 Sentinel Commander
YOUR UNIT COSTS
1 model
75
KEYWORDS: VEHICLE, WALKER, CHARACTER, SMOKE, IMPERIUM, OFFICER, SENTINEL COMMANDER
FACTION KEYWORDS:
ASTRA MILITARUM

02 – Specialisms

Brute Shield (AUGMENTED BONE 'EAD only): This model has a 4+ invulnerable save.
Extra Armour (SENTINEL COMMANDER only): Change this model’s Move characteristic to 8", change its Toughness characteristic to 8, change its Save characteristic to 2+, and it loses the Scouts 9" ability.
Noble Steed (FRONT-LINE COMMANDER only): Change this model’s Move characteristic to 12", change its Toughness characteristic to 4, and change its Save characteristic to 4+. Remove the INFANTRY keyword, add the MOUNTED keyword, and add to the list of units this model can be attached to: ATTILAN ROUGH RIDERS, DEATH RIDERS.
Slabshield (AUGMENTED BONE 'EAD only): Change this model's Wound characteristic to 7.

03 – Ability

Dauntless Veteran: You can re-roll Battle-shock tests taken for this unit.
Fire Coordinator: Ranged weapons equipped by models in this unit have the [SUSTAINED HITS 1] ability.
Martial Zealot: Melee weapons equipped by models in this unit have the [SUSTAINED HITS 1] ability.

04 – Weapons

RANGED WEAPONS
RANGE
A
BS
S
AP
D
Autocannon*
Autocannon*
48"
2
3+
9
-1
3
Autogun
Autogun
24"
2
3+
3
0
1
Boltgun Rapid Fire 1
Boltgun Rapid Fire 1
24"
1
3+
4
0
1
Combat shotgun Assault
Combat shotgun Assault
12"
2
3+
4
0
1
Grenadier gauntlet** Blast
Grenadier gauntlet** Blast
18"
D6
3+
4
0
1
Heavy flamer* Ignores Cover Torrent
Heavy flamer* Ignores Cover Torrent
12"
D6
N/A
5
-1
1
Lascannon*
Lascannon*
48"
1
3+
12
-3
D6+1
Lascarbine Assault
Lascarbine Assault
18"
2
3+
3
0
1
Lasgun Rapid Fire 1
Lasgun Rapid Fire 1
24"
1
3+
3
0
1
Missile launcher – frag* Blast Heavy
Missile launcher – frag* Blast Heavy
48"
D6
3+
4
0
1
Missile launcher – krak* Heavy
Missile launcher – krak* Heavy
48"
1
3+
9
-2
D6
Multi-laser*
Multi-laser*
36"
4
3+
6
0
1
Plasma cannon – standard* Blast
Plasma cannon – standard* Blast
36"
D3
3+
7
-2
1
Plasma cannon – supercharge* Blast Hazardous
Plasma cannon – supercharge* Blast Hazardous
36"
D3
3+
8
-3
2
Ripper gun** Rapid Fire 3
Ripper gun** Rapid Fire 3
18"
3
3+
5
-1
2
Zealot's vindictor Ignores Cover Torrent
Zealot's vindictor Ignores Cover Torrent
12"
D6
N/A
5
0
1
PISTOLS
RANGE
A
BS
S
AP
D
Autopistol Pistol
Autopistol Pistol
12"
1
3+
3
0
1
Bolt pistol Pistol
Bolt pistol Pistol
12"
1
3+
4
0
1
Hand flamer Ignores Cover Pistol Torrent
Hand flamer Ignores Cover Pistol Torrent
12"
D6
N/A
3
0
1
Laspistol Pistol
Laspistol Pistol
12"
1
3+
3
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
Bullgryn maul**
Bullgryn maul**
Melee
5
3+
7
-1
2
Chainsword
Chainsword
Melee
5
3+
3
0
1
Close-combat weapon
Close-combat weapon
Melee
3
3+
3
0
1
Frag lance*** Lance
Frag lance*** Lance
Melee
D6
3+
4
0
1
Goad lance*** Lance
Goad lance*** Lance
Melee
2
3+
6
-2
2
Huge knife**
Huge knife**
Melee
6
3+
8
-1
2
Hunting lance – frag tip*** Lance
Hunting lance – frag tip*** Lance
Melee
D6
3+
4
0
1
Hunting lance – melta tip*** Lance
Hunting lance – melta tip*** Lance
Melee
1
3+
9
-4
D6
Power fist
Power fist
Melee
3
3+
6
-2
2
Power weapon
Power weapon
Melee
4
3+
4
-2
1
Ripper gun**
Ripper gun**
Melee
5
3+
6
-1
1
Sentinel chainsaw*
Sentinel chainsaw*
Melee
3
3+
6
-1
1
Zealot's vindictor
Zealot's vindictor
Melee
4
3+
5
-1
2
* SENTINEL COMMANDER only.
** AUGMENTED BONE 'EAD only.
*** MOUNTED only.

Chaos Daemons

01 – Archetype

Daemonic Charioteer
M
6"
T
7
SV
6+
W
8
LD
7+
OC
3
LEADER
This model can be attached to the following units: MOUNTED DAEMON units which share one of the following keywords with this model: KHORNE, NURGLE, SLAANESH, TZEENTCH
CORE ABILITIESCrucible, Deep Strike, Leader
ARMY RULESShadow of Chaos
ABILITIES
Malefic Impact: Melee weapons equipped by models in this unit have [LANCE].
UNIT COMPOSITION
  • 1 Daemonic Charioteer
YOUR UNIT COSTS
1 model
120
KEYWORDS: MOUNTED, CHARACTER, CHAOS, DAEMON, DAEMONIC CHARIOTEER
FACTION KEYWORDS:
LEGIONES DAEMONICA
Daemonic Herald
M
6"
T
3
SV
7+
W
3
LD
7+
OC
1
LEADER
This model can be attached to the following units: INFANTRY DAEMON units (excluding POSSESSED units) which share one of the following keywords with this model: KHORNE, NURGLE, SLAANESH, TZEENTCH
CORE ABILITIESCrucible, Deep Strike, Leader
ARMY RULESShadow of Chaos
ABILITIES
Daemonic Locus: While this model is leading a unit, in your Command phase, you can return 1 destroyed Bodyguard model, or D3 destroyed models with the BATTLELINE keyword, to that unit.
UNIT COMPOSITION
  • 1 Daemonic Herald
YOUR UNIT COSTS
1 model
60
KEYWORDS: INFANTRY, CHARACTER, CHAOS, DAEMON, SUMMONED, DAEMONIC HERALD
FACTION KEYWORDS:
LEGIONES DAEMONICA
Immortal Champion
M
8"
T
10
SV
2+
W
10
LD
6+
OC
3
CORE ABILITIESCrucible, Deadly Demise D3, Deep Strike
ARMY RULESShadow of Chaos
ABILITIES
Infernal Attendants: While this model is within 3" of one or more friendly DAEMON INFANTRY units, this model has the Lone Operative ability.

Font of Unreality: Each time an attack is allocated to a friendly DAEMON unit within 3" of this model, subtract 1 from the Hit roll.
UNIT COMPOSITION
  • 1 Immortal Champion
YOUR UNIT COSTS
1 model
180
KEYWORDS: MONSTER, CHARACTER, CHAOS, DAEMON, IMMORTAL CHAMPION
FACTION KEYWORDS:
LEGIONES DAEMONICA

02 – Specialisms

Collar of Khorne (KHORNE only): This model has the Feel No Pain 3+ ability against Psychic Attacks.
Daemon of Blood (+15 pts): Improve this model’s Move characteristic by 2", and its Toughness and Wounds characteristics by 1. If this model is a DAEMONIC CHARIOTEER, change this model’s Save characteristic to 3+. Add the KHORNE keyword, add the BLOOD LEGIONS Faction keyword, and it gains the Pact of Blood Faction ability.
Daemon of Change: This model has a 4+ invulnerable save. If this model is a DAEMONIC CHARIOTEER, add 6" to this model’s Move characteristic, and it has the FLY keyword. Add the TZEENTCH and PSYKER keywords, add the SCINTILLATING LEGIONS Faction keyword, and it gains the Pact of Sorcery Faction ability.
Daemon of Excess: Improve this model’s Move characteristic by 3". Add the SLAANESH and PSYKER keywords, add the LEGIONS OF EXCESS Faction keyword, and it gains the Pact of Excess Faction ability.
Daemon of Plague (+10 pts): Improve this model’s Toughness and Wounds characteristics by 2. Add the NURGLE and PSYKER keywords, add the PLAGUE LEGIONS Faction keyword, and it gains the Pact of Decay Faction ability.
Daemonic Wings (MONSTER only): Add 4" to this model’s Move characteristic and it has the FLY keyword.
Disc of Tzeentch (TZEENTCH INFANTRY only): Improve this model’s Move characteristic by 6", change its INFANTRY keyword to MOUNTED, add the FLY keyword, and replace the list of units this model can be attached to: SCREAMERS.
Eldritch Flames (TZEENTCH only): In your Shooting phase, after this model has shot, select one enemy unit that was hit by one or more of those attacks. Until the end of the phase, that unit cannot have the Benefit of Cover.
Giggling Balemite (NURGLE INFANTRY only): Replace this model’s INFANTRY keyword with the SWARM keyword, and replace the list of units this model can be attached to: NURGLINGS.
Juggernaut of Khorne (+20 pts) (KHORNE INFANTRY only): Improve this model’s Move characteristic by 2", its Toughness characteristic by 3, change its Save characteristic to 3+, it is equipped with 1 Juggernaut’s bladed horn in addition to the weapons you choose in Step 4, change its INFANTRY keyword to MOUNTED, and replace the list of units this model can be attached to: BLOODCRUSHERS.
Perfumed Fog (SLAANESH only): This unit has the SMOKE keyword.
Rot Fly (+10 pts) (NURGLE INFANTRY only): Improve this model’s Move characteristic by 4", its Toughness characteristic by 3, replace its INFANTRY keyword with the MOUNTED and FLY keywords, and replace the list of units this model can be attached to: PLAGUE DRONES.
Steed of Slaanesh (+10 pts) (SLAANESH INFANTRY only): Improve this model’s Move characteristic by 5", its Toughness characteristic by 1 and its Wounds characteristic by 2, add the Scouts 9" ability, change its INFANTRY keyword to MOUNTED, and replace the list of units this model can be attached to: SEEKERS.

03 – Ability

Blazing Warpfire (TZEENTCH only): Ranged weapons equipped by models in this unit have the [ASSAULT] ability.
Bloodmarked (+20 pts) (KHORNE only): At the start of the Fight phase, select one enemy unit within 18" of and visible to this model. Until the end of the phase, each time a friendly KHORNE unit makes an attack that targets that unit, improve the Strength, Armour Penetration and Damage characteristics of that attack by 1.
Discordant Disruption (Aura) (SLAANESH only): While an enemy PSYKER unit is within 12" of this model, Psychic weapons equipped by models in that unit have the [HAZARDOUS] ability.
Jolly Gutpipes (NURGLE only): While this model is leading a unit, add 1" to the Move characteristic of models in that unit and you can re-roll Advance rolls made for it.
Keep Counting! (NURGLE only): Melee weapons equipped by models in this unit have the [SUSTAINED HITS 1] ability.
Malefic Deceit (TZEENTCH only): Each time an attack is made against this unit, subtract 1 from the Hit roll.
Meet Your Quota! (NURGLE only): While this model’s unit is not Battle-shocked, add 1 to the Objective Control characteristic of models in that unit.
Rage-fuelled Strength (+10 pts) (KHORNE INFANTRY only): Each time a model in this unit makes an attack, add 1 to the Wound roll.
Restless Prey-seeker (KHORNE only): You can re-roll Advance and Charge rolls made for this unit.
Rider of the Immaterial Winds (TZEENTCH only): Once per battle, at the end of your opponent’s turn, if this model’s unit is not within Engagement Range of one or more enemy units, you can remove that unit from the battlefield and place it into Strategic Reserves.
Sadistic Savagery (SLAANESH only): Melee weapons equipped by models in this unit have the [SUSTAINED HITS 1] ability.
Swallow Energy (SLAANESH only): Models in this unit have the Feel No Pain 4+ ability against mortal wounds and Psychic Attacks.

04 – Weapons

RANGED WEAPONS
RANGE
A
BS
S
AP
D
Arcane Fireball – witchfire Psychic
Arcane Fireball – witchfire Psychic
18"
3
3+
5
-1
D3
Arcane Fireball – focused witchfire Devastating Wounds Hazardous Psychic
Arcane Fireball – focused witchfire Devastating Wounds Hazardous Psychic
18"
3
3+
6
-2
D3
Death's heads Blast Lethal Hits
Death's heads Blast Lethal Hits
12"
D3
4+
4
0
1
Disgusting sneezes Pistol Torrent
Disgusting sneezes Pistol Torrent
6"
D6
N/A
3
0
1
Infernal cannon* Lethal Hits
Infernal cannon* Lethal Hits
24"
3
2+
5
-1
2
Infernal cannon*
Infernal cannon*
24"
3
2+
5
-2
2
Infernal cannon* Precision
Infernal cannon* Precision
24"
3
2+
5
-1
2
Infernal cannon* Rapid Fire 3
Infernal cannon* Rapid Fire 3
24"
3
3+
5
-1
2
Lashes of torment Anti-Infantry 3+ Assault Pistol
Lashes of torment Anti-Infantry 3+ Assault Pistol
6"
6
3+
4
0
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Acidic maw** Devastating Wounds Extra Attacks
Acidic maw** Devastating Wounds Extra Attacks
Melee
2
4+
7
-4
3
Attendants' hellblades** Extra Attacks
Attendants' hellblades** Extra Attacks
Melee
4
3+
5
-2
2
Blade of blood
Blade of blood
Melee
5
2+
6
-2
3
Bladed axle** Extra Attacks
Bladed axle** Extra Attacks
Melee
6
3+
6
-1
2
Close-combat weapon Psychic
Close-combat weapon Psychic
Melee
3
4+
4
-1
1
Diseased claws and teeth Lethal Hits
Diseased claws and teeth Lethal Hits
Melee
3
4+
2
0
1
Foul balesword Lethal Hits
Foul balesword Lethal Hits
Melee
4
3+
5
-2
2
Foul mouthparts*** Extra Attacks Lethal Hits
Foul mouthparts*** Extra Attacks Lethal Hits
Melee
2
4+
5
-1
2
Hellforged weapons – strike*
Hellforged weapons – strike*
Melee
8
2+
8
-2
3
Hellforged weapons – sweep*
Hellforged weapons – sweep*
Melee
16
2+
8
-1
1
Hellforged weapons – strike* Lethal Hits
Hellforged weapons – strike* Lethal Hits
Melee
7
2+
8
-2
3
Hellforged weapons – sweep* Lethal Hits
Hellforged weapons – sweep* Lethal Hits
Melee
14
2+
6
-1
1
Hellforged weapons – strike* Precision
Hellforged weapons – strike* Precision
Melee
6
2+
8
-2
3
Hellforged weapons – sweep*
Hellforged weapons – sweep*
Melee
14
2+
6
0
1
Hellforged weapons – strike* Devastating Wounds Psychic
Hellforged weapons – strike* Devastating Wounds Psychic
Melee
6
2+
8
-2
3
Hellforged weapons – sweep* Devastating Wounds Psychic
Hellforged weapons – sweep* Devastating Wounds Psychic
Melee
12
2+
6
-1
1
Juggernaut's bladed horn** Extra Attacks Lance
Juggernaut's bladed horn** Extra Attacks Lance
Melee
4
4+
6
-1
1
Lashing tongue*** Extra Attacks Lethal Hits
Lashing tongue*** Extra Attacks Lethal Hits
Melee
2
4+
4
0
1
Ravaging claws Devastating Wounds
Ravaging claws Devastating Wounds
Melee
6
2+
4
-1
1
Screamer bites** Extra Attacks
Screamer bites** Extra Attacks
Melee
6
4+
6
-2
2
Seeker tongues** Extra Attacks Lethal Hits
Seeker tongues** Extra Attacks Lethal Hits
Melee
4
4+
4
0
1
Tiny balesword Lethal Hits
Tiny balesword Lethal Hits
Melee
3
4+
2
-2
2
Tiny corrupted staff Lethal Hits
Tiny corrupted staff Lethal Hits
Melee
3
4+
4
-1
D3
* MONSTER only.
** DAEMONIC CHARIOTEER only. A model cannot have more than one of this weapon.
*** MOUNTED model only. A model cannot have more than one of this weapon.

Chaos Space Marines

01 – Archetype

Exalted Champion
M
6"
T
4
SV
3+
W
4
LD
6+
OC
1
LEADER
This model can be attached to the following units: CHOSEN; HAVOCS; LEGIONARIES; NEMESIS CLAW; RAIDERS
CORE ABILITIESCrucible, Leader
ARMY RULESDark Pacts
ABILITIES
Marked by the Dark Gods: Each time this model makes an attack, a successful unmodified Hit roll of 5+ scores a Critical Hit.
UNIT COMPOSITION
  • 1 Exalted Champion
YOUR UNIT COSTS
1 model
90
KEYWORDS: INFANTRY, CHARACTER, GRENADES, CHAOS, EXALTED CHAMPION
FACTION KEYWORDS:
HERETIC ASTARTES
Sorcerous Champion
M
6"
T
4
SV
3+
W
4
LD
6+
OC
1
LEADER
This model can be attached to the following units: CHOSEN; HAVOCS; LEGIONARIES; NEMESIS CLAW; RAIDERS
CORE ABILITIESCrucible, Leader
ARMY RULESDark Pacts
ABILITIES
Gift of Chaos (Psychic): Each time this model is selected to shoot or fight, after resolving its attacks, select one enemy unit hit by one or more of those attacks that had the [PSYCHIC] ability. That unit must take a Leadership test: if that test is failed, that unit suffers D3 mortal wounds.
UNIT COMPOSITION
  • 1 Sorcerous Champion
YOUR UNIT COSTS
1 model
80
KEYWORDS: INFANTRY, CHARACTER, PSYKER, GRENADES, CHAOS, SORCEROUS CHAMPION
FACTION KEYWORDS:
HERETIC ASTARTES
Soul Forge Tyrant
M
10"
T
9
SV
2+
W
10
LD
6+
OC
4
INSV
5+
CORE ABILITIESCrucible
ARMY RULESDark Pacts
ABILITIES
Skulking Nightmare: While this model is within 3" of one or more friendly HERETIC ASTARTES INFANTRY units, this model has the Lone Operative ability.
UNIT COMPOSITION
  • 1 Soul Forge Tyrant

    This Crucible Champion can be equipped with up to two ranged weapons instead of up to one, and can be equipped with one to three melee weapons instead of one to two.
YOUR UNIT COSTS
1 model
160
KEYWORDS: MOUNTED, CHARACTER, CHAOS, DAEMON, HELSTALKER, SOUL FORGE TYRANT
FACTION KEYWORDS:
HERETIC ASTARTES

02 – Specialisms

Combat Bike (INFANTRY only): Change this model’s Move characteristic to 12", its Toughness characteristic to 5, and its Wounds characteristic to 5. Remove the INFANTRY keyword, add the MOUNTED keyword, it is equipped with 1 combi-bolter in addition to the weapons you choose in Step 4, and replace the list of units this model can be attached to: CHAOS BIKERS.
Daemon Host (+10 pts) (INFANTRY only): Change this model’s Move characteristic to 9", and it has a 5+ invulnerable save. Add the DAEMON keyword, and replace the list of units this model can be attached to: POSSESSED.
Jump Pack (INFANTRY only): Change this model’s Move characteristic to 12", and it gains the Deep Strike ability. Add the FLY and JUMP PACK keywords, and replace the list of units this model can be attached to: RAPTORS.
Sigil of Corruption: This model has a 4+ invulnerable save.
Terminator Armour (INFANTRY only): Change this model’s Move characteristic to 5", its Toughness characteristic to 5, its Save characteristic to 2+, its Wounds characteristic to 5, it has a 4+ invulnerable save, and it gains the Deep Strike ability. Add the TERMINATOR keyword and replace the list of units this model can be attached to: CHAOS TERMINATOR SQUAD.

03 – Ability

Daemonkin (Psychic) (PSYKER only): Add 1 to Advance and Charge rolls made for this unit.
Dark Zealotry (+10 pts): Each time a model in this unit makes a melee attack, add 1 to the Wound roll.
Lord of Chaos: Once per battle round, one unit from your army with this ability can be targeted with a Stratagem for 0CP, even if a different unit from your army has already been targeted with that Stratagem this phase.
Master of Mechanisms: In your Command phase, select one friendly HERETIC ASTARTES VEHICLE model within 3" of this model. That VEHICLE model regains up to D3 lost wounds and, until the start of your next Command phase, each time that VEHICLE makes an attack, add 1 to the Hit roll. Each model can only be selected for this ability once per Command phase.
Prescience (Psychic) (PSYKER only): Each time an attack targets this unit, subtract 1 from the Hit roll.

04 – Weapons

RANGED WEAPONS
RANGE
A
BS
S
AP
D
Balefire tome* Psychic
Balefire tome* Psychic
18"
2
2+
5
-1
1
Baleflamer**± Ignores Cover Torrent
Baleflamer**± Ignores Cover Torrent
12"
D6+3
N/A
6
-1
2
Boltgun
Boltgun
24"
2
2+
4
0
1
Combi-bolter Rapid Fire 2
Combi-bolter Rapid Fire 2
24"
2
2+
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
3+
4
0
1
Flamer Ignores Cover Torrent
Flamer Ignores Cover Torrent
12"
D6
N/A
4
0
1
Heavy flamer Ignores Cover Torrent
Heavy flamer Ignores Cover Torrent
12"
D6
N/A
5
-1
1
Helstalker autocannon**±
Helstalker autocannon**±
48"
3
2+
9
-1
3
Infernal Gaze – witchfire* Psychic
Infernal Gaze – witchfire* Psychic
24"
D6
3+
5
-1
D3
Infernal Gaze – focused witchfire* Devastating Wounds Hazardous Psychic
Infernal Gaze – focused witchfire* Devastating Wounds Hazardous Psychic
24"
D6
3+
6
-2
D3
Magma cutter** Melta 2
Magma cutter** Melta 2
6"
2
3+
9
-4
D6
Meltagun Melta 2
Meltagun Melta 2
12"
1
2+
9
-4
D6
Plasma gun – standard Rapid Fire 1
Plasma gun – standard Rapid Fire 1
24"
1
2+
7
-2
1
Plasma gun – supercharge Hazardous Rapid Fire 1
Plasma gun – supercharge Hazardous Rapid Fire 1
24"
1
2+
8
-3
2
Reaper autocannon*** Devastating Wounds Sustained Hits 1
Reaper autocannon*** Devastating Wounds Sustained Hits 1
36"
4
2+
7
-1
1
Rite of Possession – witchfire* Anti-Psyker 2+ Pistol Precision Psychic
Rite of Possession – witchfire* Anti-Psyker 2+ Pistol Precision Psychic
18"
2
3+
4
-3
2
Rite of Possession – focused witchfire* Anti-Psyker 2+ Hazardous Pistol Precision Psychic
Rite of Possession – focused witchfire* Anti-Psyker 2+ Hazardous Pistol Precision Psychic
18"
2
3+
6
-1
D3
PISTOLS
RANGE
A
BS
S
AP
D
Bolt pistol Pistol
Bolt pistol Pistol
12"
1
2+
4
0
1
Flamer tendril Ignores Cover Pistol Torrent
Flamer tendril Ignores Cover Pistol Torrent
12"
D6
N/A
3
0
1
Melta tendril Melta 2 Pistol
Melta tendril Melta 2 Pistol
6"
1
2+
8
-4
D3
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
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Accursed weapon
Accursed weapon
Melee
6
2+
5
-2
1
Astartes chainblade
Astartes chainblade
Melee
7
2+
4
-1
1
Axe of dismemberment Devastating Wounds Precision
Axe of dismemberment Devastating Wounds Precision
Melee
5
2+
7
-2
2
Bladed limbs** Extra Attacks
Bladed limbs** Extra Attacks
Melee
4
3+
6
-1
2
Chainfist*** Anti-Vehicle 3+
Chainfist*** Anti-Vehicle 3+
Melee
5
3+
8
-2
2
Close-combat weapon
Close-combat weapon
Melee
5
2+
4
0
1
Daemon hammer Devastating Wounds
Daemon hammer Devastating Wounds
Melee
5
3+
8
-2
2
Exalted weapon
Exalted weapon
Melee
6
2+
5
-2
2
Force weapon* Psychic
Force weapon* Psychic
Melee
4
3+
6
-1
D3
Impaler chainglaive Lance
Impaler chainglaive Lance
Melee
4
2+
6
-2
2
Power fist
Power fist
Melee
5
2+
8
-2
2
Staff of possession* Anti-Psyker 2+ Psychic
Staff of possession* Anti-Psyker 2+ Psychic
Melee
4
3+
6
-1
D3
Technovirus injector Anti-Vehicle 2+ Extra Attacks
Technovirus injector Anti-Vehicle 2+ Extra Attacks
Melee
1
3+
3
-3
2
Twin lightning claws Twin-Linked
Twin lightning claws Twin-Linked
Melee
6
2+
5
-2
1
* PSYKER only.
** SOUL FORGE TYRANT only.
*** TERMINATOR only.
± You cannot choose more than one of these options.

Death Guard

01 – Archetype

Plague Lord
M
5"
T
6
SV
3+
W
5
LD
6+
OC
1
INSV
4+
LEADER
This model can be attached to the following units: PLAGUE MARINES; POXWALKERS
CORE ABILITIESCrucible, Leader
ARMY RULESNurgle's Gift (Aura)
ABILITIES
Gift of Poxes: Add 3" to the range of this model’s Contagion Range.
UNIT COMPOSITION
  • 1 Plague Lord
YOUR UNIT COSTS
1 model
80
KEYWORDS: INFANTRY, CHARACTER, GRENADES, CHAOS, NURGLE, PLAGUE LORD
FACTION KEYWORDS:
DEATH GUARD
Plague Sorcerer
M
5"
T
6
SV
3+
W
4
LD
6+
OC
1
LEADER
This model can be attached to the following units: PLAGUE MARINES; POXWALKERS
CORE ABILITIESCrucible, Leader
ARMY RULESNurgle's Gift (Aura)
ABILITIES
Gift of Contagion (Psychic): Each time a model in this unit makes an attack that targets a unit that is Afflicted, that attack has the [SUSTAINED HITS 1] ability.
UNIT COMPOSITION
  • 1 Plague Sorcerer
YOUR UNIT COSTS
1 model
70
KEYWORDS: INFANTRY, CHARACTER, PSYKER, CHAOS, NURGLE, PLAGUE SORCERER
FACTION KEYWORDS:
DEATH GUARD
Tri-lobe Vectors
M
5"
T
6
SV
3+
W
4
LD
6+
OC
1
LEADER
This model can be attached to the following units: PLAGUE MARINES; POXWALKERS
CORE ABILITIESCrucible, Leader
ARMY RULESNurgle's Gift (Aura)
ABILITIES
UNIT COMPOSITION
  • 3 Tri-lobe Vectors
YOUR UNIT COSTS
3 models
120
KEYWORDS: INFANTRY, CHARACTER, GRENADES, CHAOS, NURGLE, TRI-LOBE VECTORS
FACTION KEYWORDS:
DEATH GUARD

02 – Specialisms

Glutted with Infection: This model gains the Deadly Demise D3 ability.
Terminator Armour: Change this model’s Toughness characteristic to 7, its Save characteristic to 2+, its Wounds characteristic to 5, and it has a 4+ invulnerable save. Add the TERMINATOR keyword, it gains the Deep Strike ability, and replace the list of units this model can be attached to: BLIGHTLORD TERMINATORS, DEATHSHROUD TERMINATORS.

03 – Ability

Foul Infusion (+10 pts): While this model is leading a unit, weapons equipped by models in that unit have the [LETHAL HITS] ability. In addition, each time a model in that unit makes an attack, a Critical Hit is scored on an unmodified Hit roll of 5+, instead of only a 6.
Malicious Calculations: While this model is leading a unit, each time a model in that unit makes an attack, you can ignore any or all modifiers to that attack’s Ballistic Skill or Weapon Skill characteristics and/or any or all modifiers to the Hit roll.
Putrefying Stink: Enemy models cannot start or end an Advance move within 9" of this model.
Shroud of Disease: While this model is leading a unit, that unit cannot be targeted by ranged attacks unless the attacking model is within 18".
Sickening Vitality (+10 pts): While this model is leading a unit, add 1" to the Move characteristic of models in that unit and you can re-roll Advance and Charge rolls made for that unit.
Tainted Narthecium (+10 pts): While this model is leading a unit, in your Command phase, you can return 1 destroyed Bodyguard model to that unit.
Tocsin of Misery (Aura): In the Battle-shock step of your opponent’s Command phase, if an enemy unit that is below its Starting Strength is within 9" of this model, that enemy unit must take a Battle-shock test, subtracting 1 from that test if it is a PSYKER unit.
Unclean Icon: While this model is leading a unit, add 1 to the Objective Control characteristic of models in that unit.
Vector of Disease: While this model is leading a unit, melee weapons equipped by models in that unit have the [SUSTAINED HITS 1] and [LANCE] abilities.

04 – Weapons

RANGED WEAPONS
RANGE
A
BS
S
AP
D
Blight launcher Blast Lethal Hits
Blight launcher Blast Lethal Hits
24"
D3
2+
6
-1
2
Boltgun Lethal Hits
Boltgun Lethal Hits
24"
2
2+
4
0
1
Combi-bolter Lethal Hits Rapid Fire 2
Combi-bolter Lethal Hits Rapid Fire 2
24"
2
2+
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
3+
4
0
1
Hyper blight grenades Assault Blast Lethal Hits
Hyper blight grenades Assault Blast Lethal Hits
12"
D6
2+
7
-1
2
Meltagun Melta 2
Meltagun Melta 2
12"
1
2+
9
-4
D6
Plague belcher Anti-Infantry 4+ Ignores Cover Torrent
Plague belcher Anti-Infantry 4+ Ignores Cover Torrent
12"
D6
N/A
4
0
1
Plague spewer Anti-Infantry 2+ Ignores Cover Torrent
Plague spewer Anti-Infantry 2+ Ignores Cover Torrent
12"
D6
N/A
5
-1
1
Plague sprayer* Anti-Infantry 2+ Ignores Cover Torrent
Plague sprayer* Anti-Infantry 2+ Ignores Cover Torrent
12"
D6
N/A
7
-2
2
Plague Wind – witchfire** Psychic Torrent
Plague Wind – witchfire** Psychic Torrent
12"
D6
N/A
4
-1
D3
Plague Wind – focused witchfire** Hazardous Psychic Torrent
Plague Wind – focused witchfire** Hazardous Psychic Torrent
12"
D6+3
N/A
6
-2
D3
Plasma gun – standard Rapid Fire 1
Plasma gun – standard Rapid Fire 1
24"
1
2+
7
-2
1
Plasma gun – supercharge Hazardous Rapid Fire 1
Plasma gun – supercharge Hazardous Rapid Fire 1
24"
1
2+
8
-3
2
Reaper autocannon* Devastating Wounds Sustained Hits 1
Reaper autocannon* Devastating Wounds Sustained Hits 1
36"
4
2+
7
-1
1
Twin plague spewer* Anti-Infantry 2+ Ignores Cover Torrent Twin-Linked
Twin plague spewer* Anti-Infantry 2+ Ignores Cover Torrent Twin-Linked
12"
D6
N/A
5
-1
1
PISTOLS
RANGE
A
BS
S
AP
D
Bolt pistol Lethal Hits Pistol
Bolt pistol Lethal Hits Pistol
12"
1
2+
4
0
1
Injector pistol Anti-Infantry 2+ Pistol Precision
Injector pistol Anti-Infantry 2+ Pistol Precision
3"
1
3+
4
-1
3
Plaguespurt gauntlet* Anti-Infantry 4+ Ignores Cover Pistol Torrent
Plaguespurt gauntlet* Anti-Infantry 4+ Ignores Cover Pistol Torrent
12"
D6
N/A
3
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+
7
-3
2
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Balesword Lethal Hits
Balesword Lethal Hits
Melee
4
2+
5
-2
2
Bubotic weapons Lethal Hits
Bubotic weapons Lethal Hits
Melee
5
2+
5
-2
1
Close-combat weapon
Close-combat weapon
Melee
4
3+
4
0
1
Corrupted staff** Lethal Hits Psychic
Corrupted staff** Lethal Hits Psychic
Melee
4
3+
6
-1
D3
Cursed plague bell Anti-Psyker 2+ Lethal Hits
Cursed plague bell Anti-Psyker 2+ Lethal Hits
Melee
5
2+
4
0
2
Flail of corruption* Lethal Hits
Flail of corruption* Lethal Hits
Melee
6
2+
5
-1
2
Great plague blade*** Devastating Wounds Lethal Hits
Great plague blade*** Devastating Wounds Lethal Hits
Melee
6
2+
8
-2
2
Heavy plague weapon Lethal Hits
Heavy plague weapon Lethal Hits
Melee
5
2+
8
-2
2
Manreaper – strike* Lethal Hits
Manreaper – strike* Lethal Hits
Melee
5
2+
9
-2
3
Manreaper – sweep* Lethal Hits
Manreaper – sweep* Lethal Hits
Melee
10
2+
6
-1
1
Plague knife Lethal Hits
Plague knife Lethal Hits
Melee
5
2+
4
0
1
Power fist Lethal Hits
Power fist Lethal Hits
Melee
5
2+
8
-2
2
* TERMINATOR only.
** PSYKER only.
*** PLAGUE LORD only.

Drukhari

01 – Archetype

Archtormentor
M
8"
T
3
SV
6+
W
4
LD
7+
OC
1
INSV
4+
LEADER
This model can be attached to the following units: WYCHES
CORE ABILITIESCrucible, Leader
ARMY RULESPower From Pain
ABILITIES
Hatred Eternal (Pain): In your Shooting phase or the Fight phase, when you select this model’s unit to shoot or fight, you can spend 1 Pain token to Empower that unit. While that unit is Empowered, each time a model in that unit makes an attack, you can re-roll the Hit roll.

Cruel Example: Each time this model makes an attack that targets a CHARACTER unit, you can add 1 to the Wound roll. Each time this model’s unit destroys a CHARACTER model, you gain 1CP.
UNIT COMPOSITION
  • 1 Archtormentor
YOUR UNIT COSTS
1 model
60
KEYWORDS: INFANTRY, CHARACTER, WYCH CULT, AELDARI, ARCHTORMENTOR
FACTION KEYWORDS:
DRUKHARI
Flesh Crafter
M
7"
T
4
SV
5+
W
5
LD
7+
OC
1
INSV
6+
LEADER
This model can be attached to the following units: WRACKS
CORE ABILITIESCrucible, Feel No Pain 5+, Leader
ARMY RULESPower From Pain
ABILITIES
Fleshcraft (Pain): In your Command phase, you can spend 1 Pain token to Empower this model’s unit. Each time you do, you can return up to D3+1 destroyed Bodyguard models to that unit.

Pain Adept: In your Command phase, if one or more models from your army with this ability are on the battlefield, roll one D6: on a 4+, you gain 1 Pain token.
UNIT COMPOSITION
  • 1 Flesh Crafter
YOUR UNIT COSTS
1 model
60
KEYWORDS: INFANTRY, HAEMONCULUS COVENS, CHARACTER, AELDARI, FLESH CRAFTER
FACTION KEYWORDS:
DRUKHARI

02 – Specialisms

Jetbike (ARCHTORMENTOR only): Change this model’s Move characteristic to 16", its Toughness characteristic to 4, and its Wounds characteristic to 5. Add the FLY and MOUNTED keywords, and replace the list of units this model can be attached to: REAVERS.
Kabal Overlord (ARCHTORMENTOR only): Change this model’s Move characteristic to 7", and its Leadership characteristic to 6+. Remove the WYCH CULT keyword, add the KABAL keyword, and replace the list of units this model can be attached to: HAND OF THE ARCHON, INCUBI, KABALITE WARRIORS.
Pseudoavian Form: Change this model’s Move characteristic to 14", add the FLY and JUMP PACK keywords, and it gains the Deep Strike ability. Replace the list of units this model can be attached to: SCOURGES WITH HEAVY WEAPONS, SCOURGES WITH SHARDCARBINES.
Skyboard (ARCHTORMENTOR only): Change this model’s Move characteristic to 14", its Toughness characteristic to 4, and its Wounds characteristic to 5. Add the FLY and MOUNTED keywords, it gains the Deep Strike ability, and replace the list of units this model can be attached to: HELLIONS.

03 – Ability

Conduit of Cruelty: This unit is always Empowered – you do not need to spend any Pain tokens to activate this unit’s Pain abilities.
Darkglass Prism: Each time this unit disembarks from a TRANSPORT, until the end of the turn, enemy units cannot use the Fire Overwatch stratagem to shoot at this unit.
Fear Incarnate (Aura): While an enemy unit is within 6" of this model, worsen the Leadership characteristic of models in that unit by 1. In addition, in the Battle-shock step of your opponent’s Command phase, if such an enemy unit is below its Starting Strength, it must take a Battle-shock test.
Overwhelming Avarice: While this model is leading a unit, each time a model in that unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3".
Sadistic Epicurean: Each time an enemy unit is destroyed by this model’s unit, gain 1 Pain Token.
Storm of Blades: While this model is leading a unit, melee weapons equipped by models in that unit have the [SUSTAINED HITS 1] ability.
Twisting the Knife: Each time this model makes an attack that targets a unit that is below its Starting Strength, you can re-roll the Hit roll. If that target is Below Half strength, you can re-roll the Wound roll as well.

04 – Weapons

RANGED WEAPONS
RANGE
A
BS
S
AP
D
Blaster* Assault
Blaster* Assault
18"
1
2+
8
-4
D6+1
Heat lance* Assault Melta 3
Heat lance* Assault Melta 3
18"
1
2+
14
-4
D6
Shardcarbine Anti-Infantry 3+ Assault
Shardcarbine Anti-Infantry 3+ Assault
18"
3
2+
2
0
1
Splinter pods** Anti-Infantry 3+ Assault Twin-Linked
Splinter pods** Anti-Infantry 3+ Assault Twin-Linked
18"
2
2+
2
0
1
Splinter rifle Anti-Infantry 3+ Assault
Splinter rifle Anti-Infantry 3+ Assault
24"
2
2+
2
0
1
PISTOLS
RANGE
A
BS
S
AP
D
Blast pistol Pistol
Blast pistol Pistol
6"
1
2+
8
-3
D3
Splinter pistol Anti-Infantry 3+ Assault Pistol
Splinter pistol Anti-Infantry 3+ Assault Pistol
12"
1
2+
2
0
1
Stinger pistol Anti-Infantry 2+ Pistol Precision
Stinger pistol Anti-Infantry 2+ Pistol Precision
12"
1
2+
2
-1
D3
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Agoniser Anti-Infantry 3+
Agoniser Anti-Infantry 3+
Melee
6
2+
3
-2
1
Archite glaive and agoniser Anti-Infantry 3+ Precision
Archite glaive and agoniser Anti-Infantry 3+ Precision
Melee
7
2+
3
-2
1
Bladevanes* Extra Attacks Lance
Bladevanes* Extra Attacks Lance
Melee
4
2+
4
-1
1
Demiklaives – single blade
Demiklaives – single blade
Melee
4
2+
5
-2
2
Demiklaives – dual blades
Demiklaives – dual blades
Melee
6
2+
4
-2
1
Haemonculus tools and scissorhands Anti-Infantry 2+ Precision
Haemonculus tools and scissorhands Anti-Infantry 2+ Precision
Melee
5
2+
3
-1
D3
Hellglaive Lance Sustained Hits 1
Hellglaive Lance Sustained Hits 1
Melee
5
2+
4
-1
2
Huskblade Devastating Wounds
Huskblade Devastating Wounds
Melee
4
2+
3
-2
3
Power weapon
Power weapon
Melee
5
2+
4
-2
2
Stunclaw Devastating Wounds Lance Precision
Stunclaw Devastating Wounds Lance Precision
Melee
5
2+
3
-1
1
* Model with JETBIKE only.
** Model with SKYBOARD only.

Emperor’s Children

01 – Archetype

Champion of Excess
M
7"
T
4
SV
3+
W
5
LD
6+
OC
1
INSV
4+
LEADER
This model can be attached to the following units: INFRACTORS; TORMENTORS; NOISE MARINES
CORE ABILITIESCrucible, Leader
ARMY RULESThrill Seekers
ABILITIES
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 Champion of Excess
YOUR UNIT COSTS
1 model
80
KEYWORDS: INFANTRY, CHARACTER, GRENADES, CHAOS, SLAANESH, CHAMPION OF EXCESS
FACTION KEYWORDS:
EMPEROR'S CHILDREN
Excruciator
M
7"
T
4
SV
3+
W
4
LD
6+
OC
1
LEADER
This model can be attached to the following units: INFRACTORS; NOISE MARINES; TORMENTORS
CORE ABILITIESCrucible, Leader
ARMY RULESThrill Seekers
ABILITIES
Warped Invigoration (Psychic): In your Shooting phase, after this model has shot, if an enemy unit was hit by one or more of those attacks, until the end of the turn, add 1 to Charge rolls made for this unit.
UNIT COMPOSITION
  • 1 Excruciator
YOUR UNIT COSTS
1 model
60
KEYWORDS: INFANTRY, CHARACTER, PSYKER, GRENADES, CHAOS, SLAANESH, EXCRUCIATOR
FACTION KEYWORDS:
EMPEROR'S CHILDREN
Flawless Champion
M
8"
T
5
SV
3+
W
5
LD
6+
OC
1
INSV
5+
LEADER
This model can be attached to the following units: FLAWLESS BLADES
CORE ABILITIESCrucible, Leader, Lone Operative
ARMY RULESThrill Seekers
ABILITIES
Obsessive Huntsman: Melee weapons equipped by this model have the [PRECISION] ability.
UNIT COMPOSITION
  • 1 Flawless Champion
YOUR UNIT COSTS
1 model
100
KEYWORDS: INFANTRY, CHARACTER, GRENADES, CHAOS, SLAANESH, FLAWLESS CHAMPION
FACTION KEYWORDS:
EMPEROR'S CHILDREN

02 – Specialisms

Perfect Poise (+20 pts): This model has the Infiltrators and Scouts 6" abilities.
Terminator Armour: Change this model’s Move characteristic to 6", its Toughness characteristic to 5, its Save characteristic to 2+, its Wounds characteristic to 5, and it has a 4+ invulnerable save. Add the TERMINATOR keyword, it gains the Deep Strike ability, and replace the list of units this model can be attached to: EMPEROR’S CHILDREN TERMINATOR SQUAD.

03 – Ability

Doom siren: In your Shooting phase, after this model’s unit has shot, select one enemy INFANTRY unit hit by one or more of those attacks and roll three D6: for each 4+, that enemy unit suffers 1 mortal wound. If an enemy unit suffers one or more mortal wounds as a result of this ability, it must take a Battle-shock test.
Feverish Butchery (+10 pts): Each time a model in this unit makes a melee attack, add 1 to the Wound roll.
Obsessive Annunciation: While this model is leading a unit, ranged weapons equipped by models in that unit have the [SUSTAINED HITS 1] ability.
Perfectionists: While this model is leading a unit, weapons equipped by models in that unit have the [LETHAL HITS] ability.
Sickening Stimulation (+10 pts): While this model is leading a unit, in your Command phase, you can return 1 destroyed model (excluding CHARACTER models) to that unit.

04 – Weapons

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
Blastmaster – single frequency Ignores Cover
Blastmaster – single frequency Ignores Cover
18"
3
2+
10
-2
3
Blastmaster – varied frequency Ignores Cover
Blastmaster – varied frequency Ignores Cover
18"
6
2+
6
-2
1
Boltgun Precision
Boltgun Precision
24"
2
2+
4
0
1
Combi-bolter Rapid Fire 2
Combi-bolter Rapid Fire 2
24"
2
2+
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
3+
4
0
1
Heavy flamer** Ignores Cover Torrent
Heavy flamer** Ignores Cover Torrent
12"
D6
N/A
5
-1
1
Meltagun Melta 2 Precision
Meltagun Melta 2 Precision
12"
1
2+
8
-3
2
Plasma gun – standard Precision Rapid Fire 1
Plasma gun – standard Precision Rapid Fire 1
24"
1
2+
7
-2
1
Plasma gun – supercharge Hazardous Precision Rapid Fire 1
Plasma gun – supercharge Hazardous Precision Rapid Fire 1
24"
1
2+
8
-3
2
Reaper autocannon** Devastating Wounds Sustained Hits 1
Reaper autocannon** Devastating Wounds Sustained Hits 1
36"
4
2+
7
-1
1
Sonic blaster Ignores Cover
Sonic blaster Ignores Cover
18"
3
2+
5
-1
2
PISTOLS
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
Blissblade
Blissblade
Melee
4
2+
6
-3
2
Chainfist** Anti-Vehicle 3+
Chainfist** Anti-Vehicle 3+
Melee
5
3+
8
-2
2
Close-combat weapon
Close-combat weapon
Melee
6
2+
4
0
1
Duelling sabre Precision
Duelling sabre Precision
Melee
5
3+
4
-1
1
Force weapon* Psychic
Force weapon* Psychic
Melee
4
3+
6
-2
D3
Master-crafted power sword Precision
Master-crafted power sword Precision
Melee
5
2+
5
-2
2
Paired accursed weapons Twin-Linked
Paired accursed weapons Twin-Linked
Melee
6
2+
5
-2
1
Phoenix power spear Lance
Phoenix power spear Lance
Melee
5
2+
7
-2
2
Power fist
Power fist
Melee
5
2+
8
-2
2
Power weapon
Power weapon
Melee
6
2+
5
-2
1
Rapture lash Extra Attacks
Rapture lash Extra Attacks
Melee
4
2+
4
-1
1
* PSYKER only.
** TERMINATOR only.

Genestealer Cults

01 – Archetype

Cult Guerrilla
M
6"
T
3
SV
5+
W
3
LD
7+
OC
1
INSV
5+
CORE ABILITIESCrucible, Deep Strike, Infiltrators, Leader, Lone Operative, Stealth
ABILITIES
Battlefield Analysis: Once per battle round, one model from your army with this ability can use it when its unit is targeted with a stratagem. If it does, reduce the CP cost of that use of that stratagem by 1CP.
UNIT COMPOSITION
  • 1 Cult Guerrilla
YOUR UNIT COSTS
1 model
60
KEYWORDS: INFANTRY, CHARACTER, GRENADES, GREAT DEVOURER, CULT GUERRILLA
FACTION KEYWORDS:
GENESTEALER CULTS
Cult Insurrectionist
M
6"
T
3
SV
5+
W
4
LD
6+
OC
1
INSV
5+
CORE ABILITIESCrucible, Deep Strike, Leader
ABILITIES
Cult Demagogue: While this model is leading a unit, each time a model in that unit makes an attack, you can re-roll the Hit roll.
UNIT COMPOSITION
  • 1 Cult Insurrectionist
YOUR UNIT COSTS
1 model
80
KEYWORDS: INFANTRY, CHARACTER, GREAT DEVOURER, CULT INSURRECTIONIST
FACTION KEYWORDS:
GENESTEALER CULTS
Voice of the Patriarch
M
6"
T
3
SV
5+
W
4
LD
6+
OC
1
INSV
5+
CORE ABILITIESCrucible, Deep Strike, Leader
ABILITIES
Biohorror Disruption (Psychic): Ranged weapons equipped by models in this unit have the [LETHAL HITS] ability.
UNIT COMPOSITION
  • 1 Voice of the Patriarch
YOUR UNIT COSTS
1 model
70
KEYWORDS: INFANTRY, CHARACTER, PSYKER, GREAT DEVOURER, VOICE OF THE PATRIARCH
FACTION KEYWORDS:
GENESTEALER CULTS

02 – Specialisms

Dirtcycle: Change this model’s Move characteristic to 12", its Toughness characteristic to 4, remove the INFANTRY keyword, and add the MOUNTED keyword. Remove the Deep Strike and Infiltrators abilities (if applicable), it gains the Scouts 9" and Stealth abilities, and replace the list of units this model can be attached to: ATALAN JACKALS.
Shepherd of the Blessed: Replace the list of units this model can be attached to: ABERRANTS.

03 – Ability

Blessed Venom: Melee weapons equipped by models in this unit have the [ANTI-INFANTRY 3+] ability.
Elusive: Once per turn, when an enemy unit ends a Normal, Advance or Fall Back move within 9" of this model, if this model is not part of an Attached unit and if this model is not within Engagement Range of one or more enemy units, it can make a Normal move of up to 6".
Insidious Evasion: At the end of your opponent’s Fight phase, if this unit is not within Engagement Range of any enemy units, once per battle, you may remove this unit from the battlefield and place it into Strategic Reserves.
Psychic Spoor: At the start of the first battle round, select one enemy unit to be this model’s prey. Each time this model makes an attack that targets its prey, you can re-roll the Hit roll and you can re-roll the Wound roll.
Shadow Killer: If this model is not part of an Attached unit and if this model is equipped with no ranged weapons (excluding pistols), enemy units cannot use the Fire Overwatch stratagem to shoot at this model.
Spiritual Leader: Once per battle, at the start of any phase, you can select one friendly GENESTEALER CULTS unit that is Battle-shocked and within 12" of this model. That unit is no longer Battle-shocked.
Twisted Science: While this model is leading a unit, melee weapons equipped by models in that unit have the [LETHAL HITS] ability.
Voice of New Truths: In your Command phase, one model from your army with this ability can use it. If it does, select one enemy unit within 18" of it; that enemy unit must take a Battle-shock test.

04 – Weapons

RANGED WEAPONS
RANGE
A
BS
S
AP
D
Chemical vials Anti-Infantry 2+
Chemical vials Anti-Infantry 2+
6"
1
3+
1
-1
2
Cult sniper rifle Anti-Psyker 2+ Heavy Precision
Cult sniper rifle Anti-Psyker 2+ Heavy Precision
36"
1
3+
7
-2
3
Demolition charges Assault Blast One Shot
Demolition charges Assault Blast One Shot
6"
D6
3+
9
-2
2
Flamer Ignores Cover Torrent
Flamer Ignores Cover Torrent
12"
D6
N/A
4
0
1
Grenade launcher – frag Blast
Grenade launcher – frag Blast
24"
D3
3+
4
0
1
Grenade launcher – krak
Grenade launcher – krak
24"
1
3+
9
-2
D3
Heavy stubber Rapid Fire 3
Heavy stubber Rapid Fire 3
36"
3
3+
4
0
1
Hybrid firearm Rapid Fire 1
Hybrid firearm Rapid Fire 1
24"
1
3+
3
0
1
Mining laser Heavy
Mining laser Heavy
24"
1
4+
10
-3
D6+1
Psionic Cascade – witchfire* Ignores Cover Psychic
Psionic Cascade – witchfire* Ignores Cover Psychic
18"
1
3+
12
-3
D6+1
Psionic Cascade – focused witchfire* Hazardous Ignores Cover Psychic
Psionic Cascade – focused witchfire* Hazardous Ignores Cover Psychic
18"
2
3+
12
-3
D6+1
Remote explosives Blast Indirect Fire
Remote explosives Blast Indirect Fire
24"
D6+3
3+
5
0
1
Seismic cannon Heavy Rapid Fire 2
Seismic cannon Heavy Rapid Fire 2
24"
2
4+
6
-1
D3
Webber Devastating Wounds Torrent
Webber Devastating Wounds Torrent
12"
D6
N/A
2
0
1
PISTOLS
RANGE
A
BS
S
AP
D
Anointed pistol Pistol
Anointed pistol Pistol
12"
1
2+
4
0
1
Autopistol Pistol
Autopistol Pistol
12"
1
2+
3
0
1
Hand flamer Ignores Cover Pistol Torrent
Hand flamer Ignores Cover Pistol Torrent
12"
D6
N/A
3
0
1
Liberator autostub Devastating Wounds Pistol
Liberator autostub Devastating Wounds Pistol
12"
2
2+
6
-2
1
Scoped needle pistol Anti-Infantry 2+ Ignores Cover Pistol
Scoped needle pistol Anti-Infantry 2+ Ignores Cover Pistol
18"
1
2+
1
0
D3
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Bio-dagger Anti-Infantry 3+ Precision
Bio-dagger Anti-Infantry 3+ Precision
Melee
6
2+
3
-2
2
Close-combat weapon
Close-combat weapon
Melee
4
3+
3
0
1
Cult bonesword
Cult bonesword
Melee
5
2+
5
-2
1
Cult claws and talons
Cult claws and talons
Melee
4
2+
4
-2
1
Force stave* Psychic
Force stave* Psychic
Melee
3
3+
5
-1
D3
Heavy mining tool Anti-Vehicle 4+
Heavy mining tool Anti-Vehicle 4+
Melee
3
3+
5
-2
3
Injector goad Anti-Infantry 2+
Injector goad Anti-Infantry 2+
Melee
1
3+
2
0
D3
Metamorph mutations – strike
Metamorph mutations – strike
Melee
3
2+
5
-1
2
Metamorph mutations – sweep
Metamorph mutations – sweep
Melee
5
2+
4
-1
1
Power weapon
Power weapon
Melee
4
2+
4
-2
1
Toxin injector claw** Anti-Infantry 2+ Extra Attacks
Toxin injector claw** Anti-Infantry 2+ Extra Attacks
Melee
2
2+
2
0
D3
* PSYKER only.
** A model cannot have more than one of this weapon.

Grey Knights

01 – Archetype

Champion of Titan
M
6"
T
4
SV
2+
W
4
LD
6+
OC
1
INSV
4+
LEADER
This model can be attached to the following units: PURGATION SQUAD; STRIKE SQUAD
CORE ABILITIESCrucible, Deep Strike, Leader
ARMY RULESGate of Infinity
ABILITIES
Might of Titan: Once per battle, at the start of a phase, this model can use this ability. If it does, until the end of the phase, add 3 to the Attacks and Strength characteristics of melee weapons equipped by this model.
UNIT COMPOSITION
  • 1 Champion of Titan
YOUR UNIT COSTS
1 model
90
KEYWORDS: INFANTRY, CHARACTER, PSYKER, GRENADES, IMPERIUM, CHAMPION OF TITAN
FACTION KEYWORDS:
GREY KNIGHTS
Dreadknight Champion
M
8"
T
8
SV
2+
W
13
LD
6+
OC
4
INSV
4+
CORE ABILITIESCrucible, Deadly Demise D3, Deep Strike
ARMY RULESGate of Infinity
ABILITIES
Surge of Wrath: Each time this model makes a melee attack that targets a MONSTER or VEHICLE unit, you can re-roll the Hit roll, you can re-roll the Wound roll and you can re-roll the Damage roll.

Damaged: 1-4 Wounds Remaining: While Damaged, subtract 1 from Hit rolls when it makes attacks.
UNIT COMPOSITION
  • 1 Dreadknight Champion

    This Crucible Champion can be equipped with up to three ranged weapons instead of up to one.
YOUR UNIT COSTS
1 model
210
KEYWORDS: VEHICLE, WALKER, CHARACTER, PSYKER, IMPERIUM, DREADKNIGHT CHAMPION
FACTION KEYWORDS:
GREY KNIGHTS
Venerable Daemon Slayer
M
8"
T
9
SV
2+
W
8
LD
6+
OC
3
CORE ABILITIESCrucible, Deadly Demise 1, Deep Strike
ARMY RULESGate of Infinity
ABILITIES
Guidance of the Ancients: In your Shooting phase, after this unit has shot, select one unit hit by one or more of those attacks. Until the end of the phase, each time a GREY KNIGHTS model from your army makes an attack that targets that unit, add 1 to the Hit roll.
UNIT COMPOSITION
  • 1 Venerable Daemon Slayer

    This Crucible Champion can be equipped with up to two ranged weapons instead of up to one.
YOUR UNIT COSTS
1 model
175
KEYWORDS: VEHICLE, WALKER, CHARACTER, PSYKER, SMOKE, IMPERIUM, VENERABLE DAEMON SLAYER
FACTION KEYWORDS:
GREY KNIGHTS

02 – Specialisms

Order of Purifiers (INFANTRY only): Add the PURIFIER keyword, and add to the list of units this model can be attached to: PURIFIERS.
Personal Teleporter (INFANTRY only): Change this model’s Move characteristic to 12", and add the FLY keyword. Replace the list of units this model can be attached to: INTERCEPTOR SQUAD.
Prognosticars' Foresight: This model has the Scouts 6" ability.
Terminator Armour (INFANTRY only): Change this model’s Move characteristic to 5", its Toughness and Wounds characteristics to 5, and add the TERMINATOR keyword. Replace the list of units this model can be attached to: BROTHERHOOD TERMINATOR SQUAD, PALADIN SQUAD.

03 – Ability

Blessing of the Omnissiah (INFANTRY only): In your Command phase, you can select one friendly GREY KNIGHTS VEHICLE model within 3" of this model. That model regains up to D3 lost wounds and, until the start of your next Command phase, each time that model makes an attack, add 1 to the Hit roll. Each model can only be selected for this ability once per turn.
Clarion of Haste (Psychic): While this model is leading a unit, that unit is eligible to declare a charge in a turn in which it Advanced.
Eye of Judgement (Psychic) (+10 pts): Each time this model makes an attack, you can re-roll the Wound roll.
Haloed in Soulfire (Psychic): While this model is leading a unit, that unit can only be selected as the target of a ranged attack if the attacking model is within 18".
Hammerhand (Psychic): While this model is leading a unit, melee weapons equipped by models in that unit have the [LETHAL HITS] ability.
Litanies of Sanctity: Once per battle, at the start of any phase, you can select one friendly GREY KNIGHTS unit that is Battle-shocked and within 12" of this model. That unit is no longer Battle-shocked.
Sanctic Hood: Models in this unit have the Feel No Pain 4+ ability against Psychic Attacks.
Warrior Strategist: Once per battle round, one model from your army with this ability can use it when its unit is targeted with a Stratagem. If it does, reduce the CP cost of that use of that Stratagem by 1CP.
Zealous Path: While this model is leading a unit, you can re-roll Charge rolls made for that unit.

04 – Weapons

RANGED WEAPONS
RANGE
A
BS
S
AP
D
Assault cannon*± Devastating Wounds
Assault cannon*± Devastating Wounds
24"
6
3+
6
0
1
Combi-weapon Anti-Infantry 4+ Devastating Wounds Rapid Fire 1
Combi-weapon Anti-Infantry 4+ Devastating Wounds Rapid Fire 1
24"
1
3+
4
0
1
Forge bolter
Forge bolter
24"
3
2+
5
-1
2
Fragstorm grenade launcher** Blast
Fragstorm grenade launcher** Blast
18"
D6
3+
4
0
1
Gatling psilencer**± Psychic Sustained Hits 1
Gatling psilencer**± Psychic Sustained Hits 1
24"
12
3+
6
0
1
Heavy flamer* Torrent Ignores Cover
Heavy flamer* Torrent Ignores Cover
12"
D6
N/A
5
-1
1
Heavy incinerator**± Ignores Cover Torrent
Heavy incinerator**± Ignores Cover Torrent
18"
2D6
N/A
6
-1
1
Heavy plasma cannon – standard*± Blast
Heavy plasma cannon – standard*± Blast
36"
D3
3+
7
-2
2
Heavy plasma cannon – supercharge*± Blast Hazardous
Heavy plasma cannon – supercharge*± Blast Hazardous
36"
D3
3+
8
-3
2
Heavy psycannon**± Ignores Cover Psychic
Heavy psycannon**± Ignores Cover Psychic
24"
6
3+
10
-2
3
Incinerator Ignores Cover Torrent
Incinerator Ignores Cover Torrent
12"
D6
N/A
6
-1
1
Psilencer Precision Psychic Sustained Hits 1
Psilencer Precision Psychic Sustained Hits 1
24"
6
2+
5
0
1
Psycannon Psychic
Psycannon Psychic
24"
3
2+
8
-1
2
Purifying flame Anti-Infantry 2+ Ignores Cover Psychic
Purifying flame Anti-Infantry 2+ Ignores Cover Psychic
18"
3
3+
4
-2
1
Storm bolter Rapid Fire 2
Storm bolter Rapid Fire 2
24"
2
2+
4
0
1
Sublimator**± Melta 4 Psychic Twin-Linked
Sublimator**± Melta 4 Psychic Twin-Linked
18"
2
3+
9
-4
D6
Twin lascannon*± Twin-Linked
Twin lascannon*± Twin-Linked
48"
1
3+
12
-3
D6+1
Vortex of Doom Blast Psychic
Vortex of Doom Blast Psychic
18"
D6+3
3+
8
-2
2
PISTOLS
RANGE
A
BS
S
AP
D
Grav-pistol Anti-Vehicle 2+ Pistol
Grav-pistol Anti-Vehicle 2+ Pistol
12"
1
2+
4
-1
2
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Close-combat weapon
Close-combat weapon
Melee
5
3+
4
0
1
Crozius arcanum
Crozius arcanum
Melee
5
2+
6
-1
2
Dreadfists**
Dreadfists**
Melee
6
2+
6
-1
1
Dreadnought combat weapon*
Dreadnought combat weapon*
Melee
5
3+
12
-2
3
Nemesis daemon greathammer** Psychic
Nemesis daemon greathammer** Psychic
Melee
5
3+
14
-3
D6+1
Nemesis flail** Psychic
Nemesis flail** Psychic
Melee
10
2+
5
-1
2
Nemesis force weapon Psychic
Nemesis force weapon Psychic
Melee
5
2+
6
-2
2
Nemesis greatsword – strike** Psychic
Nemesis greatsword – strike** Psychic
Melee
5
2+
10
-2
D6
Nemesis greatsword – sweep** Psychic
Nemesis greatsword – sweep** Psychic
Melee
10
2+
5
-1
1
Nemesis mace** Anti-Character 2+ Precision Psychic
Nemesis mace** Anti-Character 2+ Precision Psychic
Melee
5
2+
6
-3
3
Omnissian power axe
Omnissian power axe
Melee
4
3+
6
-2
2
Servo-arm Extra Attacks
Servo-arm Extra Attacks
Melee
1
3+
8
-2
3
* VENERABLE DAEMON SLAYER only.
** DREADKNIGHT CHAMPION only.
± You cannot choose more than two of these options, and you cannot take duplicates.

Imperial Agents

01 – Archetype

Deathwatch Agent
M
6"
T
4
SV
3+
W
5
LD
6+
OC
1
INSV
4+
LEADER
This model can be attached to the following units: DEATHWATCH KILL TEAM
CORE ABILITIESCrucible, Leader
ARMY RULESAssigned Agents
ABILITIES
Your Vigil Is Not Yet Ended: While this model is leading a unit, in your Command phase, you can return 1 destroyed model (excluding CHARACTER models) to that unit.
UNIT COMPOSITION
  • 1 Deathwatch Agent
YOUR UNIT COSTS
1 model
105
KEYWORDS: INFANTRY, CHARACTER, GRENADES, IMPERIUM, ORDO XENOS, DEATHWATCH, DEATHWATCH AGENT
FACTION KEYWORDS:
IMPERIAL AGENTS
Enthroned Agent
M
8"
T
7
SV
3+
W
9
LD
6+
OC
3
INSV
4+
CORE ABILITIESCrucible, Deadly Demise 1
ARMY RULESAssigned Agents
ABILITIES
Towering Reputation (Aura): While a friendly unit is within 6" of this model, improve the Leadership characteristic of models in that unit by 1. While an enemy unit is within 6" of this model, worsen the Leadership characteristic of models in that unit by 1.
UNIT COMPOSITION
  • 1 Enthroned Agent

    This Crucible Champion can be equipped with up to two ranged weapons instead of up to one.
YOUR UNIT COSTS
1 model
120
KEYWORDS: VEHICLE, WALKER, CHARACTER, IMPERIUM, ENTHRONED AGENT
FACTION KEYWORDS:
IMPERIAL AGENTS
Martial Agent
M
6"
T
3
SV
4+
W
4
LD
6+
OC
1
INSV
5+
CORE ABILITIESCrucible, Leader, Lone Operative
ARMY RULESAssigned Agents
ABILITIES
Moment of Glory: Once per battle, in the Fight phase, this model can use this ability. If it does, until the end of the phase, improve the Strength and Attacks characteristics of melee weapons equipped by this model by 3.
UNIT COMPOSITION
  • 1 Martial Agent
YOUR UNIT COSTS
1 model
60
KEYWORDS: INFANTRY, CHARACTER, GRENADES, IMPERIUM, MARTIAL AGENT
FACTION KEYWORDS:
IMPERIAL AGENTS

02 – Specialisms

Ordo Hereticus (MARTIAL AGENT or ENTHRONED AGENT only): Add the ORDO HERETICUS and INQUISITOR keywords. Add to the list of units MARTIAL AGENT models can be attached to: EXACTION SQUAD, IMPERIUM BATTLELINE, IMPERIAL NAVY BREACHERS, INQUISITORIAL AGENTS, SISTERS OF BATTLE SQUAD, SUBDUCTOR SQUAD, VIGILANT SQUAD.
Ordo Malleus (MARTIAL AGENT or ENTHRONED AGENT only): Add the ORDO MALLEUS and INQUISITOR keywords. Add to the list of units MARTIAL AGENT models can be attached to: EXACTION SQUAD, GREY KNIGHTS TERMINATOR SQUAD, IMPERIUM BATTLELINE, IMPERIAL NAVY BREACHERS, INQUISITORIAL AGENTS, SUBDUCTOR SQUAD, VIGILANT SQUAD.
Ordo Xenos (MARTIAL AGENT or ENTHRONED AGENT only): Add the ORDO XENOS and INQUISITOR keywords. Add to the list of units MARTIAL AGENT models can be attached to: DEATHWATCH KILL TEAM, EXACTION SQUAD, IMPERIUM BATTLELINE, IMPERIAL NAVY BREACHERS, INQUISITORIAL AGENTS, SUBDUCTOR SQUAD, VIGILANT SQUAD.
Rogue Trader (MARTIAL AGENT or ENTHRONED AGENT only): Add the VOIDFARERS and ROGUE TRADER keywords. Add to the list of units MARTIAL AGENT models can be attached to: IMPERIAL NAVY BREACHERS, VOIDSMEN-AT-ARMS.
The Long Vigil (DEATHWATCH AGENT only): Replace the IMPERIAL AGENTS Faction keyword with ADEPTUS ASTARTES and DEATHWATCH. Replace the list of units this model can lead to: KILL TEAM (excluding FLY, GRAVIS and TERMINATOR).

03 – Ability

Backroom Deals (ROGUE TRADER only): While this model is leading a unit, models in that unit have the Infiltrators ability.
High-handed Authority: While this model is leading a unit, it can embark within any TRANSPORT that its Bodyguard unit can embark within.
Holy Hatred: Melee weapons equipped by models in this unit have the [SUSTAINED HITS 1] ability.
Nowhere to Hide: Ranged weapons equipped by models in this unit have the [LETHAL HITS] ability.
Oracular Gifts (INQUISITOR only): This model has the PSYKER keyword. Enemy units that are set up on the battlefield as Reinforcements cannot be set up within 12" of this model.
Termination: Each time a model in this unit makes an attack that targets a unit that is Below Half-strength, add 1 to the Hit roll.

04 – Weapons

RANGED WEAPONS
RANGE
A
BS
S
AP
D
Arbites combat shotgun Assault
Arbites combat shotgun Assault
18"
2
3+
4
0
1
Arbites grenade launcher – frag Blast
Arbites grenade launcher – frag Blast
24"
D3
3+
4
0
1
Arbites grenade launcher – krak
Arbites grenade launcher – krak
24"
1
3+
9
-2
D3
Artificer shotgun Assault
Artificer shotgun Assault
12"
2
3+
4
0
2
Artificer-crafted storm bolter Rapid Fire 2
Artificer-crafted storm bolter Rapid Fire 2
24"
2
3+
4
0
2
Boltgun Rapid Fire 1
Boltgun Rapid Fire 1
24"
1
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
3+
4
-2
1
Condemnor boltgun Anti-Psyker 2+ Devastating Wounds Precision Rapid Fire 1
Condemnor boltgun Anti-Psyker 2+ Devastating Wounds Precision Rapid Fire 1
24"
1
3+
4
0
1
Executioner shotgun Ignores Cover Precision
Executioner shotgun Ignores Cover Precision
24"
1
3+
5
-1
1
Heavy bolter* Heavy Sustained Hits 1
Heavy bolter* Heavy Sustained Hits 1
36"
3
4+
5
-1
2
Lasgun Rapid Fire 1
Lasgun Rapid Fire 1
24"
1
3+
3
0
1
Master-crafted bolt sniper rifle*** Heavy Precision
Master-crafted bolt sniper rifle*** Heavy Precision
36"
1
2+
5
-2
3
Meltagun Melta 2
Meltagun Melta 2
12"
1
3+
9
-4
D6
Ministorum flamer Ignores Cover Torrent
Ministorum flamer Ignores Cover Torrent
12"
D6
N/A
5
0
1
Ministorum heavy flamer* Ignores Cover Torrent
Ministorum heavy flamer* Ignores Cover Torrent
12"
D6
N/A
6
-1
1
Multi-melta* Heavy Melta 4
Multi-melta* Heavy Melta 4
18"
2
4+
9
-4
D6
Plasma gun – standard Rapid Fire 1
Plasma gun – standard Rapid Fire 1
24"
1
3+
7
-2
1
Plasma gun – supercharge Hazardous Rapid Fire 1
Plasma gun – supercharge Hazardous Rapid Fire 1
24"
1
3+
8
-3
2
Psychic Shock Wave** Devastating Wounds Psychic Torrent
Psychic Shock Wave** Devastating Wounds Psychic Torrent
18"
2D6
N/A
3
-2
1
Unholy Gaze** Psychic
Unholy Gaze** Psychic
18"
3
3+
8
-2
D3
Vigil spear***
Vigil spear***
24"
2
2+
4
-1
2
Webber Assault Devastating Wounds Torrent
Webber Assault Devastating Wounds Torrent
12"
D6
N/A
2
0
1
PISTOLS
RANGE
A
BS
S
AP
D
Agent firearm Pistol
Agent firearm Pistol
12"
1
3+
4
-1
1
Heavy bolt pistol*** Pistol
Heavy bolt pistol*** Pistol
12"
1
2+
4
-1
1
Holy pistol Pistol
Holy pistol Pistol
12"
3
3+
4
0
1
Household pistol Pistol Devastating Wounds
Household pistol Pistol Devastating Wounds
12"
2
3+
5
-2
2
Inferno pistol Melta 2 Pistol
Inferno pistol Melta 2 Pistol
6"
1
3+
8
-4
D3
Ministorum hand flamer Ignores Cover Torrent
Ministorum hand flamer Ignores Cover Torrent
12"
D6
N/A
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
Voltaic pistol Pistol Sustained Hits 2
Voltaic pistol Pistol Sustained Hits 2
12"
3
3+
4
-2
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Chainfist Anti-Vehicle 3+
Chainfist Anti-Vehicle 3+
Melee
3
4+
6
-2
2
Chainsword
Chainsword
Melee
5
3+
3
0
1
Close-combat weapon
Close-combat weapon
Melee
3
3+
3
0
1
Deathwatch weapon*** Devastating Wounds
Deathwatch weapon*** Devastating Wounds
Melee
6
2+
6
-2
2
Eviscerator Devastating Wounds
Eviscerator Devastating Wounds
Melee
3
3+
6
-2
2
Excruciator maul
Excruciator maul
Melee
4
3+
4
-1
2
Force weapon** Psychic
Force weapon** Psychic
Melee
4
3+
5
-2
D3
Power weapon
Power weapon
Melee
5
3+
4
-2
1
Warp grasp** Lethal Hits Psychic
Warp grasp** Lethal Hits Psychic
Melee
4
3+
4
-2
1
* WALKER only.
** PSYKER only.
*** DEATHWATCH AGENT only.

Leagues of Votann

01 – Archetype

Kinhost Commander
M
5"
T
5
SV
3+
W
4
LD
7+
OC
1
INSV
4+
LEADER
This model can be attached to the following units: EINHYR HEARTHGUARD; HEARTHKYN WARRIORS
CORE ABILITIESCrucible, Leader
ARMY RULESPrioritised Efficiency
ABILITIES
Seized Opportunity: Once per phase, one model from your army with this ability can use it when its unit destroys an enemy unit. If it does, you gain 1YP.
UNIT COMPOSITION
  • 1 Kinhost Commander
YOUR UNIT COSTS
1 model
65
KEYWORDS: INFANTRY, CHARACTER, KINHOST COMMANDER
FACTION KEYWORDS:
LEAGUES OF VOTANN
Living Ancestor
M
5"
T
5
SV
4+
W
4
LD
6+
OC
1
INSV
4+
LEADER
This model can be attached to the following units: HEARTHKYN WARRIORS
CORE ABILITIESCrucible, Leader
ARMY RULESPrioritised Efficiency
ABILITIES
Grimnyr's Regard: Once per battle, at the start of any phase, you can select one friendly LEAGUES OF VOTANN unit that is Battle-shocked and within 12" of this model. That unit is no longer Battle-shocked.
UNIT COMPOSITION
  • 1 Living Ancestor
YOUR UNIT COSTS
1 model
70
KEYWORDS: INFANTRY, CHARACTER, PSYKER, LIVING ANCESTOR
FACTION KEYWORDS:
LEAGUES OF VOTANN
Steeljack Elder
M
5"
T
6
SV
2+
W
5
LD
7+
OC
1
CORE ABILITIESCrucible, Leader
ARMY RULESPrioritised Efficiency
ABILITIES
Forgewrought Skill: Each time this model makes an attack, you can re-roll the Hit roll.
UNIT COMPOSITION
  • 1 Steeljack Elder
YOUR UNIT COSTS
1 model
80
KEYWORDS: INFANTRY, CHARACTER, IRONKIN STEELJACK, STEELJACK ELDER
FACTION KEYWORDS:
LEAGUES OF VOTANN

02 – Specialisms

Cthonian Augmentations (+20 pts) (KINHOST COMMANDER only): Change this model’s Move characteristic to 6", its Toughness characteristic to 6, its Save characteristic to 5+, and it gains the Feel No Pain 4+ ability. Replace the list of units this model can be attached to: CTHONIAN BESERKS.
Exoarmour (KINHOST COMMANDER only): Change this model’s Save characteristic to 2+, add the EXOARMOUR keyword, it is equipped with 1 exoarmour grenade launcher in addition to the weapons you choose in Step 4, and replace the list of units this model can be attached to: EINHYR HEARTHGUARD.
Exoframe (KINHOST COMMANDER only): Change this model’s Toughness characteristic to 6, and add the EXOFRAME keyword. Replace the list of units this model can be attached to: BRÔKHYR THUNDERKYN.
Magna-coil Bike (+15 pts) (KINHOST COMMANDER or LIVING ANCESTOR only): Change this model’s Move characteristic to 12", its Toughness characteristic to 6, and it gains the Scouts 9" ability. Remove the INFANTRY keyword, add the MOUNTED and FLY keywords, it is equipped with 1 magna-coil autocannon in addition to the weapons you choose in Step 4, and replace the list of units this model can be attached to: HERNKYN PIONEERS.
Yaegir (+10 pts) (KINHOST COMMANDER or LIVING ANCESTOR only): Change this model’s Move characteristic to 6", its Save characteristic to 5+, and it gains the Infiltrators ability. Replace the list of units this model can be attached to: HERNKYN YAEGIRS.

03 – Ability

Barrier Tech Repulsion (Psychic) (PSYKER only): Each time a ranged attack targets this unit, subtract 1 from the Hit roll.
Exemplar of the Einhyr: While this model is leading a unit, add 1 to Advance and Charge rolls made for that unit.
Forgewrought Expertise: At the end of your Movement phase, this unit can repair one friendly LEAGUES OF VOTANN VEHICLE, EXOFRAME or IRONKIN STEELJACKS unit within 3" of it. One model in that unit regains up to D3 lost wounds. Each unit can only be repaired once per turn.
Kindred Hero: While this model is leading a unit, weapons equipped by models in that unit have the [LETHAL HITS] ability.
Rampart Crest: While the bearer is leading a unit, models in that unit have a 5+ invulnerable save.
Teleport Crest (INFANTRY only): While the bearer is leading a unit, models in that unit have the Deep Strike ability.

04 – Weapons

RANGED WEAPONS
RANGE
A
BS
S
AP
D
Ancestral Wrath – witchfire* Psychic
Ancestral Wrath – witchfire* Psychic
24"
3
3+
6
-2
D3
Ancestral Wrath – focused witchfire* Hazardous Psychic
Ancestral Wrath – focused witchfire* Hazardous Psychic
24"
6
3+
6
-2
D3
Autoch-pattern bolter
Autoch-pattern bolter
24"
2
3+
4
0
1
Autoch-pattern combi-bolter
Autoch-pattern combi-bolter
24"
4
2+
4
0
1
Bolt cannon** Sustained Hits 2
Bolt cannon** Sustained Hits 2
36"
3
3+
6
-1
2
Bolt shotgun Assault
Bolt shotgun Assault
18"
2
3+
5
0
1
EtaCarn plasma gun*** Rapid Fire 1
EtaCarn plasma gun*** Rapid Fire 1
24"
1
2+
7
-3
2
Exoarmour grenade launcher*** Blast
Exoarmour grenade launcher*** Blast
24"
D3
2+
3
0
1
Graviton blast cannon** Anti-Monster 3+ Anti-Vehicle 3+
Graviton blast cannon** Anti-Monster 3+ Anti-Vehicle 3+
24"
3
3+
5
-2
3
Graviton rifle Anti-Monster 3+ Anti-Vehicle 3+
Graviton rifle Anti-Monster 3+ Anti-Vehicle 3+
18"
3
3+
5
-1
3
Heavy volkanite disintegrator**** Devastating Wounds
Heavy volkanite disintegrator**** Devastating Wounds
24"
6
3+
6
-1
1
Ion blaster
Ion blaster
18"
1
2+
5
-2
1
Magna-coil autocannon*****
Magna-coil autocannon*****
24"
3
3+
7
-1
2
SP conversion beamer** conversion Lethal Hits
SP conversion beamer** conversion Lethal Hits
24"
2
3+
7
-2
3
Volkanite disintegrator± Devastating Wounds
Volkanite disintegrator± Devastating Wounds
24"
3
2+
5
0
1
PISTOLS
RANGE
A
BS
S
AP
D
Autoch-pattern bolt pistol Pistol
Autoch-pattern bolt pistol Pistol
12"
1
2+
4
0
1
Autoch-pattern bolter Pistol
Autoch-pattern bolter Pistol
24"
2
3+
4
0
1
Bolt revolver**** Pistol
Bolt revolver**** Pistol
12"
1
2+
5
0
1
Theyn's pistol Pistol
Theyn's pistol Pistol
12"
1
2+
8
-2
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Ancestral ward stave* Psychic
Ancestral ward stave* Psychic
Melee
2
3+
7
-1
D3
Close-combat weapon
Close-combat weapon
Melee
2
3+
4
0
1
Concussion gauntlet± Lethal Hits
Concussion gauntlet± Lethal Hits
Melee
3
3+
8
-2
2
Concussion maul Anti-Monster 3+ Anti-Vehicle 3+
Concussion maul Anti-Monster 3+ Anti-Vehicle 3+
Melee
3
3+
5
-2
3
Darkstar axe***
Darkstar axe***
Melee
6
2+
6
-3
2
Forgewrought plasma axe
Forgewrought plasma axe
Melee
4
2+
5
-2
2
Graviton hammer Anti-Monster 3+ Anti-Vehicle 3+
Graviton hammer Anti-Monster 3+ Anti-Vehicle 3+
Melee
3
3+
9
-1
3
Heavy plasma axe
Heavy plasma axe
Melee
3
3+
7
-2
3
Mass gauntlet
Mass gauntlet
Melee
3
3+
8
-3
3
Mass hammer***
Mass hammer***
Melee
3
3+
12
-3
D6+1
Plasma blade gauntlet***
Plasma blade gauntlet***
Melee
3
2+
6
-2
1
Plasma knife
Plasma knife
Melee
3
2+
4
-2
1
Plasma sword*** Sustained Hits 1
Plasma sword*** Sustained Hits 1
Melee
6
3+
6
-2
1
Theyn's melee weapon
Theyn's melee weapon
Melee
3
3+
5
-2
2
* PSYKER only.
** EXOFRAME only.
*** EXOARMOUR only.
**** STEELJACK ELDER only.
***** MOUNTED only. A model cannot have more than one of this weapon.
± EXOARMOUR or STEELJACK ELDER only.

Necrons

01 – Archetype

Dynastic Conqueror
M
5"
T
5
SV
3+
W
6
LD
6+
OC
1
INSV
4+
LEADER
This model can be attached to the following units: IMMORTALS; LYCHGUARD; NECRON WARRIORS
CORE ABILITIESCrucible, Leader
ARMY RULESReanimation Protocols
ABILITIES
Implacable Resilience: Each time an attack is allocated to this model, subtract 1 from the Damage characteristic of that attack.
UNIT COMPOSITION
  • 1 Dynastic Conqueror
YOUR UNIT COSTS
1 model
85
KEYWORDS: INFANTRY, CHARACTER, NOBLE, DYNASTIC CONQUEROR
FACTION KEYWORDS:
NECRONS
Hyperscientist
M
5"
T
4
SV
4+
W
4
LD
6+
OC
1
LEADER
This model can be attached to the following units: IMMORTALS; NECRON WARRIORS
CORE ABILITIESCrucible, Leader
ARMY RULESReanimation Protocols
ABILITIES
UNIT COMPOSITION
  • 1 Hyperscientist
YOUR UNIT COSTS
1 model
85
KEYWORDS: INFANTRY, CHARACTER, CRYPTEK, HYPERSCIENTIST
FACTION KEYWORDS:
NECRONS
Triarchal Overseer
M
8"
T
8
SV
3+
W
12
LD
7+
OC
4
INSV
4+
CORE ABILITIESCrucible, Deadly Demise D3, Scouts 8"
ARMY RULESReanimation Protocols
ABILITIES
Targeting Relay: In your Shooting phase, after this model has shot, select one enemy unit hit by one or more of those attacks. Until the end of the phase, that unit cannot have the Benefit of Cover.
UNIT COMPOSITION
  • 1 Triarchal Overseer
YOUR UNIT COSTS
1 model
120
KEYWORDS: VEHICLE, WALKER, CHARACTER, TRIARCH, STALKER, TRIARCHAL OVERSEER
FACTION KEYWORDS:
NECRONS

02 – Specialisms

Dimensional Oubliette (INFANTRY only): This model gains the Deep Strike ability. Replace the list of units this model can be attached to: DEATHMARKS.
Flayer Curse (+10 pts) (NOBLE only): This model gains the Infiltrators and Stealth abilities, and cannot be equipped with ranged weapons. Replace the list of units this model can be attached to: FLAYED ONES.
Gravity Displacement Pack (INFANTRY only): Change this model’s Move characteristic to 10", add the FLY keyword, and it gains the Deep Strike ability. Replace the list of units this model can be attached to: TRIARCH PRAETORIANS.
Ophydian Lord (+10 pts) (NOBLE only): Change this model’s Move characteristic to 10", add the DESTROYER CULT keyword, and it gains the Deep Strike ability. Replace the list of units this model can be attached to: OPHYDIAN DESTROYERS.
Superior Living Metal (NOBLE only): Change this model's Save characteristic to 2+.

03 – Ability

Adaptive Strategy: This model’s unit is eligible to shoot and declare a charge in a turn in which it Fell Back.
Engrammatic Logic: Once per battle, at the start of any phase, you can select one friendly NECRONS unit that is Battle-shocked and within 12" of this model. That unit is no longer Battle-shocked.
Harbinger of Despair (CRYPTEK only): Once per battle round, at the start of a phase during your turn, you can select one enemy unit within 18" of this model. That unit must take a Battle-shock test, subtracting 1 from the test when it does so.
Harbinger of Destruction (CRYPTEK only): Each time a model in this unit makes a ranged attack, an unmodified Hit roll of 5+ scores a Critical Hit.
Living Lightning (CRYPTEK only): In your Shooting phase, select one enemy unit within 18" of and visible to this model and roll four D6: for each 4+, that enemy unit suffers 1 mortal wound.
My Will Be Done (DYNASTIC CONQUEROR or TRIARCHAL OVERSEER only): Once per battle round, one unit from your army with this ability can be targeted with a stratagem for 0CP, even if you have already targeted a different unit with that stratagem this phase.
Timesplinter Mantle (CRYPTEK only): While this model is leading a unit, each time an attack targets that unit, subtract 1 from the Hit roll.
United in Destruction: While this model is leading a unit, melee weapons equipped by models in that unit have the [LETHAL HITS] ability.

04 – Weapons

RANGED WEAPONS
RANGE
A
BS
S
AP
D
Abyssal lance*
Abyssal lance*
18"
1
4+
6
-3
3
Chronomancer's stave* Blast
Chronomancer's stave* Blast
18"
D6
4+
5
-1
1
Enmitic annihilator** Rapid Fire 2
Enmitic annihilator** Rapid Fire 2
18"
2
2+
6
-1
1
Enmitic exterminator** Heavy Rapid Fire 6 Sustained Hits 1
Enmitic exterminator** Heavy Rapid Fire 6 Sustained Hits 1
36"
6
2+
6
-1
1
Gauss cannon** Lethal Hits
Gauss cannon** Lethal Hits
24"
3
2+
5
-2
2
Gauss destructor** Heavy Lethal Hits
Gauss destructor** Heavy Lethal Hits
48"
1
2+
14
-4
6
Heat ray – dispersed*** Ignores Cover Torrent
Heat ray – dispersed*** Ignores Cover Torrent
12"
2D6
N/A
5
-1
1
Heat ray – focused*** Melta 4
Heat ray – focused*** Melta 4
18"
2
2+
9
-4
D6
Heavy gauss cannon array*** Lethal Hits
Heavy gauss cannon array*** Lethal Hits
24"
6
2+
8
-2
2
Particle caster Devastating Wounds Pistol
Particle caster Devastating Wounds Pistol
12"
3
2+
5
0
1
Particle shredder*** Blast Devastating Wounds
Particle shredder*** Blast Devastating Wounds
18"
D6+6
2+
7
0
1
Plasmic lance*
Plasmic lance*
18"
3
4+
7
-3
2
Relic gauss blaster Lethal Hits Rapid Fire 2
Relic gauss blaster Lethal Hits Rapid Fire 2
24"
2
2+
5
-1
2
Rod of covenant
Rod of covenant
12"
1
2+
5
-2
2
Staff of light
Staff of light
18"
3
2+
5
-2
1
Tachyon arrow One Shot
Tachyon arrow One Shot
72"
1
2+
16
-5
D6+2
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Abyssal lance*
Abyssal lance*
Melee
1
4+
6
-3
3
Chronomancer's stave*
Chronomancer's stave*
Melee
3
4+
5
-1
1
Close-combat weapon
Close-combat weapon
Melee
4
3+
5
0
1
Flayer claws Sustained Hits 1 Twin-Linked
Flayer claws Sustained Hits 1 Twin-Linked
Melee
4
3+
4
-1
1
Flensing claw**
Flensing claw**
Melee
8
2+
6
-1
1
Hyperphase harvester**
Hyperphase harvester**
Melee
4
2+
10
-3
3
Hyperphase sword
Hyperphase sword
Melee
3
3+
6
-2
1
Lord's blade Devastating Wounds
Lord's blade Devastating Wounds
Melee
4
2+
8
-3
2
Ophydian hyperphase weapons**
Ophydian hyperphase weapons**
Melee
5
3+
4
-2
2
Plasmic lance*
Plasmic lance*
Melee
2
4+
7
-3
2
Rod of covenant
Rod of covenant
Melee
3
3+
5
-2
2
Skorpekh hyperphase weapons**
Skorpekh hyperphase weapons**
Melee
4
3+
7
-2
2
Staff of light
Staff of light
Melee
4
2+
5
-2
1
Stalker's forelimbs***
Stalker's forelimbs***
Melee
4
3+
7
-1
3
Voidblade
Voidblade
Melee
4
3+
5
-2
1
Voidscythe Devastating Wounds
Voidscythe Devastating Wounds
Melee
3
3+
12
-3
3
Warscythe Devastating Wounds
Warscythe Devastating Wounds
Melee
2
3+
8
-3
2
* CRYPTEK only.
** DESTROYER CULT only.
*** VEHICLE only.

Orks

01 – Archetype

Hordeboss
M
6"
T
5
SV
4+
W
5
LD
7+
OC
1
LEADER
This model can be attached to the following units: BOYZ; NOBZ
CORE ABILITIESCrucible, Leader
ARMY RULESWaaagh!
ABILITIES
More Lads, More Swagger: Improve this model’s Leadership characteristic by 1 for every 5 models in this unit.
UNIT COMPOSITION
  • 1 Hordeboss
YOUR UNIT COSTS
1 model
75
KEYWORDS: INFANTRY, CHARACTER, GRENADES, HORDEBOSS
FACTION KEYWORDS:
ORKS
Upstart Gretchin
M
6"
T
2
SV
7+
W
3
LD
8+
OC
2
LEADER
This model can be attached to the following units: GRETCHIN
CORE ABILITIESCrucible, Leader
ARMY RULESWaaagh!
ABILITIES
Skulkin' Grot: While this model is leading a unit, models in that unit have the Infiltrators and Stealth abilities.
UNIT COMPOSITION
  • 1 Upstart Gretchin

    This model can only be equipped with up to two Grot blastas, up to one attack squig, and one close-combat weapon.
YOUR UNIT COSTS
1 model
40
KEYWORDS: INFANTRY, CHARACTER, GRENADES, GROTS, UPSTART GRETCHIN
FACTION KEYWORDS:
ORKS
Warphead
M
6"
T
5
SV
5+
W
4
LD
7+
OC
1
LEADER
This model can be attached to the following units: Boyz; Nobz; Gretchin
CORE ABILITIESCrucible, Deadly Demise D3, Leader
ARMY RULESWaaagh!
ABILITIES
Channellin' da Waaagh!: Each time this model attacks with a Psychic weapon: until the end of the phase, improve the Attacks, Strength and Damage characteristics of that weapon by 1 for every 5 models in this unit. While this unit contains 10 or more models, those weapons have the [HAZARDOUS] ability.
UNIT COMPOSITION
  • 1 Warphead
YOUR UNIT COSTS
1 model
65
KEYWORDS: INFANTRY, CHARACTER, PSYKER, WARPHEAD
FACTION KEYWORDS:
ORKS

02 – Specialisms

Rokkit Pack (HORDEBOSS only): Change this model’s Move characteristic to 12", add the JUMP PACK and FLY keywords, and it gains the Deep Strike ability. Replace the list of units this model can be attached to: STORMBOYZ.
Smasha Squig (+15 pts) (HORDEBOSS or WARPHEAD only): Change this model’s Move characteristic to 10", its Toughness characteristic to 7, its Save characteristic to 4+, its Wounds characteristic to 6, and it is equipped with 1 squig jaws in addition to the weapons you choose in Step 4. Remove the INFANTRY keyword, add the MOUNTED and BEAST SNAGGA keywords, and replace the list of units this model can be attached to: SQUIGHOG BOYZ.
Top-tier Gubbinz (HORDEBOSS only): Add the MEK keyword. Replace the list of units this model can be attached to: BURNA BOYZ, FLASH GITZ, KOMMANDOS, LOOTAS, MEK GUNZ, TANKBUSTAS.
Warbike (+10 pts) (HORDEBOSS or WARPHEAD only): Change this model’s Move characteristic to 12", its Toughness and Wounds characteristics to 6, its Save characteristic to 4+, and it is equipped with 1 twin dakkagun in addition to the weapons you choose in Step 4. Remove the INFANTRY keyword, add the MOUNTED keyword, and replace the list of units this model can be attached to: WARBIKERS.

03 – Ability

Dok's Toolz (HORDEBOSS or UPSTART GRETCHIN only): While this model is leading a unit, models in that unit have the Feel No Pain 5+ ability.
Kustom Force Field (HORDEBOSS only): While the bearer is leading a unit, models in that unit have a 4+ invulnerable save against ranged attacks.
Malicious Opportunist (UPSTART GRETCHIN only): While this model is leading a unit, each time a model in that unit makes an attack, add 1 to the Hit roll and add 1 to the Wound roll.
Might is Right (HORDEBOSS only): While this model is leading a unit, each time a model in that unit makes a melee attack, add 1 to the Hit roll.
Roar of Mork (Psychic) (WARPHEAD only): In your opponent’s Command phase, you can select one enemy unit within 18" of and visible to this PSYKER and roll one D6: on a 1, this unit suffers D3 mortal wounds; on a 2+, until the start of your opponent’s next Command phase, that enemy unit is confrazzled. While a unit is confrazzled, each time a Battle-shock or Leadership test is taken for it, subtract 2 from that test.
Thunderous Dakkastorm: In your Shooting phase, after this model has shot, select one enemy unit hit by one or more of those attacks; that unit must take a Battle-shock test.

04 – Weapons

RANGED WEAPONS
RANGE
A
BS
S
AP
D
'Eadbanger* Precision Psychic
'Eadbanger* Precision Psychic
24"
1
4+
6
-3
1
Big shoota Rapid Fire 2
Big shoota Rapid Fire 2
36"
3
5+
5
0
1
Burna Ignores Cover Torrent
Burna Ignores Cover Torrent
12"
D6
N/A
4
0
1
Eyez of Mork* Psychic
Eyez of Mork* Psychic
18"
D6
5+
8
-3
2
Kombi-weapon Anti-Infantry 4+ Devastating Wounds Rapid Fire 1
Kombi-weapon Anti-Infantry 4+ Devastating Wounds Rapid Fire 1
24"
1
5+
4
0
1
Kustom mega-blasta Hazardous
Kustom mega-blasta Hazardous
24"
3
5+
9
-2
D6
Kustom mega-slugga Blast Hazardous
Kustom mega-slugga Blast Hazardous
12"
D3
5+
8
-2
D6
Kustom shoota Rapid Fire 2
Kustom shoota Rapid Fire 2
18"
4
5+
4
0
1
Rokkit launcha Blast
Rokkit launcha Blast
24"
D3
5+
9
-2
3
Saddlegit weapons** Assault
Saddlegit weapons** Assault
9"
1
4+
3
0
1
Shokk attack gun Blast Heavy
Shokk attack gun Blast Heavy
60"
D6+1
5+
9
-4
D6
Shoota Rapid Fire 1
Shoota Rapid Fire 1
18"
2
5+
4
0
1
Snazzgun Heavy Sustained Hits 1
Snazzgun Heavy Sustained Hits 1
24"
3
5+
6
-1
2
Traktor blasta Anti-Fly 3+ Devastating Wounds
Traktor blasta Anti-Fly 3+ Devastating Wounds
36"
1
5+
10
-2
D6+1
Twin dakkagun*** Assault Rapid Fire 2 Twin-Linked
Twin dakkagun*** Assault Rapid Fire 2 Twin-Linked
18"
3
5+
5
0
1
PISTOLS
RANGE
A
BS
S
AP
D
Grot blasta Pistol
Grot blasta Pistol
12"
1
4+
3
0
1
Rokkit pistol Pistol
Rokkit pistol Pistol
12"
1
5+
9
-2
3
Slugga Pistol
Slugga Pistol
12"
1
5+
4
0
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
'Uge choppa
'Uge choppa
Melee
4
2+
12
-2
2
'Urty syringe Anti-Infantry 4+ Extra Attacks Precision
'Urty syringe Anti-Infantry 4+ Extra Attacks Precision
Melee
1
3+
2
0
1
Attack squig Extra Attacks
Attack squig Extra Attacks
Melee
2
4+
4
0
1
Beast Snagga klaw Anti-Monster 4+ Anti-Vehicle 4+
Beast Snagga klaw Anti-Monster 4+ Anti-Vehicle 4+
Melee
4
3+
9
-2
2
Beastchoppa Anti-Monster 4+ Anti-Vehicle 4+
Beastchoppa Anti-Monster 4+ Anti-Vehicle 4+
Melee
6
2+
6
-1
2
Big choppa
Big choppa
Melee
5
2+
7
-1
2
Choppa
Choppa
Melee
5
3+
4
-1
1
Close-combat weapon
Close-combat weapon
Melee
4
3+
4
0
1
Cuttin' flames
Cuttin' flames
Melee
3
3+
4
-2
1
Drilla
Drilla
Melee
2
3+
12
-3
3
Killsaw
Killsaw
Melee
3
3+
12
-3
2
Knucklebustas Anti-Monster 4+ Anti-Vehicle 4+ Twin-Linked
Knucklebustas Anti-Monster 4+ Anti-Vehicle 4+ Twin-Linked
Melee
5
2+
5
-1
1
Power klaw
Power klaw
Melee
4
3+
9
-2
2
Power snappa
Power snappa
Melee
5
2+
7
-1
2
Smash hammer Anti-Monster 4+ Anti-Vehicle 4+
Smash hammer Anti-Monster 4+ Anti-Vehicle 4+
Melee
3
3+
6
-2
3
Squig jaws** Extra Attacks
Squig jaws** Extra Attacks
Melee
3
4+
6
-1
2
Tankhammer Anti-Monster 4+ Anti-Vehicle 4+ Devastating Wounds Hazardous
Tankhammer Anti-Monster 4+ Anti-Vehicle 4+ Devastating Wounds Hazardous
Melee
3
3+
6
-2
3
Weirdboy staff* Psychic
Weirdboy staff* Psychic
Melee
3
3+
8
-1
D3
* PSYKER only.
** Model with SMASHA SQUIG only. A model cannot have more than one of this weapon.
*** Model with WARBIKE only. A model cannot have more than one of this weapon.

Space Marines

01 – Archetype

Champion of the Chapter
M
6"
T
4
SV
3+
W
4
LD
6+
OC
1
LEADER
This model can be attached to the following units: TACTICUS (excluding CHARACTER and FLY); TACTICAL SQUAD
CORE ABILITIESCrucible, Leader
ARMY RULESOath of Moment
ABILITIES
Exemplar Warrior: Once per turn, when this model’s unit is selected to shoot or fight, it can use this ability. If it does, until the end of the phase, each time this model makes an attack, you can re-roll the Wound roll.
UNIT COMPOSITION
  • 1 Champion of the Chapter
YOUR UNIT COSTS
1 model
70
KEYWORDS: INFANTRY, CHARACTER, GRENADES, IMPERIUM, TACTICUS, CHAMPION OF THE CHAPTER
FACTION KEYWORDS:
ADEPTUS ASTARTES
Librarius Adept
M
6"
T
4
SV
3+
W
3
LD
6+
OC
1
LEADER
This model can be attached to the following units: TACTICUS (excluding CHARACTER and FLY); TACTICAL SQUAD
CORE ABILITIESCrucible, Leader
ARMY RULESOath of Moment
ABILITIES
Veil of Time (Psychic): Weapons equipped by models in this unit have the [SUSTAINED HITS 1] ability.
UNIT COMPOSITION
  • 1 Librarius Adept
YOUR UNIT COSTS
1 model
70
KEYWORDS: INFANTRY, CHARACTER, GRENADES, PSYKER, IMPERIUM, TACTICUS, LIBRARIUS ADEPT
FACTION KEYWORDS:
ADEPTUS ASTARTES
Venerable Battle-Brother
M
8"
T
10
SV
2+
W
12
LD
6+
OC
4
CORE ABILITIESCrucible, Deadly Demise D3
ARMY RULESOath of Moment
ABILITIES
Wisdom of the Ancients (Aura): While a friendly ADEPTUS ASTARTES INFANTRY unit is within 6" of this model, each time a model in that unit makes an attack, re-roll a Hit roll of 1.
UNIT COMPOSITION
  • 1 Venerable Battle-Brother
YOUR UNIT COSTS
1 model
160
KEYWORDS: VEHICLE, WALKER, CHARACTER, IMPERIUM, DREADNOUGHT, VENERABLE BATTLE-BROTHER
FACTION KEYWORDS:
ADEPTUS ASTARTES

02 – Specialisms

Conversion Field (+10 pts): This model has a 4+ invulnerable save.
Heavy Jump Pack and Mk X Gravis Armour (INFANTRY only): Change this model’s Move characteristic to 10", its Toughness characteristic to 6 and its Wounds characteristic to 5. Remove the TACTICUS keyword, add the JUMP PACK, FLY and GRAVIS keywords, it gains the Deep Strike ability and replace the list of units this model can be attached to: INCEPTOR SQUAD.
Jump Pack (INFANTRY only): Change this model’s Move characteristic to 12", add the FLY and JUMP PACK keywords, it gains the Deep Strike ability and replace the list of units this model can be attached to: ASSAULT INTERCESSORS WITH JUMP PACKS, VANGUARD VETERAN SQUAD WITH JUMP PACKS.
Mk X Gravis Armour (INFANTRY only): Change this model’s Move characteristic to 5", its Toughness characteristic to 6 and its Wounds characteristic to 5. Remove the TACTICUS keyword, add the GRAVIS keyword and replace the list of units this model can be attached to: GRAVIS (excluding FLY).
Mk X Phobos Armour (INFANTRY only): This model gains the Infiltrators and Stealth abilities, remove the TACTICUS keyword, add the PHOBOS keyword, and replace the list of units this model can be attached to: ELIMINATOR SQUAD, INCURSOR SQUAD, INFILTRATOR SQUAD, REIVER SQUAD, SCOUT SQUAD.
Raider-pattern Bike (+15 pts) (INFANTRY only): Change this model’s Move characteristic to 12", its Toughness characteristic to 5, and its Wounds characteristic to 5. Remove the INFANTRY and TACTICUS keywords, add the MOUNTED keyword, it is equipped with 1 twin bolt rifle in addition to the weapons you choose in the next step, and replace the list of units this model can be attached to: OUTRIDER SQUAD.
Terminator Armour (+15 pts) (INFANTRY only): Change this model’s Move characteristic to 5", its Toughness characteristic to 5, its Save characteristic to 2+, and its Wounds characteristic to 5. Remove the TACTICUS keyword, add the TERMINATOR keyword, it has a 4+ invulnerable save, it gains the Deep Strike ability, and replace the list of units this model can be attached to: TERMINATOR ASSAULT SQUAD, TERMINATOR SQUAD.

03 – Ability

Adamantine Will: While this model is leading a unit, models in that unit have the Feel No Pain 4+ ability against Psychic Attacks.
Astartes Banner: Add 1 to the Objective Control characteristic of models in this unit.
Blessing of the Omnissiah (INFANTRY or MOUNTED only): In your Command phase, you can select one friendly ADEPTUS ASTARTES VEHICLE model within 3" of this model. That model regains up to D3 lost wounds and, until the start of your next Command phase, each time that VEHICLE model makes an attack, add 1 to the Hit roll. Each model can only be selected for this ability once per turn.
Litany of Hate (+10 pts): Each time a model in this unit makes a melee attack, add 1 to the Wound roll.
Narthecium: While this model is leading a unit, in your Command phase, you can return 1 destroyed model (excluding CHARACTER models) to that unit.
Rites of Battle: Once per battle round, one unit from your army with this ability can be targeted with a stratagem for 0CP, even if another unit from your army has already been targeted with that stratagem this phase.
Tactical Precision: Weapons equipped by models in this unit have the [LETHAL HITS] ability.

04 – Weapons

RANGED WEAPONS
RANGE
A
BS
S
AP
D
Combi-weapon Anti-Infantry 4+ Devastating Wounds Rapid Fire 1
Combi-weapon Anti-Infantry 4+ Devastating Wounds Rapid Fire 1
24"
1
3+
4
0
1
Forge bolter
Forge bolter
24"
3
2+
5
-1
2
Master-crafted bolt carbine Precision
Master-crafted bolt carbine Precision
24"
1
2+
4
-2
2
Master-crafted bolter
Master-crafted bolter
24"
2
2+
4
-1
2
Master-crafted heavy bolt rifle
Master-crafted heavy bolt rifle
30"
2
2+
5
-1
3
Smite – witchfire* Psychic
Smite – witchfire* Psychic
24"
D6
3+
5
-1
D3
Smite – focused witchfire* Devastating Wounds Hazardous Psychic
Smite – focused witchfire* Devastating Wounds Hazardous Psychic
24"
D6
3+
6
-2
D3
Storm bolter Rapid Fire 2
Storm bolter Rapid Fire 2
24"
2
2+
4
0
1
Twin bolt rifle** Twin-Linked
Twin bolt rifle** Twin-Linked
24"
2
3+
4
-1
1
PISTOLS
RANGE
A
BS
S
AP
D
Absolvor bolt pistol Pistol
Absolvor bolt pistol Pistol
18"
1
3+
5
-1
2
Bolt pistol Pistol
Bolt pistol Pistol
12"
1
2+
4
0
1
Boltstorm gauntlet Pistol
Boltstorm gauntlet Pistol
12"
3
2+
4
-1
1
Grav pistol Anti-Vehicle 2+ Pistol
Grav pistol Anti-Vehicle 2+ Pistol
12"
1
2+
4
-1
1
Hand flamer Ignores Cover Pistol Torrent
Hand flamer Ignores Cover Pistol Torrent
12"
D6
N/A
3
0
1
Heavy bolt pistol Pistol
Heavy bolt pistol Pistol
18"
1
2+
4
-1
1
Inferno pistol Melta 2 Pistol
Inferno pistol Melta 2 Pistol
6"
1
3+
8
-4
D3
Neo-volkite pistol Devastating Wounds Pistol
Neo-volkite pistol Devastating Wounds Pistol
12"
1
2+
5
0
2
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
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Close-combat weapon
Close-combat weapon
Melee
6
2+
4
0
1
Crozius arcanum
Crozius arcanum
Melee
5
2+
6
-1
2
Force weapon* Psychic
Force weapon* Psychic
Melee
4
3+
6
-1
D3
Master-crafted chainsword Sustained Hits 1
Master-crafted chainsword Sustained Hits 1
Melee
7
2+
4
-1
2
Master-crafted power weapon
Master-crafted power weapon
Melee
6
2+
5
-2
2
Omnissian power axe
Omnissian power axe
Melee
4
3+
6
-2
2
Power fist
Power fist
Melee
5
2+
8
-2
2
Servo-arm Extra Attacks
Servo-arm Extra Attacks
Melee
1
3+
8
-2
3
Thunder hammer Devastating Wounds
Thunder hammer Devastating Wounds
Melee
5
2+
8
-2
2
Twin lightning claws Twin-Linked
Twin lightning claws Twin-Linked
Melee
6
2+
5
-2
1
* PSYKER model only.
** MOUNTED model only.
Dreadnought Crucible Champions
Use the following options for DREADNOUGHTS, instead of those found on other pages.

First, select one of the following for your model to be equipped with:
  • Ballistus missile launcher and armoured feet
  • Brutalis bolt rifles and Brutalis fists
  • Brutalis talons
  • Heavy flamer and Redemptor fist
  • Onslaught gatling cannon and Redemptor fist

Then, if your model is not equipped with Brutalis bolt rifles and Brutalis fists, or Brutalis talons, your model is equipped with one of the following:
  • Ballistus lascannon (+10 pts)
  • Heavy onslaught gatling cannon (+10 pts)
  • Macro plasma incinerator (+10 pts)

Then, select one of the following for your model to be equipped with:
  • Twin fragstorm grenade launcher
  • Twin heavy bolter and twin Icarus ironhail heavy stubber
  • Twin multi-melta and twin Icarus ironhail heavy stubber (+10 pts)
  • Twin storm bolter

Finally, if your model is not equipped with a twin Icarus ironhail heavy stubber, your model can be equipped with 1 Icarus rocket pod.
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Ballistus lascannon
Ballistus lascannon
48"
2
2+
12
-3
D6+1
Ballistus missile launcher – frag Blast
Ballistus missile launcher – frag Blast
48"
2D6
2+
5
0
1
Ballistus missile launcher – krak
Ballistus missile launcher – krak
48"
2
2+
10
-2
D6
Brutalis bolt rifles Twin-Linked
Brutalis bolt rifles Twin-Linked
24"
4
2+
4
-1
1
Heavy flamer Ignores Cover Torrent
Heavy flamer Ignores Cover Torrent
12"
D6
N/A
5
-1
1
Heavy onslaught gatling cannon Devastating Wounds
Heavy onslaught gatling cannon Devastating Wounds
24"
12
2+
6
0
1
Icarus rocket pod Anti-Fly 2+
Icarus rocket pod Anti-Fly 2+
24"
D3
2+
8
-1
2
Macro plasma incinerator – standard Blast
Macro plasma incinerator – standard Blast
36"
D6+1
2+
8
-3
2
Macro plasma incinerator – supercharge Blast Hazardous
Macro plasma incinerator – supercharge Blast Hazardous
36"
D6+1
2+
9
-4
3
Onslaught gatling cannon Devastating Wounds
Onslaught gatling cannon Devastating Wounds
24"
8
2+
5
0
1
Twin fragstorm grenade launcher Blast Twin-Linked
Twin fragstorm grenade launcher Blast Twin-Linked
18"
D6
2+
4
0
1
Twin heavy bolter Sustained Hits 1 Twin-Linked
Twin heavy bolter Sustained Hits 1 Twin-Linked
36"
3
2+
5
-1
2
Twin Icarus ironhail heavy stubber Anti-Fly 4+ Rapid Fire 3 Twin-Linked
Twin Icarus ironhail heavy stubber Anti-Fly 4+ Rapid Fire 3 Twin-Linked
36"
3
2+
4
0
1
Twin multi-melta Melta 2 Twin-Linked
Twin multi-melta Melta 2 Twin-Linked
18"
2
2+
9
-4
D6
Twin storm bolter Rapid Fire 2 Twin-Linked
Twin storm bolter Rapid Fire 2 Twin-Linked
24"
2
2+
4
0
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Armoured feet
Armoured feet
Melee
4
2+
7
0
1
Brutalis fists Twin-Linked
Brutalis fists Twin-Linked
Melee
6
2+
12
-2
3
Brutalis talons – strike Twin-Linked
Brutalis talons – strike Twin-Linked
Melee
6
2+
12
-2
3
Brutalis talons – sweep Twin-Linked
Brutalis talons – sweep Twin-Linked
Melee
10
2+
7
-2
1
Redemptor fist
Redemptor fist
Melee
5
2+
12
-2
3

Dark Angels

01 – ARCHETYPE
When creating an ADEPTUS ASTARTES Crucible Champion, you can make that character a DARK ANGELS character. To do so, add the DARK ANGELS Faction keyword after Step 1. Once you have done so, follow the remaining steps, and when doing so, the steps shown below have additional options.

02 – Specialisms

Ravenwing Bike (+20 pts) (INFANTRY only): Change this model’s Move characteristic to 12", its Toughness characteristic to 5, and its Wounds characteristic to 5. Remove the INFANTRY and TACTICUS keywords, add the MOUNTED keyword, it has a 5+ invulnerable save, it is equipped with 1 plasma talon or 1 Astartes grenade launcher in addition to the weapons you choose in Step 4, and change the list of units this model can be attached to: OUTRIDER SQUAD, RAVENWING BLACK KNIGHTS.

03 – Ability

Ravenwing Hunter (MOUNTED only): While this model is leading a unit, that unit is eligible to shoot and declare a charge in a turn in which it Advanced.
Tortuous Revelation (Psychic) (PSYKER only): In your Shooting phase, you can select one enemy unit within 18" of this model. That enemy unit must take a Battle-shock test.

04 – Weapons

RANGED WEAPONS
RANGE
A
BS
S
AP
D
Astartes grenade launcher – frag* Blast
Astartes grenade launcher – frag* Blast
24"
D3
2+
4
0
1
Astartes grenade launcher – krak*
Astartes grenade launcher – krak*
24"
1
2+
9
-2
D3
Plasma talon – standard Rapid Fire 1
Plasma talon – standard Rapid Fire 1
18"
2
2+
7
-2
1
Plasma talon – supercharge Hazardous Rapid Fire 1
Plasma talon – supercharge Hazardous Rapid Fire 1
18"
2
2+
8
-3
2
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Calibanite greatsword – strike Lethal Hits
Calibanite greatsword – strike Lethal Hits
Melee
5
2+
6
-1
2
Calibanite greatsword – sweep Sustained Hits 2
Calibanite greatsword – sweep Sustained Hits 2
Melee
5
2+
6
-1
1
Great weapon of the Unforgiven** Devastating Wounds Sustained Hits 1
Great weapon of the Unforgiven** Devastating Wounds Sustained Hits 1
Melee
6
2+
6
-2
2
Relic weapon Lethal Hits
Relic weapon Lethal Hits
Melee
6
2+
7
-2
2
* MOUNTED only. A model cannot have more than one of this weapon.
** TERMINATOR only.

Blood Angels

01 – ARCHETYPE
When creating an ADEPTUS ASTARTES Crucible Champion, you can make that character a BLOOD ANGELS character. To do so, add the BLOOD ANGELS Faction keyword at Step 1. Once you have done so, follow the remaining steps, and when doing so, the steps shown below have additional options.

02 – Specialisms

Death Companion (INFANTRY only): This model gains the Feel No Pain 6+ ability, and unless its unit is within 12" of one or more friendly CHAPLAIN models, it cannot be selected to Fall Back and its Objective Control characteristic is 0. Add the DEATH COMPANY keyword, and change the list of units this model can be attached to: DEATH COMPANY MARINES, DEATH COMPANY MARINES WITH BOLT RIFLES.
Death Companion with Jump Pack (INFANTRY only): Change this model’s Move characteristic to 12", it gains the Deep Strike and Feel No Pain 6+ abilities, and unless its unit is within 12" of one or more friendly CHAPLAIN models, it cannot be selected to Fall Back and its Objective Control characteristic is 0. Add the DEATH COMPANY, FLY and JUMP PACK keywords, and change the list of units this model can be attached to: DEATH COMPANY MARINES WITH JUMP PACKS.
Hero of the Golden Host (+10 pts) (CHAMPION OF THE CHAPTER only): Change this model’s Move characteristic to 12" and it gains the Deep Strike ability. Add the FLY and JUMP PACK keywords, and change the list of units this model can be attached to: SANGUINARY GUARD.
Venerable Death Companion (+10 pts) (DREADNOUGHT only): This model gains the Feel No Pain 6+ ability, and unless it is within 12" of one or more friendly CHAPLAIN models, it cannot be selected to Fall Back and its Objective Control characteristic is 0. Add the DEATH COMPANY keyword.
Venerable Librarian (DREADNOUGHT only): Add the PSYKER keyword, and you can choose one additional ranged weapon for your model to be equipped with, which must be a Psychic weapon.

03 – Ability

Blood Chalice (+20 pts) (CHAMPION OF THE CHAPTER only): While this model is leading a unit, improve the Armour Penetration characteristic of melee weapons equipped by models in that unit by 1.
Forlorn Hero: While this model is leading a unit, unless that unit starts the battle embarked within a TRANSPORT, models in that unit have the Scouts 6" ability.

04 – Weapons

RANGED WEAPONS
RANGE
A
BS
S
AP
D
Angelus boltgun Pistol
Angelus boltgun Pistol
12"
2
3+
4
0
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Encarmine blade
Encarmine blade
Melee
5
2+
6
-3
2
Encarmine spear Lance
Encarmine spear Lance
Melee
4
2+
6
-2
2
Eviscerator Sustained Hits 1
Eviscerator Sustained Hits 1
Melee
5
2+
7
-2
2

Space Wolves

01 – ARCHETYPE
When creating an ADEPTUS ASTARTES Crucible Champion, you can make that character a SPACE WOLVES character. To do so, add the SPACE WOLVES Faction keyword at Step 1. Once you have done so, follow the remaining steps, and when doing so, the steps shown below have additional options.

02 – Specialisms

Curse of the Wulfen (CHAMPION OF THE CHAPTER only): Change this model’s Move characteristic to 9", change its Toughness characteristic to 6, and change its Save characteristic to 4+. Remove the TACTICUS keyword, add the WULFEN keyword and replace the list of units this model can be attached to: WULFEN, WULFEN WITH STORM SHIELDS.
Fenrisian Terminator Armour (INFANTRY only): Change this model’s Move characteristic to 5", its Toughness characteristic to 5, its Save characteristic to 2+, and its Wounds characteristic to 5. Remove the TACTICUS keyword, add the TERMINATOR keyword, it has a 4+ invulnerable save, it gains the Deep Strike ability and replace the list of units this model can be attached to: WOLF GUARD TERMINATORS.
Thunderwolf Mount (+20 pts) (CHAMPION OF THE CHAPTER only): Change this model’s Move characteristic to 12", its Toughness characteristic to 6, and its Wounds characteristic to 7. Remove the INFANTRY and TACTICUS keywords and add the MOUNTED keyword. It is equipped with 1 teeth and claws in addition to the weapons you choose in Step 4, and replace the list of units this model can be attached to: THUNDERWOLF CAVALRY.
Wolf Lord's Chosen (INFANTRY only): Change this model’s Move characteristic to 7", and add to the list of units this model can be attached to: BLOOD CLAWS, GREY HUNTERS, WOLF GUARD HEADTAKERS.

03 – Ability

Storm Shield: This model has a 4+ Invulnerable save.

04 – Weapons

RANGED WEAPONS
RANGE
A
BS
S
AP
D
Stormfrag auto-launcher* Assault Blast
Stormfrag auto-launcher* Assault Blast
12"
D3
3+
4
0
1
PISTOLS
RANGE
A
BS
S
AP
D
Helfrost pistol – dispersed Pistol Torrent
Helfrost pistol – dispersed Pistol Torrent
12"
D6
N/A
4
-1
1
Helfrost pistol – focused Pistol
Helfrost pistol – focused Pistol
12"
1
2+
6
-3
3
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Teeth and claws** Extra Attacks
Teeth and claws** Extra Attacks
Melee
3
4+
5
-1
1
* WULFEN only.
** Model with THUNDERWOLF MOUNT only. A model cannot have more than one of this weapon.

Black Templars

01 – ARCHETYPE
When creating an ADEPTUS ASTARTES Crucible Champion (excluding PSYKERS), you can make that character a BLACK TEMPLARS character. To do so, add the BLACK TEMPLARS Faction keyword at Step 1. Once you have done so, follow the remaining steps, and when doing so, the steps shown below have additional options.

03 – Ability

Armour of Faith (INFANTRY or MOUNTED only): Once per phase, when an attack is allocated to this model and the saving throw is failed, you can change the Damage characteristic of that attack to 0.
Condemnatory Annihilation: Each time this model’s unit has fought, if one or more enemy units were destroyed as a result of those attacks, each enemy unit within 6" of this model must take a Battle-shock test.
Inspirational Exemplar: While this model is leading a unit, each time a model in that unit makes a melee attack, an unmodified Hit roll of 5+ scores a Critical Hit.
Remorseless Persecution (+10 pts): While this model is leading a unit, that unit is eligible to declare a charge in a turn in which it Advanced.
Vehement Aggression (+20 pts): While this model is leading a unit, each time that unit is selected to fight, take a Leadership test for that unit: if passed, until the end of the phase, each time a model in that unit makes an attack, you can re-roll the Hit roll; if failed, until the end of the phase, each time a model in that unit makes an attack, re-roll a Hit roll of 1.
Vengeful Exhortation: While this model is leading a unit, each time a model in that unit is destroyed by a melee attack, if it has not fought this phase, roll one D6: on a 4+, 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.

04 – Weapons

RANGED WEAPONS
RANGE
A
BS
S
AP
D
Pyreblaster Ignores Cover Torrent
Pyreblaster Ignores Cover Torrent
12"
D6
N/A
5
0
1
PISTOLS
RANGE
A
BS
S
AP
D
Pyre pistol Ignores Cover Pistol Torrent
Pyre pistol Ignores Cover Pistol Torrent
12"
D6
N/A
4
0
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Black Sword – strike* Anti-Character 5+ Precision
Black Sword – strike* Anti-Character 5+ Precision
Melee
6
2+
8
-3
2
Black Sword – sweep*
Black Sword – sweep*
Melee
10
2+
6
-2
1
* No more than one per army. You cannot include this model in an army that includes an EMPEROR'S CHAMPION model.

T’au Empire

01 – Archetype

Battlesuit Veteran
M
8"
T
4
SV
3+
W
4
LD
7+
OC
1
INSV
4+
LEADER
This model can be attached to the following units: STEALTH BATTLESUITS
CORE ABILITIESCrucible, Infiltrators, Leader, Stealth
ARMY RULESFor the Greater Good
ABILITIES
Strategic Redeployment: The bearer’s unit is eligible to shoot in a turn in which it Fell Back.
UNIT COMPOSITION
  • 1 Battlesuit Veteran
YOUR UNIT COSTS
1 model
60
KEYWORDS: INFANTRY, CHARACTER, FLY, BATTLESUIT, BATTLESUIT VETERAN
FACTION KEYWORDS:
T'AU EMPIRE
Kinband Champion
M
7"
T
3
SV
6+
W
3
LD
7+
OC
1
LEADER
This model can be attached to the following units: Kroot Carnivores; Kroot Farstalkers
CORE ABILITIESCrucible, Infiltrators, Leader, Scouts 7", Stealth
ABILITIES
War Leader: Once per battle round, one unit from your army with this ability can be targeted with a stratagem for 0CP, even if another unit from your army has already been targeted with that stratagem this phase.
UNIT COMPOSITION
  • 1 Kinband Champion
YOUR UNIT COSTS
1 model
55
KEYWORDS: INFANTRY, CHARACTER, KROOT, KINBAND CHAMPION
FACTION KEYWORDS:
T'AU EMPIRE
Shas'Nel
M
6"
T
3
SV
4+
W
3
LD
7+
OC
1
LEADER
This model can be attached to the following units: BREACHER TEAM; STRIKE TEAM
CORE ABILITIESCrucible, Leader
ARMY RULESFor the Greater Good
ABILITIES
Volley Fire: While this model is leading a unit, add 1 to the Attacks characteristic of ranged weapons equipped by models in that unit.
UNIT COMPOSITION
  • 1 Shas'nel
YOUR UNIT COSTS
1 model
50
KEYWORDS: INFANTRY, CHARACTER, GRENADES, SHAS'NEL
FACTION KEYWORDS:
T'AU EMPIRE

02 – Specialisms

Broadside Battlesuit (+70 pts) (BATTLESUIT VETERAN only): Change this model’s Move characteristic to 5", its Toughness characteristic to 6, its Save characteristic to 2+, and its Wounds characteristic to 10. Remove the INFANTRY keyword, add the VEHICLE and WALKER keywords, and remove the Infiltrators and Stealth abilities. It can be equipped with up to three ranged weapons, and replace the list of units this model can be attached to: BROADSIDE BATTLESUITS.
Kalamandra (+25 pts) (KINBAND CHAMPION only): Change this model’s Move characteristic to 12", its Toughness characteristic to 5, its Save characteristic to 5+, its Wounds characteristic to 6, and it is equipped with 1 kalamandra’s bite in addition to the weapons you choose in Step 4. Remove the INFANTRY keyword, add the MOUNTED keyword and it gains the Lone Operative ability.
Krootox (+10 pts) (KINBAND CHAMPION only): Change this model’s Toughness characteristic to 6, its Save characteristic to 5+ and its Wounds characteristic to 7, and it is equipped with 1 Rampager fists in addition to the weapons you choose in Step 4. Remove the INFANTRY keyword, add the MOUNTED keyword, and replace the list of units this model can be attached to: KROOTOX RAMPAGERS, KROOTOX RIDERS.
Veteran Scout (SHAS'NEL only): Change this model’s Move characteristic to 7", it gains the Scouts 7" ability, and replace the list of units this model can be attached to: PATHFINDER TEAM.

03 – Ability

Cunning Ambush: After both players have deployed their armies, you can redeploy this model’s unit and one other friendly T’AU EMPIRE unit. When doing so, any of those units can be placed into Strategic Reserves, regardless of how many units are already in Strategic Reserves.
Fire and Fade (KINBAND CHAMPION only): In your Shooting phase, after this unit has shot, if it is not within Engagement Range of one or more enemy units, it can make a Normal move of up to 6". If it does, until the end of the turn, this unit is not eligible to declare a charge.
Fire Discipline: Each time this unit makes a ranged attack, re-roll a Hit roll of 1.
Ritual Butchery (KINBAND CHAMPION only): While this model is leading a unit, melee weapons equipped by models in that unit have the [SUSTAINED HITS 1] ability.
Warrior Bond: Once per battle, at the start of any phase, you can select one friendly T’AU EMPIRE unit that is Battle-shocked and within 12" of this model. That unit is no longer Battle-shocked.

04 – Weapons

RANGED WEAPONS
RANGE
A
BS
S
AP
D
Blast javelin* Assault Blast
Blast javelin* Assault Blast
18"
D6
4+
10
-2
2
Burst cannon**
Burst cannon**
18"
4
3+
5
0
1
Dart-bow and tri-blade* Anti-Infantry 3+ Assault Heavy
Dart-bow and tri-blade* Anti-Infantry 3+ Assault Heavy
24"
D3+1
4+
4
0
2
Dvorgite skinner* Ignores Cover Torrent
Dvorgite skinner* Ignores Cover Torrent
12"
D6
N/A
4
-1
1
Fireblade pulse rifle Rapid Fire 1
Fireblade pulse rifle Rapid Fire 1
30"
1
3+
5
0
2
Fusion blaster** Melta 2
Fusion blaster** Melta 2
12"
1
3+
9
-4
D6
Heavy rail rifle*** Devastating Wounds Heavy
Heavy rail rifle*** Devastating Wounds Heavy
60"
2
3+
12
-4
D6+1
High-yield missile pods*** Twin-Linked
High-yield missile pods*** Twin-Linked
30"
6
3+
7
-1
2
Ion rifle – standard Heavy
Ion rifle – standard Heavy
30"
3
4+
7
-1
1
Ion rifle – overcharge Hazardous Heavy
Ion rifle – overcharge Hazardous Heavy
30"
3
4+
8
-2
2
Kroot carbine*
Kroot carbine*
18"
1
4+
4
0
2
Kroot long gun* Heavy Precision
Kroot long gun* Heavy Precision
36"
1
3+
6
-2
3
Kroot rifle* Rapid Fire 1
Kroot rifle* Rapid Fire 1
24"
1
4+
4
0
1
Kroot scattergun* Assault
Kroot scattergun* Assault
12"
2
4+
4
0
1
Londaxi tribalest* Anti-Vehicle 4+ Devastating Wounds Heavy
Londaxi tribalest* Anti-Vehicle 4+ Devastating Wounds Heavy
18"
3
5+
7
-1
1
Pulse blaster Assault
Pulse blaster Assault
10"
2
3+
6
-1
1
Pulse carbine
Pulse carbine
20"
2
3+
5
0
1
Rail rifle Devastating Wounds Heavy
Rail rifle Devastating Wounds Heavy
30"
1
4+
10
-4
3
Seeker missile*** One Shot
Seeker missile*** One Shot
48"
1
3+
14
-3
D6+1
Semi-automatic grenade launcher – EMP± Anti-Vehicle 4+ Devastating Wounds
Semi-automatic grenade launcher – EMP± Anti-Vehicle 4+ Devastating Wounds
18"
1
3+
3
0
1
Semi-automatic grenade launcher – fusion±
Semi-automatic grenade launcher – fusion±
18"
1
3+
6
-1
3
Tanglebomb launcher* Blast
Tanglebomb launcher* Blast
24"
D3
4+
5
0
1
Twin plasma rifle*** Twin-Linked
Twin plasma rifle*** Twin-Linked
18"
1
3+
8
-3
3
Twin smart missile system*** Indirect Fire Twin-Linked
Twin smart missile system*** Indirect Fire Twin-Linked
30"
4
3+
5
0
1
PISTOLS
RANGE
A
BS
S
AP
D
Kroot pistol Pistol
Kroot pistol Pistol
12"
1
4+
4
0
1
Kroot pistol and hunting javelins* Assault Pistol
Kroot pistol and hunting javelins* Assault Pistol
12"
2
4+
4
0
1
Pulse pistol Pistol
Pulse pistol Pistol
12"
1
3+
5
0
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Bladestave and prey-hook* Lethal Hits
Bladestave and prey-hook* Lethal Hits
Melee
4
2+
5
-1
2
Close-combat weapon
Close-combat weapon
Melee
3
4+
3
0
1
Crushing bulk***
Crushing bulk***
Melee
3
4+
6
0
1
Hunting blades* Lance
Hunting blades* Lance
Melee
3
3+
4
-1
1
Kalamandra's bite**** Extra Attacks
Kalamandra's bite**** Extra Attacks
Melee
4
4+
5
-1
1
Rampager fists***** Extra Attacks Sustained Hits 1
Rampager fists***** Extra Attacks Sustained Hits 1
Melee
4
3+
6
-1
2
Shaper's blade*
Shaper's blade*
Melee
4
2+
5
0
1
Twin ritualistic blades* Twin-Linked
Twin ritualistic blades* Twin-Linked
Melee
4
2+
5
-1
1
* KROOT only.
** BATTLESUIT only.
*** Model with BROADSIDE BATTLESUIT only.
**** Model with KALAMANDRA only. A model cannot have more than one of this weapon.
***** Model with KROOTOX only. A model cannot have more than one of this weapon.
± This model must also be equipped with 1 pulse carbine.

Thousand Sons

01 – Archetype

Brayherd Chieftain
M
6"
T
4
SV
5+
W
4
LD
7+
OC
1
INSV
5+
LEADER
This model can be attached to the following units: TZAANGORS
CORE ABILITIESCrucible, Leader, Scouts 6"
ABILITIES
Fate's Guide: If this unit starts the game in Strategic Reserves, it can be set up in the Reinforcements step of your first, second or third Movement phase, regardless of any mission rules. If this unit is in Strategic Reserves, for the purposes of setting up this unit on the battlefield, treat the current battle round number as being one higher than it actually is.
UNIT COMPOSITION
  • 1 Brayherd Chieftain
YOUR UNIT COSTS
1 model
60
KEYWORDS: INFANTRY, CHARACTER, CHAOS, TZEENTCH, MUTANT, BRAYHERD CHIEFTAIN
FACTION KEYWORDS:
THOUSAND SONS
Brayherd Shaman
M
6"
T
4
SV
5+
W
4
LD
7+
OC
1
INSV
5+
LEADER
This model can be attached to the following units: Tzaangors
CORE ABILITIESCrucible, Leader, Scouts 6"
ARMY RULESCabal of Sorcerers
ABILITIES
Bestial Prophet: While this model is leading a unit, each time a model in that unit makes an attack, add 1 to the Hit roll.
UNIT COMPOSITION
  • 1 Brayherd Shaman
YOUR UNIT COSTS
1 model
60
KEYWORDS: INFANTRY, CHARACTER, PSYKER, CHAOS, TZEENTCH, MUTANT, BRAYHERD SHAMAN
FACTION KEYWORDS:
THOUSAND SONS
Magister
M
6"
T
4
SV
3+
W
4
LD
6+
OC
1
INSV
5+
LEADER
This model can be attached to the following units: RUBRIC MARINES
CORE ABILITIESCrucible, Leader
ARMY RULESCabal of Sorcerers
ABILITIES
Rebinding (Psychic): In your Command phase, if this model is leading a unit, you can roll one D6: on a 1, that unit suffers D3 mortal wounds; on a 2+, you can return 1 destroyed Bodyguard model to that unit.
UNIT COMPOSITION
  • 1 Magister
YOUR UNIT COSTS
1 model
105
KEYWORDS: INFANTRY, CHARACTER, GRENADES, PSYKER, CHAOS, TZEENTCH, MAGISTER
FACTION KEYWORDS:
THOUSAND SONS

02 – Specialisms

Disc of Tzeentch: Change this model’s Move characteristic to 10", and it gains the MOUNTED and FLY keywords. Add the following units to the list of units this model can be attached to: TZAANGOR ENLIGHTENED.
Terminator Armour (MAGISTER only): Change this model’s Move characteristic to 5", its Toughness characteristic to 5, its Save characteristic to 2+, its Wounds characteristic to 5, and it has a 4+ invulnerable save. Add the TERMINATOR keyword, it gains the Deep Strike ability, and replace the list of units this model can be attached to: SCARAB OCCULT TERMINATORS.

03 – Ability

Arcane Shield (Psychic) (+10 pts) (PSYKER only): While this model is leading a unit, models in that unit have a 4+ invulnerable save.
Binding Tendrils (Psychic) (PSYKER only): In your Shooting phase, after this model has shot, select one enemy INFANTRY unit hit by one or more of those attacks made with a Psychic weapon. Until the start of your next turn, that unit is ensnared. While a unit is ensnared, subtract 2" from its Move characteristic and subtract 2 from Charge rolls made for it.
Empyric Guidance (Psychic) (PSYKER only): Weapons equipped by models in this unit have the [LETHAL HITS] ability.
Malefic Will: Weapons equipped by models in this unit have the [SUSTAINED HITS 1] ability.
Marked by Fate (Psychic) (+10 pts) (PSYKER only): In your Shooting phase, after this model’s unit has shot, select one enemy unit hit by one or more of those attacks made with a Psychic weapon. Until the end of the phase, each time a friendly THOUSAND SONS unit makes an attack that targets that enemy unit, add 1 to the Hit roll.
Swathed in Illusion: This unit can only be selected as the target of a ranged attack if the attacking model is within 18".
Twisted Sorceries (Psychic) (PSYKER only): Once per battle, in your Shooting phase or the Fight phase, this model can use this ability. If it does, until the end of the phase, improve the Strength and Attacks characteristics of Psychic weapons equipped by this model by 3.

04 – Weapons

RANGED WEAPONS
RANGE
A
BS
S
AP
D
Arcane Fire* Ignores Cover Psychic Torrent
Arcane Fire* Ignores Cover Psychic Torrent
18"
D6
N/A
6
-2
D3
Astral Blast* Blast Devastating Wounds Psychic
Astral Blast* Blast Devastating Wounds Psychic
18"
D6
2+
6
-2
D3
Baleful Devolution* Blast Devastating Wounds Psychic
Baleful Devolution* Blast Devastating Wounds Psychic
18"
D6
3+
9
0
1
Fatecaster greatbow* Ignores Cover Lethal Hits Precision
Fatecaster greatbow* Ignores Cover Lethal Hits Precision
30"
2
3+
5
-2
2
Fires of the Abyss – witchfire* Psychic Torrent
Fires of the Abyss – witchfire* Psychic Torrent
18"
D6
N/A
6
-2
1
Fires of the Abyss – focused witchfire* Hazardous Psychic Torrent
Fires of the Abyss – focused witchfire* Hazardous Psychic Torrent
18"
2D6
N/A
6
-2
1
Gaze of Hate* Anti-Monster 4+ Anti-Vehicle 4+ Devastating Wounds Psychic
Gaze of Hate* Anti-Monster 4+ Anti-Vehicle 4+ Devastating Wounds Psychic
18"
3
2+
4
-3
2
Heavy warpflamer*** Ignores Cover Torrent
Heavy warpflamer*** Ignores Cover Torrent
12"
D6
N/A
5
-2
1
Hellfyre missile rack***
Hellfyre missile rack***
36"
2
3+
10
-2
3
Inferno boltgun
Inferno boltgun
24"
2
2+
4
-2
1
Inferno combi-bolter Rapid Fire 2
Inferno combi-bolter Rapid Fire 2
24"
2
2+
4
-2
1
Inferno combi-weapon Anti-Infantry 4+ Devastating Wounds Rapid Fire 1
Inferno combi-weapon Anti-Infantry 4+ Devastating Wounds Rapid Fire 1
24"
1
3+
4
-2
1
Pandaemonic Delusion* Psychic Sustained Hits 3
Pandaemonic Delusion* Psychic Sustained Hits 3
24"
6
2+
5
-1
1
Soulreaper cannon Devastating Wounds
Soulreaper cannon Devastating Wounds
24"
6
2+
6
-2
1
Warpflamer Ignores Cover Torrent
Warpflamer Ignores Cover Torrent
12"
D6
N/A
4
-1
1
PISTOLS
RANGE
A
BS
S
AP
D
Autopistol Pistol
Autopistol Pistol
12"
1
3+
3
0
1
Inferno bolt pistol Pistol
Inferno bolt pistol Pistol
12"
1
2+
4
-1
1
Warpflame pistol Ignores Cover Pistol Torrent
Warpflame pistol Ignores Cover Pistol Torrent
12"
D6
N/A
3
-1
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Chainsword Precision
Chainsword Precision
Melee
6
3+
4
0
1
Close-combat weapon
Close-combat weapon
Melee
4
3+
4
0
1
Divining spear** Lance Precision
Divining spear** Lance Precision
Melee
3
3+
5
-1
2
Force weapon* Psychic
Force weapon* Psychic
Melee
5
2+
6
-1
D3
Prosperine khopesh±
Prosperine khopesh±
Melee
4
2+
5
-2
2
Tzaangor blades*
Tzaangor blades*
Melee
4
3+
5
0
1
* PSYKER only.
** MUTANT only.
*** TERMINATOR only.
± MAGISTER or TERMINATOR only.

Tyranids

01 – Archetype

Macro Organism
M
8"
T
10
SV
3+
W
14
LD
8+
OC
4
CORE ABILITIESCrucible, Deadly Demise D3
ARMY RULESSynapse
ABILITIES
Unstoppable Monstrosity: At the start of each player’s Command phase, this model regains up to D3 lost wounds.
UNIT COMPOSITION
  • 1 Macro Organism
YOUR UNIT COSTS
1 model
150
KEYWORDS: MONSTER, CHARACTER, GREAT DEVOURER, MACRO ORGANISM
FACTION KEYWORDS:
TYRANIDS
Node Organism
M
6"
T
5
SV
4+
W
6
LD
7+
OC
1
LEADER
This model can be attached to the following units: TYRANID WARRIORS WITH MELEE BIO-WEAPONS; TYRANID WARRIORS WITH RANGED BIO-WEAPONS
CORE ABILITIESCrucible, Leader
ARMY RULESShadow in the Warp, Synapse
ABILITIES
Alpha Warrior: While this model is leading a unit, weapons equipped by models in that unit have the [SUSTAINED HITS 1] ability.
UNIT COMPOSITION
  • 1 Node Organism
YOUR UNIT COSTS
1 model
80
KEYWORDS: INFANTRY, CHARACTER, GREAT DEVOURER, SYNAPSE, NODE ORGANISM
FACTION KEYWORDS:
TYRANIDS
Prime Organism
M
8"
T
9
SV
2+
W
9
LD
7+
OC
3
LEADER
This model can be attached to the following units: CARNIFEXES; TYRANT GUARD
CORE ABILITIESCrucible, Deadly Demise D3, Leader
ARMY RULESSynapse
ABILITIES
Monstrous Rampage: This unit is eligible to shoot and declare a charge in a turn in which it Advanced.
UNIT COMPOSITION
  • 1 Prime Organism

    This Crucible Champion can be equipped with up to two ranged weapons instead of up to one.
YOUR UNIT COSTS
1 model
135
KEYWORDS: MONSTER, CHARACTER, GREAT DEVOURER, PRIME ORGANISM
FACTION KEYWORDS:
TYRANIDS

02 – Specialisms

Armoured Shell (+20 pts) (MACRO ORGANISM only): Change this model’s Save characteristic to 2+, and change its Deadly Demise D3 ability to Deadly Demise D6.
Burrowing Claws: Change this model’s Move characteristic to 10", add the VANGUARD INVADER keyword, and it gains the Deep Strike ability. If it is an INFANTRY model, replace the list of units this model can be attached to: RAVENERS.
Floating Horror (NODE ORGANISM only): Add the FLY keyword, and replace the list of units this model can be attached to: VENOMTHROPES, ZOANTHROPES.
Leader-beast (+15 pts): This model has a 4+ invulnerable save, add the PSYKER and SYNAPSE keyword, and it gains the Shadow in the Warp ability. If it is an INFANTRY model, add the following unit to the list of units this model can be attached to: NEUROGAUNTS.
Vanguard-beast (NODE ORGANISM only): Change this model’s Move characteristic to 8", add the VANGUARD INVADER keyword, and it gains the Fights First, Infiltrators, Lone Operative and Stealth abilities. Replace the list of units this model can be attached to: HORMAGAUNTS, VON RYAN’S LEAPERS.
Winged Biomorph (NODE ORGANISM or PRIME ORGANISM only): Change this model’s Move characteristic to 12", add the FLY and VANGUARD INVADER keywords, and it gains the Deep Strike ability. If it is an INFANTRY model, replace the list of units this model can be attached to: GARGOYLES.

03 – Ability

Fear of the Unseen (Aura): While an enemy unit is within 6" of this model, worsen the Leadership characteristic of models in that unit by 1. In addition, in the Battle-shock step of your opponent’s Command phase, if such an enemy unit is below its Starting Strength, it must take a Battle-shock test.
Feeder Tendrils: Each time a melee attack made by a model in this unit destroys an enemy CHARACTER model, you gain 1CP.
Hyperstimulation: You can re-roll Advance and Charge rolls made for this unit.
Psychic Terror (Psychic) (PSYKER only): If one or more models from your army with this ability are on the battlefield when you unleash the Shadow in the Warp, subtract 1 from the Battle-shock test each enemy unit on the battlefield must take as a result.
Synaptic Senses (Psychic) (PSYKER only): Ranged weapons equipped by models in this unit have the [LETHAL HITS] ability.

04 – Weapons

RANGED WEAPONS
RANGE
A
BS
S
AP
D
Acid spray*** Torrent
Acid spray*** Torrent
18"
D6+6
N/A
6
-2
2
Barbed strangler Blast
Barbed strangler Blast
36"
D6+1
3+
6
-1
1
Bio-electric pulse Sustained Hits 2
Bio-electric pulse Sustained Hits 2
12"
6
3+
5
0
1
Bio-plasma* Assault Blast
Bio-plasma* Assault Blast
12"
D3
3+
7
-2
1
Bio-plasmic cannon*** Blast Heavy
Bio-plasmic cannon*** Blast Heavy
36"
D6+3
3+
8
-3
3
Deathspitter
Deathspitter
24"
3
3+
5
-1
1
Deathspitters with slimer maggots*
Deathspitters with slimer maggots*
24"
6
3+
7
-2
1
Devourer
Devourer
18"
5
3+
4
0
1
Devourers with brainleech worms*
Devourers with brainleech worms*
18"
12
3+
6
0
1
Fleshborer hive*** Heavy Sustained Hits 1 Twin-Linked
Fleshborer hive*** Heavy Sustained Hits 1 Twin-Linked
24"
20
3+
5
0
1
Heavy venom cannon* Blast
Heavy venom cannon* Blast
36"
D3
3+
9
-2
3
Psychic Overload** Blast Psychic
Psychic Overload** Blast Psychic
18"
D6+3
3+
10
-2
3
Psychic Scream** Ignores Cover Psychic Torrent
Psychic Scream** Ignores Cover Psychic Torrent
18"
2D6
N/A
5
-1
2
Psychoclastic torrent** Ignores Cover Torrent
Psychoclastic torrent** Ignores Cover Torrent
12"
D6
N/A
6
-1
1
Rupture cannon*** Heavy
Rupture cannon*** Heavy
48"
2
3+
18
-4
2D6
Spine banks* Assault
Spine banks* Assault
6"
5
3+
5
0
1
Spinefists Assault Pistol Twin-Linked
Spinefists Assault Pistol Twin-Linked
12"
2
3+
4
0
1
Stinger salvoes***
Stinger salvoes***
24"
8
3+
5
0
1
Stranglethorn cannon* Blast
Stranglethorn cannon* Blast
36"
D6+1
3+
7
-1
2
Thoracic bio-weapon Assault
Thoracic bio-weapon Assault
12"
3
3+
4
0
1
Venom cannon Blast
Venom cannon Blast
36"
D3
3+
9
-2
2
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Crushing claws*
Crushing claws*
Melee
5
2+
12
-3
D6+1
Massive scything talons – strike***
Massive scything talons – strike***
Melee
5
3+
9
-2
D6
Massive scything talons – sweep***
Massive scything talons – sweep***
Melee
10
3+
7
-1
2
Monster-beast weapons***
Monster-beast weapons***
Melee
12
3+
9
-2
3
Monstrous bonesword and lash whip* Twin-Linked
Monstrous bonesword and lash whip* Twin-Linked
Melee
6
2+
9
-2
3
Monstrous scything talons* Extra Attacks
Monstrous scything talons* Extra Attacks
Melee
4
2+
7
-2
2
Piercing claws and talons Precision
Piercing claws and talons Precision
Melee
6
2+
7
-2
2
Ravener claws and talons Twin-Linked
Ravener claws and talons Twin-Linked
Melee
7
2+
5
-1
1
Ravenous maw***
Ravenous maw***
Melee
14
3+
7
-1
2
Scything talons*
Scything talons*
Melee
6
2+
9
-2
3
Tyrant-beast weapons*
Tyrant-beast weapons*
Melee
5
2+
7
-2
2
Warrior-beast weapons
Warrior-beast weapons
Melee
6
2+
5
-1
1
* MONSTER only.
** PSYKER only.
*** MACRO ORGANISM only.

World Eaters

01 – Archetype

Bloodcult Champion
M
7"
T
4
SV
6+
W
3
LD
6+
OC
1
LEADER
This model can be attached to the following units: JAKHALS
CORE ABILITIESCrucible, Leader
ARMY RULESBlessings of Khorne
ABILITIES
Aura of Dark Glory: Models in this unit have an invulnerable save characteristic of 5+.
UNIT COMPOSITION
  • 1 Bloodcult Champion
YOUR UNIT COSTS
1 model
60
KEYWORDS: INFANTRY, CHARACTER, GRENADES, KHORNE, BLOODCULT CHAMPION
FACTION KEYWORDS:
WORLD EATERS
Butcherlord
M
8"
T
4
SV
3+
W
5
LD
6+
OC
1
INSV
4+
LEADER
This model can be attached to the following units: KHORNE BERZERKERS
CORE ABILITIESCrucible, Leader
ARMY RULESBlessings of Khorne
ABILITIES
Endless Hatred: You can re-roll Charge rolls made for this model’s unit.
UNIT COMPOSITION
  • 1 Butcherlord
YOUR UNIT COSTS
1 model
90
KEYWORDS: INFANTRY, CHARACTER, GRENADES, CHAOS, KHORNE, BUTCHERLORD
FACTION KEYWORDS:
WORLD EATERS
Eight-blessed Lord
M
10"
T
6
SV
3+
W
7
LD
6+
OC
2
INSV
4+
LEADER
This model can be attached to the following units: KHORNE BERZERKERS
CORE ABILITIESCrucible, Leader
ARMY RULESBlessings of Khorne
ABILITIES
Bloodthirst: Add 2 to Charge rolls made for this unit.

This model is equipped with 1 Bladed Horn in addition to the weapons you choose in Step 4.
UNIT COMPOSITION
  • 1 Eight-blessed Lord
YOUR UNIT COSTS
1 model
90
KEYWORDS: MOUNTED, CHARACTER, CHAOS, KHORNE, EIGHT-BLESSED LORD
FACTION KEYWORDS:
WORLD EATERS

02 – Specialisms

Augmetic Legs (BLOODCULT CHAMPION only): Change this model’s Move characteristic to 9", and add the Infiltrators ability. Replace the list of units this model can be attached to: GOREMONGERS.
Daemonheart (BUTCHERLORD or EIGHT-BLESSED LORD only): Change this model’s Move characteristic to 10", and add the DAEMON keyword. Replace the list of units this model can be attached to: EIGHTBOUND, EXALTED EIGHTBOUND.
Jump Pack (+10 pts) (BUTCHERLORD only): Change this model’s Move characteristic to 12", and it loses the Leader ability. Add the FLY and JUMP PACK keywords, and it gains the Deep Strike and Lone Operative abilities.
Terminator Armour (BUTCHERLORD only): Change this model’s Move characteristic to 7", its Toughness characteristic to 5, and its Save characteristic to 2+. Add the TERMINATOR keyword, it gains the Deep Strike ability, and replace the list of units this model can be attached to: TERMINATOR SQUAD.

03 – Ability

Bellowed Challenge: Melee weapons (excluding Devastating Wounds weapons) equipped by models in this unit gain the [ANTI-MONSTER 4+] and [ANTI-VEHICLE 4+] abilities.
Forwards, for Blood!: While this model is leading a unit, you can re-roll Advance rolls made for that unit and each time that unit makes a Blood Surge move, you can re-roll the D6 used to determine how far models in that unit move.
Lord of Slaughter: Once per battle round, one unit from your army with this ability can be targeted with a stratagem for 0CP, even if a different unit from your army has already been targeted with that stratagem this phase.
Murderous Insight: Each time an attack made by this unit destroys an enemy unit, roll one D6: on a 4+, you gain 1CP.
Rage Eternal: While this model is leading a unit, in your Command phase, you can return one destroyed Bodyguard model to that unit.

04 – Weapons

RANGED WEAPONS
RANGE
A
BS
S
AP
D
Blood harpoon Assault Sustained Hits D3
Blood harpoon Assault Sustained Hits D3
18"
1
3+
5
-1
2
Combi-bolter** Rapid Fire 4
Combi-bolter** Rapid Fire 4
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
3+
4
0
1
Heavy flamer** Ignores Cover Torrent
Heavy flamer** Ignores Cover Torrent
12"
D6
N/A
5
-1
1
Reaper autocannon** Devastating Wounds Rapid Fire 2 Sustained Hits 1
Reaper autocannon** Devastating Wounds Rapid Fire 2 Sustained Hits 1
36"
4
3+
7
-1
1
PISTOLS
RANGE
A
BS
S
AP
D
Autopistol Pistol
Autopistol Pistol
12"
1
2+
3
0
1
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
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Accursed weapon
Accursed weapon
Melee
6
2+
5
-2
1
Axe of dismemberment Devastating Wounds Precision
Axe of dismemberment Devastating Wounds Precision
Melee
5
2+
7
-2
2
Bladed horn* Extra Attacks Lance
Bladed horn* Extra Attacks Lance
Melee
4
3+
6
-1
2
Chainblades
Chainblades
Melee
5
3+
3
0
1
Chainfist** Anti-Vehicle 3+
Chainfist** Anti-Vehicle 3+
Melee
5
3+
8
-2
2
Close-combat weapon
Close-combat weapon
Melee
6
2+
4
0
1
Daemon hammer Devastating Wounds
Daemon hammer Devastating Wounds
Melee
5
3+
8
-2
2
Exalted chainblade
Exalted chainblade
Melee
7
2+
6
-1
2
Khornate eviscerator
Khornate eviscerator
Melee
5
3+
8
-2
2
Mauler chainblade
Mauler chainblade
Melee
4
4+
4
-1
2
Paired manglers
Paired manglers
Melee
4
3+
4
0
1
Power fist
Power fist
Melee
5
2+
8
-2
2
Skullsmasher and mangler
Skullsmasher and mangler
Melee
3
3+
4
-1
2
* EIGHT-BLESSED LORD only. A model cannot have more than one of this weapon.
** TERMINATOR only.

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Select Enhancements
Select all of the enhancements you want to include from the detachments you selected and give each one to a different unit in your army. When you do, increase those units points values accordingly. The points values for enhancements can be found on faction pages.

Unless otherwise stated:
  • Only CHARACTER units can be given enhancements. If such a unit contains more than one model, select one CHARACTER model in that unit to have that enhancement.
  • EPIC HEROES models cannot be given enhancements.
  • Your army cannot include more than one of the same enhancement.

Upgrades: Some enhancements are tagged with ’Upgrade’. Unlike other enhancements:
  • These can be given to non-CHARACTER units.
  • You can include up to three of the same Upgrade in your army (the second and third instances of the same Upgrade do not count towards the total number of enhancements in your army, but you must still spend the stated points cost each time).

If you are playing an Incursion battle, you can select a 3DP detachment as your only detachment.
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.
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.

FAQ

Q:When declaring the allocation order of groups in my unit I have more than one non-CHARACTER groups that contain a model with a missing wound, how must I select the order?
A:
Those groups can be selected in an order of your choosing but must be in an order that makes them come before any non-CHARACTER groups that do not contain a model with a missing wound.
Q:I have a unit being attacked with weapons that will modify some of their save rolls to be worse then 6 should I make those save rolls?
A:
Yes, because other models in your unit may have Sv’s that are better those models you’ve mentioned, this means that enough save rolls could be allocated to the those models that the rest of the results are not greater then the Sv’s of the other models in your unit.
Q:Can I group or allocate a wound to a destroyed model?
A:
No.
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.

FAQ

Q:When checking line of sight from one model to another, is this drawn between the bases of those models, or between any part of them?
A:
Line of sight is drawn from any part of the observing model to any part of the model being observed.
Q:When a model overhangs the edge of the battlefield, how does that affect its visibility?
A:
That model’s controlling player can draw line of sight from any part of that model that is not overhanging the edge of the battlefield. Their opponent can draw line of sight to any part of that model.
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.
[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].
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). Those hits are not critical hits.
  • You cannot re-roll hit rolls.
AFTER SHOOTING: Until the end of the phase, your unit is not eligible to start an action.
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).

FAQ

Q:My attack has a rule that means it results in a critical hit on a hit roll of 4+. Does this work when snap shooting?
A:
Unless otherwise stated, no: when snap shooting, each attack only hits on a roll of 6.
Q:My attack has a rule that means it results in a critical hit on a hit roll of 4+, and I would otherwise need a 5+ to hit. Does a 4+ hit?
A:
Yes, except when snap shooting: when snap shooting, each attack only hits on a roll of 6.
22.03.01 Psychic Abilities with a Psychic Level
When using psychic abilities with a psychic level, a PSYKER unit cannot use the same psychic ability more than once per phase.
22.03 Psychic Abilities
Abilities tagged with the word ‘Psychic’ are psychic abilities. If a psychic ability causes a model to lose one or more wounds, each of those wounds is said to be inflicted by a psychic attack (this can be important for the triggering of other rules).

SEE ALSO
  • Psychic Abilities with a Psychic Level (22.03.01)
[PSYCHIC]24.29

Some weapons can channel the bearer’s psychic might to empower their blows.

Each time an attack is made with a [PSYCHIC] weapon, you can ignore any or all modifiers to that attack’s BS or WS characteristic and any or all modifiers to the hit roll. Attacks made with [PSYCHIC] weapons are known as psychic attacks (this can be important for the triggering of other rules).
[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
[ANTI]24.03

Certain weapons are the bane of particular foes.

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

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

FAQ

Q:Does my model or unit become engaged while moving through a enemy units engagement range during a move?
A:
No
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:
[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).
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.
LONE OPERATIVE24.24

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.

If this ability takes the form Lone Operative X", unless part of an attached unit, this unit is not visible to enemy models unless they are within X" of this unit, and it cannot be targeted by [INDIRECT FIRE] weapons unless the attacking model is within X" of this unit.
[TORRENT]24.37

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

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

FAQ

Q:I have a rule that triggers when a mortal wound is allocated to a model, when does this happen?
A:
When you select a model in the Select Model step of Mortal Wounds (06.02).
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.

FAQ

Q:I failed hazard rolls from [Hazardous] weapons, do those mortal wounds have to be allocated to the models with the [HAZARDOUS] weapons?
A:
No, you allocate the mortal wounds to the unit as per Mortal Wounds (06.02). (This represents Bob the guardsmen picking up his fallen squad mates plasma gun or that the twisting power of James the Chaos Sorcerer pulling his followers into the warp.)
Q:If a rule says my unit must make a hazard roll does every model in the unit make a hazard roll?
A:
No, the unit would make 1 single hazard roll.
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:
[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 TERMINATOR keyword is used in the following Adeptus Custodes 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.
DEEP STRIKE24.09

There are many ways by which to deploy troops to the field of battle including tunnels, teleportation devices and other esoteric means of transportation.

Each time this unit makes an ingress move (20.04), if every model in this unit has this ability, it can be set up anywhere on the battlefield that is more than 8" horizontally from all enemy units, even if that is within your opponent’s deployment zone.
ASSAULT SHOOTING10.05
ELIGIBLE IF: All of the following apply to your unit:
  • Unengaged and made an advance move this turn.
  • Has one or more [ASSAULT] weapons.
EFFECT: Your unit shoots as described in Making Attacks (04).
WHILE SHOOTING: You can only select [ASSAULT] weapons to make attacks with.
AFTER SHOOTING: Until the end of the phase, your unit is not eligible to start an action.
[ASSAULT]24.04

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).
[RAPID FIRE]24.30

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.

Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).
13.01 Placing Terrain
Before the battle, place a selection of terrain features on the battlefield using one or more of the following methods:
  • Place a well-defined boundary (such as a base or mat) in each location you want to furnish with terrain, then place one or more terrain features wholly within that boundary.
  • Place one terrain feature directly on the battlefield.
  • Place two or more terrain features directly on the battlefield in such a way that together they define the boundary of an area.

In each case, the area of the battlefield occupied by that boundary or terrain feature is known as a terrain area. A mission’s deployment map may define the location and dimensions of each terrain area. Otherwise, players must agree on this before the battle.

FAQ

Q:Are models that are within the boundary of a terrain area, but not on the ground floor of a terrain area (e.g. overhanging parts of FRAME VEHICLES or models on terrain features that are within that terrain area) within that terrain area?
A:
Yes
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.

FAQ

Q:When my unit shoots at another unit, how does it work if some models in the target unit are fully visible to some models in my unit, while others are within a terrain area/not fully visible?
A:
For each attacking model in your unit, determine whether the target unit has the benefit of cover, as described in Terrain and Visibility. In this scenario, the target unit will likely have the benefit of cover against some of the attacking models, but not all.

This means that, in an example unit where all attacking models are using the same weapon, when you get to the Resolve Attacks step of the Attack Sequence, you will collect dice for attacks made by models against which the target unit has the benefit of cover separately from the dice for attacks made by models against which the target unit does not have the benefit of cover.
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).
Crucible
A CHARACTER created using these rules has the Crucible ability. Your army may include up to three units with the Crucible ability and these units cannot be given Enhancements.
LEADER 24.22 / SUPPORT 24.34

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.
Power from Pain

The Drukhari feed on suffering and terror. Every arc of blood that jets from a blade-slit artery, every scream of agonised horror, every vertiginous moment of shock or despair experienced by their prey surges through the Drukhari like an intoxicant. As the battle rages, the denizens of the Dark City drink deep of the floodtide of pain. Sinews singing with stolen strength, motions blurred to preternatural swiftness, they howl in exhilarated bloodlust and fight all the harder to extract yet sweeter agonies from those who dare resist them.

Pain Abilities
All DRUKHARI units have a Pain ability, tagged with the word ‘Pain’. Pain abilities only apply to a unit while it is Empowered. If your Army Faction is DRUKHARI, you can Empower units from your army with Pain abilities by spending Pain tokens (see below).

Designer’s Note: You can also spend Pain tokens to activate additional effects in certain other rules such as Enhancements and Stratagems.

Gaining Pain Tokens
If your Army Faction is DRUKHARI, you gain Pain tokens as follows:
  • 1 Pain token at the start of your Command phase.
  • 1 Pain token each time an enemy unit is destroyed.
  • 1 Pain token each time an enemy unit fails a Battle-shock test.
Each time you gain a Pain token, keep it to one side - this is your Pain token pool. Each time you spend a Pain token, reduce your Pain token pool by the same amount.

Empowered Through Pain
Each Pain ability will state when you can spend Pain tokens to Empower that unit. When you do, until the end of the phase, that unit is Empowered and all Pain abilities it has take effect. While an Attached unit is Empowered, the Pain abilities of all Leader and Bodyguard units in that unit take effect - you do not need to spend additional Pain tokens to activate each of those Pain abilities.

Example: At the start of your Charge phase, you spend 1 Pain token to Empower a unit of Wyches. The unit becomes Empowered, and so its Acrobatic Gladiators ability takes effect until the end of the phase. A Succubus is leading the unit, and so its Lithe Agility ability also takes effect until the end of the phase (no additional Pain token is required to activate that ability as well).
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: (1) Wholly within the set-up distance of that TRANSPORT, and as close as possible to that TRANSPORT. OR: (2) If the above is not possible while remaining unengaged, set up that model wholly within the set-up distance of that TRANSPORT, as close as possible to that TRANSPORT, and engaged. Each model that still cannot be set up is destroyed.
AFTER MOVING: Your unit is battle-shocked and, until the end of the turn, it is not eligible to declare a charge.
DEADLY DEMISE24.08

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

This ability always takes the form Deadly Demise X. Each time a model with this ability 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").

The OFFICER keyword is used in the following Astra Militarum datasheets:

The TRANSPORT keyword is used in the following Astra Militarum datasheets:

Voice of Command

Raised and trained to instil unwavering obedience, officers of the Imperial Guard command authority and respect, and issue orders with imperious bellows that cut through the clamour of war.

If your Army Faction is ASTRA MILITARUM, OFFICER models with this ability can issue Orders. Each OFFICER’s datasheet will specify how many Orders it can issue in a battle round and which units are eligible to receive those Orders. Each time an Officer model issues an Order, select one of the Orders below, then select one eligible friendly unit within 6" of that Officer model to issue it to.

OFFICER models can issue Orders in your Command phase and at the end of a phase in which they disembarked from a TRANSPORT or were set up on the battlefield.

Until the start of your next Command phase, the unit you selected is affected by that Order. Unless otherwise stated, a unit can only be affected by one Order at a time (any Order subsequently issued to that unit replaces the current one). Orders cannot be issued to Battle-shocked units, and if a unit being affected by an Order becomes Battle-shocked, that Order ceases to affect that unit.

Only ASTRA MILITARUM models gain the benefit of an Order issued to their unit.

Move! Move! Move!

M
+3"
Add 3" to the Move characteristic of models in this unit.

Fix Bayonets!

WS
+1
Improve the Weapon Skill characteristic of melee weapons equipped by models in this unit by 1.

Take Aim!

BS
+1
Improve the Ballistic Skill characteristic of ranged weapons equipped by models in this unit by 1.

First Rank, Fire! Second Rank, Fire!

A
+1
Improve the Attacks characteristic of Rapid Fire weapons equipped by models in this unit by 1.

Take Cover!

SV
+1
Improve the Save characteristic of models in this unit by 1 (this cannot improve a model’s Save to better than 3+).

Duty and Honour!

LD
+1
OC
+1
Improve the Leadership and Objective Control characteristics of models in this unit by 1.

FAQ

Q:If a unit becomes affected by the same Order multiple times, do those Orders affect that unit multiple times?
A:
No.

The PLATOON keyword is used in the following Astra Militarum datasheets:

Infantry Epic Hero

The OGRYN keyword is used in the following Astra Militarum datasheets:

Infantry Epic Hero
Infantry Character
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.

The MARKERLIGHT keyword is used in the following T’au Empire datasheets:

Infantry Epic Hero
Vehicle Epic Hero
Infantry Character
Aircraft
For the Greater Good

The Hunter Cadres battle for the betterment of the T’au Empire, not for personal gain or egotistic accomplishments. This burning commitment allows for prodigiously effective covering fire. Enemies are pinned in place by deadly bursts of pulse blasts, or the infamous T’au markerlight is used to expose even well-fortified enemy positions, allowing other T’au warriors to fall on the vulnerable enemies with murderous force.

If your Army Faction is T’AU EMPIRE, at the start of your Shooting phase you can select units from your army with this ability to become Observer units.

During your Shooting phase, for each Observer unit from your army that has not been selected to shoot this phase and is eligible to shoot (excluding FORTIFICATION and Battle-shocked units) select one enemy unit that is visible to be marked as their Spotted unit until the end of the phase. Each enemy unit can only be marked as a Spotted unit once per phase.

Units from your army with the For the Greater Good ability (excluding Observer units) are Guided units while targeting one or more Spotted units.

Until the end of the phase, each time a model from your army in a Guided unit makes an attack that targets a Spotted unit, improve the Ballistic Skill characteristic of that attack by 1 and, if the Spotted unit was marked by an Observer unit that has the MARKERLIGHT keyword, that attack has the [IGNORES COVER] ability.

Errata

Army Rules, For the Greater Good
Change to:

‘If your Army Faction is T’AU EMPIRE, at the start of your Shooting phase you can select units from your army with this ability to become Observer units.

During your Shooting phase, for each Observer unit from your army that has not been selected to shoot this phase and is eligible to shoot (excluding FORTIFICATION and Battle-shocked units) select one enemy unit that is visible to be marked as their Spotted unit until the end of the phase. Each enemy unit can only be marked as a Spotted unit once per phase.

Units from your army with the For the Greater Good ability (excluding Observer units) are Guided units while targeting one or more Spotted units.

Until the end of the phase, each time a model from your army in a Guided unit makes an attack that targets a Spotted unit, improve the Ballistic Skill characteristic of that attack by 1 and, if the Spotted unit was marked by an Observer unit that has the Markerlight keyword, that attack has the [IGNORES COVER] ability.’

The INFANTRY keyword is used in the following Thousand Sons datasheets:

Mounted Epic Hero
[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).
[HEAVY]24.16

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

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

The GREY KNIGHTS and VEHICLE keywords are used in the following Grey Knights datasheets:

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 unengaged and within range of the selected objective.
Blessings of Khorne

Khorne is the Chaos god of warfare and slaughter to whom all World Eaters are devoted. He blesses those who spill blood and take skulls in his infernal name.

If your Army Faction is WORLD EATERS, at the start of the battle round, you can make a Blessings of Khorne roll. To do so, roll eight D6. You can then use those dice to activate up to two Blessings of Khorne (see below). Each Blessing of Khorne specifies the dice results it requires (where a number is specified, a double or triple of that value or higher is required). You can only activate each Blessing of Khorne once per battle round. Any unused dice from the Blessings of Khorne roll are then discarded. Once activated, each Blessing of Khorne applies to all units from your army with this ability until the end of the battle round.

Example: Ash makes a Blessings of Khorne roll, getting the following: 1, 2, 2, 2, 3, 4, 6, 6. First they use the two 6s to activate Warp Blades (which requires a double 5+), leaving the following dice: 1,2, 2, 2, 3, 4. They then use the two 2s to activate Unbridled Bloodlust. Now that two Blessings of Khorne have been activated, no more can be activated and the remaining dice are discarded.

UNBRIDLED BLOODLUST

This unit has +1 to charge rolls

RAGE-FUELLED INVIGORATION

Each time a model in this unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3".

TOTAL CARNAGE

Each time a model in this unit is destroyed by a melee attack, if it has not fought this phase, roll one D6: on a 4+, 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.

MARTIAL EXCELLENCE

Melee weapons equipped by models in this unit have the [SUSTAINED HITS 1] ability.

WARP BLADES

Melee weapons equipped by models in this unit have the [LETHAL HITS] ability.

DECAPITATING STRIKES

Each time a model in this unit makes a melee attack that targets an INFANTRY unit, that attack has the [DEVASTATING WOUNDS] ability.

Errata

Blessings of Khorne, Unbridled Bloodlust
Change to:

‘This unit has +1 to charge rolls.’

The KHORNE keyword is used in the following Chaos Daemons datasheets:

Beast Epic Hero
Infantry Epic Hero
Infantry Character
Monster Character
Battleline
Fortifications
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.

The SCINTILLATING LEGIONS keyword is used in the following Thousand Sons datasheets:

Monster Epic Hero
Monster Character
Infantry
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.
Cabal of Sorcerers

The Thousand Sons are wreathed in the energies of the Warp. It is the gift of their sorcerous leaders to channel this power through battlefield ritual, to divine forbidden knowledge, to weave illusory magicks or to ravage their foes with empyric fire and mutation.

If your Army Faction is THOUSAND SONS, at the start of your Shooting phase, one or more models from your army with this ability can attempt Rituals from those listed below. To do so, select one model from your army with this ability that has not yet attempted a Ritual this turn and select one Ritual no model from your army has attempted to manifest this turn, then take a Psychic test for that model by following the sequence below.

PSYCHIC TEST SEQUENCE
Roll 2D6
Channel the Warp
(Optional)
Then, if one or more doubles or triples were rolled during this test, that model’s unit suffers D3 mortal wounds.
If that model is not destroyed, the combined total of all the dice rolled during this test is the Psychic test result. If this equals or exceeds the Warp Charge value of the Ritual being attempted, that model manifests that Ritual and you resolve its effects.

DESTINY’S RUIN (PSYCHIC)

WARP CHARGE
5
Select one enemy unit within 24" of and visible to the manifesting model. Until the end of the phase, each time a THOUSAND SONS or SCINTILLATING LEGIONS model from your army makes an attack that targets that unit, re-roll a Hit roll of 1. If the Psychic test result for this Ritual was 10+, you can re-roll the Hit roll instead.

TEMPORAL SURGE (PSYCHIC)

WARP CHARGE
6
Select one friendly THOUSAND SONS or SCINTILLATING LEGIONS unit that is not within Engagement Range of one or more enemy units and is within 24" of and visible to the manifesting model. That unit can make a Normal move of up to D6". If the Psychic test result for this Ritual was 10+, that unit can make a Normal move of up to 6" instead. In either case, until the end of the turn, that unit is not eligible to declare a charge.

DOOMBOLT (PSYCHIC)

WARP CHARGE
7
Select one enemy unit within 24" of and visible to the manifesting model (excluding units with the Lone Operative ability that are not part of an Attached unit and are not within 12" of the manifesting model); that unit suffers D3 mortal wounds. If the Psychic test result for this Ritual was 11+, that unit suffers D3+3 mortal wounds instead.

TWIST OF FATE (PSYCHIC)

WARP CHARGE
9
Select one enemy unit within 24" of and visible to the manifesting model. Until the end of the phase, each time a THOUSAND SONS or SCINTILLATING LEGIONS model from your army makes an attack that targets that unit, improve the Armour Penetration characteristic of that attack by 1. If the Psychic test result for this Ritual was 12+, improve the Armour Penetration characteristic of that attack by 2 instead.

FAQ / Errata

FAQ
Q:Do I need to sequence all of my Cabal of Sorcerers Rituals at the start of my Shooting phase?
A:
No, you just pick a model with the Cabal of Sorcerers rule, pick a Ritual to manifest, and attempt it, then repeat the process until you have run out of models or Rituals or both.
Q:When using the Cabal of Sorcerers army rule, do I have to choose whether to Channel the Warp before rolling any dice?
A:
No.
Q:When using the Cabal of Sorcerers army rule, if I roll one or more doubles or triples, does my model only suffer D3 mortal wounds if I chose to Channel the Warp?
A:
Yes.
Errata
Army Rule, Cabal of Sorcerers
Change first paragraph to:

‘If your Army Faction is THOUSAND SONS, at the start of your Shooting phase, one or more models from your army with this ability can attempt Rituals from those listed on the right. To do so, select one model from your army with this ability that has not yet attempted a Ritual this turn and select one Ritual no model from your army has attempted to manifest this turn, then take a Psychic test for that model by following the sequence below.’

Destiny’s Ruin (Psychic)
Change to:

‘Select one enemy unit within 24" of and visible to the manifesting model. Until the end of the phase, each time a THOUSAND SONS or SCINTILLATING LEGIONS model from your army makes an attack that targets that unit, re-roll a Hit roll of 1. If the Psychic test result for this Ritual was 10+, you can re-roll the Hit roll instead.’

Temporal Surge (Psychic)
Change to:

‘Select one friendly THOUSAND SONS or SCINTILLATING LEGIONS unit that is not within Engagement Range of one or more enemy units and is within 24" of and visible to the manifesting model. That unit can make a Normal move of up to D6". If the Psychic test result for this Ritual was 10+, that unit can make a Normal move of up to 6" instead. In either case, until the end of the turn, that unit is not eligible to declare a charge.’

Twist of Fate (Psychic)
Change to:

‘Select one enemy unit within 24" of and visible to the manifesting model. Until the end of the phase, each time a THOUSAND SONS or SCINTILLATING LEGIONS model from your army makes an attack that targets that unit, improve the Armour Penetration characteristic of that attack by 1. If the Psychic test result for this Ritual was 12+, improve the Armour Penetration characteristic of that attack by 2 instead.’
[ONE SHOT]24.26

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.

If a destroyed model is returned to a unit, all of its [ONE SHOT] weapons that have already been selected to make attacks with during the battle cannot be selected to make attacks with again.

If a new unit is added to an army, all [ONE SHOT] weapons in that unit can be selected to make attacks with once per battle.

The INFANTRY keyword is used in the following T’au Empire datasheets:

[TWIN-LINKED]24.38

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.

The VANGUARD INVADER keyword is used in the following Tyranids datasheets:

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

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.
Gate of Infinity

Few can command the powers of the Warp with anything like the skill and control of the Grey Knights. So masterful is their sorcery that they can conjure glowing empyric gateways to step in and out of reality. In this way, they swiftly outflank their foes and redeploy their forces to counter threats, kept safe during their split-second Warp travel by the intricate wards worked into their wargear.

If your Army Faction is GREY KNIGHTS, at the end of your opponent’s Fight phase, you can select a number of units (see below) from your army that are on the battlefield (excluding units that are within Engagement Range of one or more enemy units), provided every model in those units has this ability. The maximum number of units you can select depends on the battle size, as follows:

BATTLE SIZENUMBER OF UNITS
IncursionUp to 2 units
Strike ForceUp to 3 units
OnslaughtUp to 4 units

Errata

Army Rules, Gate of Infinity Army Rule, Last Paragraph
Change to:
  • Place those units in strategic reserves.
  • Those units can make an ingress move in your next Movement phase (including in your first turn.)
Acts of Faith

It is said the Emperor’s benediction touches the Adepta Sororitas, manifesting as a nimbus of holy light in which his power is revealed in miraculous deeds of fortitude and divine strength.

If your Army Faction is ADEPTA SORORITAS, each unit from your army with this ability can perform one Act of Faith per phase. This is done using Miracle dice.

GAINING MIRACLE DICE
If your Army Faction is ADEPTA SORORITAS, you gain 1 Miracle dice:
  • At the start of each turn.
  • Each time an ADEPTA SORORITAS unit from your army is destroyed.

Each time you gain a Miracle dice, roll one D6. The number you roll is the value of that Miracle dice. This value cannot be changed or re-rolled, unless a rule specifically states otherwise. Keep your Miracle dice to one side - this is your Miracle dice pool.

FAQ / Errata

FAQ
Q:Can a Miracle dice be used as part of a re-roll?
A:
Yes.
Q:If I re-roll a roll in which I substituted a dice with a Miracle dice, do I get to use the Miracle dice in that re-roll (e.g. when re-rolling a Charge roll)?
A:
No, that Miracle dice is lost. Note that your unit has still performed an Act of Faith.
Q:How do Miracle Dice work during the attack sequence?
A:
During the attack sequence, an Adepta Sororitas player’s attacking unit can use an Act of Faith when making hit rolls (where they can substitute a dice from any given group of attacks before making the roll), wound rolls (where they can substitute a dice from any given group of hits before making the roll) or damage rolls (when they can substitute a dice for a single damage roll before making the roll). An Adepta Sororitas player’s target unit can use an Act of Faith when making save rolls (where they can substitute a dice for any given group of wounding attacks before making the roll).
Errata
Acts of Faith, Gaining Miracle Dice Section
Change to:

‘If your Army Faction is ADEPTA SORORITAS, you gain 1 Miracle dice:
  • At the start of each turn.
  • Each time an ADEPTA SORORITAS unit from your army is destroyed.
Each time you gain a Miracle dice, roll one D6. The number you roll is the value of that Miracle dice. This value cannot be changed or re-rolled, unless a rule specifically states otherwise. Keep your Miracle dice to one side – this is your Miracle dice pool.’

PERFORMING AN ACT OF FAITH
Before making a dice roll for a model or unit from your army with the Acts of Faith ability, if you have one or more dice in your Miracle dice pool, that unit can perform an Act of Faith. If it does, select one of the dice from your Miracle dice pool to substitute that dice roll (if a roll involves more than one dice, e.g. a Charge roll or Battle-shock test, only a single dice can be substituted). The dice that is being substituted is not rolled; instead, the value of the selected Miracle dice is used as if it had been rolled ( this counts as an unmodified dice roll of that value for all rules purposes). Each Miracle dice can only be selected for substitution once. Once all Miracle dice substitutions have been made, remove the chosen Miracle dice from your Miracle dice pool, and roll all remaining, unsubstituted dice that are a part of the dice roll. You can use Miracle dice when a unit performs an Act of Faith for any of the following types of dice roll:

Example: Instead of rolling 2D6 to take a unit’s Battle-shock test, you could use one dice from your Miracle dice pool. If the value of that dice was 4, the unit’s Battle-shock test would be determined by rolling one D6 and adding 4 to it (i.e. it would be D6+4).
01.02.09 Tokens
Tokens are gaming aids that some rules instruct you to place next to model/unit to remind you and your opponent that a model/unit either has a limited-use ability or is under the effects of a particular rule. Tokens are not counted as models for any purposes (even if they are being represented by a model). If another model needs to move into the space occupied by a token, reposition the token to allow that move to be made.

The BATTLELINE keyword is used in the following Adeptus Mechanicus datasheets:

Doctrina Imperatives

An Adeptus Mechanicus army marching to war is a sight both terrifying and glorious, each holy warrior a disturbing fusion of Human and machine. While the ruling Tech-Priests and their fanatical followers raise modified voices in praise of the Machine God, their Skitarii soldiery and Servitor creations are controlled by doctrina imperatives loaded by their masters to augment and adapt the warriors’ abilities.

At the start of the battle round, you can select one of the Doctrina Imperatives below. Until the end of the battle round, that Doctrina Imperative is active for your army, and all units from your army that have the Doctrina Imperatives ability gain the relevant abilities shown below.

Protector Imperative

  • Ranged weapons equipped by models in this unit have the [HEAVY] ability.
  • Improve the Ballistic Skill characteristic of ranged weapons equipped by models in this unit by 1.
  • Each time a melee attack targets this unit, if this unit has the BATTLELINE keyword and/or it is within 6" of one or more friendly ADEPTUS MECHANICUS BATTLELINE units, subtract 1 from the Hit roll.

Conqueror Imperative

  • Ranged weapons equipped by models in this unit have the [ASSAULT] ability.
  • Improve the Weapon Skill characteristic of melee weapons equipped by models in this unit by 1.
  • Each time a model in this unit makes an attack, if this unit has the BATTLELINE keyword and/or it is within 6" of one or more friendly ADEPTUS MECHANICUS BATTLELINE units, improve the Armour Penetration characteristic of that attack by 1.

Errata

Doctrina Imperatives
Change Protector Imperative to:
  • ‘Ranged weapons equipped by models in this unit have the [HEAVY] ability
  • Improve the Ballistic Skill characteristic of ranged weapons equipped by models in this unit by 1.
  • Each time a melee attack targets this unit, if this unit has the BATTLELINE keyword and/or it is within 6" of one or more friendly ADEPTUS MECHANICUS BATTLELINE units, subtract 1 from the Hit roll.’

Change Conqueror Imperative to:
  • ‘Ranged weapons equipped by models in this unit have the [ASSAULT] ability.
  • Improve the Weapon Skill characteristic of melee weapons equipped by models in this unit by 1.
  • Each time a model in this unit makes an attack, if this unit has the BATTLELINE keyword and/or it is within 6" of one or more friendly ADEPTUS MECHANICUS BATTLELINE units, improve the Armour Penetration characteristic of that attack by 1.’

The MOUNTED keyword is used in the following Chaos Space Marines datasheets:

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.

FAQ

Q:If a unit has a rule that allows it to start an action when it is battle-shocked can it also continue doing that action if it becomes battle-shocked after starting an action?
A:
Yes
Q:If a unit becomes battle-shocked after starting an action does it stop performing that action?
A:
Yes

The ANHRATHE keyword is used in the following Aeldari datasheets:

Infantry Epic Hero
Vehicle
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). Those hits are not critical hits.
  • 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.

The VEHICLE keyword is used in the following Aeldari datasheets:

The TITANIC keyword is used in the following Aeldari datasheets:

Battle Focus

In war, as in all things, the Aeldari bring the full might of their intellect, skill and agility to bear upon the task. Coupled with their exceptional technology, this ensures they move with swiftness and grace that is impossible for the foe to match.

If your Army Faction is ASURYANI, at the start of the battle round, you receive a number of Battle Focus tokens based on the battle size, as shown in the table below.

BATTLE SIZEBATTLE FOCUS TOKENS
Incursion2
Strike Force4
Onslaught6

Each time one of the triggers shown in the Agile Manoeuvres section below occurs, you can spend one Battle Focus token to enable the relevant eligible unit to perform that Agile Manoeuvre. A unit is eligible to perform an Agile Manoeuvre if it has this ability and has not already performed an Agile Manoeuvre in the same phase. Unless otherwise stated, you cannot trigger the same Agile Manoeuvre more than once per phase. At the end of the battle round, all unspent Battle Focus tokens are lost.

AGILE MANOEUVRES

SWIFT AS THE WIND

TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move. You can trigger this Agile Manoeuvre more than once per phase (provided a different unit performs it each time).

EFFECT: Until the end of the phase, add 2" to the Move characteristic of models in that unit.

FLITTING SHADOWS

TRIGGER: When an eligible unit from your army is selected to make a Normal, Advance or Fall Back move, is set up on the battlefield, or declares a charge.

EFFECT: Until the end of the turn, enemy units cannot use the Fire Overwatch Stratagem to shoot at that unit.

STAR ENGINES

TRIGGER: When an eligible VEHICLE unit from your army is selected to make an Advance move.

EFFECT: Until the end of the turn, Ranged weapons equipped by this unit have the [ASSAULT] ability.

SUDDEN STRIKE

TRIGGER: When an eligible unit from your army is selected to fight.

EFFECT: Until the end of the phase, each time a model in that unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3".

OPPORTUNITY SEIZED

TRIGGER: When an enemy unit ends a Fall Back move.

EFFECT: One eligible unit from your army (excluding TITANIC units) that started the phase within Engagement Range of that enemy unit can make a Normal move of up to D6+1".

FADE BACK

TRIGGER: In your opponent’s Shooting phase, just after an enemy unit has shot.

EFFECT: One eligible unit from your army (excluding TITANIC units) that was hit by one or more of those attacks can make a Normal move of up to D6+1".

Errata

Agile Manoeuvres, Star Engines
Change to:

‘TRIGGER: When an eligible VEHICLE unit from your army is selected to make an Advance move.’

‘EFFECT: Until the end of the turn, ranged weapons equipped by this unit have the [ASSAULT] ability.’

The WULFEN keyword is used in the following Space Marines datasheets:

Vehicle Epic Hero

The MOUNTED keyword is used in the following Adeptus Mechanicus datasheets:

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.
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).

The DAEMON keyword is used in the following Chaos Space Marines datasheets:

The FLY keyword is used in the following Chaos Daemons datasheets:

The TZEENTCH keyword is used in the following Chaos Daemons datasheets:

The SLAANESH keyword is used in the following Chaos Daemons datasheets:

The NURGLE keyword is used in the following Chaos Daemons datasheets:

The DAEMON keyword is used in the following World Eaters datasheets:

02.02.04 Healing Or Regaining Lost Wounds
When a unit heals or regains a number of wounds, it regains up to that number of lost wounds. For each wound healed or regained, consult the following:
  • If that unit has one or more models that does not have its full wounds remaining, select one of those models; that model regains one lost wound.
  • If all models in that unit have their starting number of wounds, but one or more models from that unit are currently destroyed, revive one of those destroyed models (excluding CHARACTER models), with one wound remaining.
This cannot cause a model to have more wounds remaining than it started the battle with.

If a rule states that a model heals or regains a number of wounds, only that model can regain wounds up to its starting number of wounds. Any excess regained wounds are lost and do not cause a destroyed model from that unit to revive.

The BATTLELINE keyword is used in the following Chaos Daemons datasheets:

The Shadow of Chaos

When daemons pour into realspace, maelstroms of warp energy spill through in their wake. Manifest emotion and unbridled, nightmarish forces twist all that they touch, reshaping the landscape into bizarre forms while tormenting mortal beings to madness. To be embroiled in such tempests is to endure conditions utterly anathema to the fundamental laws of reality, provoking primal terror in even the most emotionless warriors.

If your Army Faction is LEGIONES DAEMONICA, certain areas of the battlefield are considered to be within your army’s Shadow of Chaos, as follows:
  • Your deployment zone is always within your army’s Shadow of Chaos.
  • At the start of any phase, if you control at least half of the objective markers within No Man’s Land, until the end of that phase, No Man’s Land is within your army’s Shadow of Chaos.
  • At the start of any phase, if you control at least half of the objective markers within your opponent’s deployment zone, until the end of that phase, your opponent’s deployment zone is within your army’s Shadow of Chaos.

DAEMONIC MANIFESTATION

While a friendly LEGIONES DAEMONICA unit is within your army’s Shadow of Chaos, each time that unit makes a battle-shock roll, that unit has +1 to that battle-shock roll and, if that roll is successful, one model in that unit heals D3 wounds (if that unit is a BATTLELINE unit and that roll is successful, up to D3 destroyed models (excluding CHARACTER models) can be returned to that unit instead).

DAEMONIC TERROR

While an enemy unit is within your army’s Shadow of Chaos and/or it is within 6" of one or more BLOODTHIRSTER, GREAT UNCLEAN ONE, KAIROS FATEWEAVER, KEEPER OF SECRETS, LORD OF CHANGE, ROTIGUS, SHALAXI HELBANE or SKARBRAND units from your army, each time that unit takes a Battle-shock test, subtract 1 from that test and, if that test is failed, that enemy unit suffers D3 mortal wounds.

FAQ

Q:If there are no objective markers within No Man’s Land or within my opponent’s deployment zone, does The Shadow of Chaos affect those areas of the battlefield?
A:
No.

The MOUNTED and DAEMON keywords are used in the following Chaos Daemons datasheets:

The INFANTRY and DAEMON keywords are used in the following Chaos Daemons datasheets:

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.
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.
18.04.01 Rapid Disembark And Limitations
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.
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.
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
  • Rapid Disembark And Limitations 18.04.01


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: (1) Wholly within the set-up distance of that TRANSPORT, and as close as possible to that TRANSPORT. OR: (2) If the above is not possible while remaining unengaged, set up that model wholly within the set-up distance of that TRANSPORT, as close as possible to that TRANSPORT, and engaged. Each model that still cannot be set up is destroyed.
AFTER MOVING: Your unit is battle-shocked and, until the end of the turn, it is not eligible to declare a charge.

ASSAULT DISEMBARK MOVE18.06
SET-UP DISTANCE: 3"
ELIGIBLE IF:
  • Embarked within a TRANSPORT on the battlefield
  • Did not embark within that TRANSPORT this phase
  • That TRANSPORT has not made an advance/fall-back move this phase
EFFECT: Set up as described in Set Up (03.02).
WHILE MOVING: Set up each model wholly within the set-up distance of that TRANSPORT.

SHOCK DISEMBARK MOVE18.07
SET-UP DISTANCE: 3"
ELIGIBLE IF:
  • Embarked within a TRANSPORT on the battlefield
  • Did not embark within that TRANSPORT this phase
EFFECT: Set up as described in Set Up (03.02).
WHILE MOVING: Set up each model wholly within the set-up distance of that TRANSPORT.
AFTER MOVING: Your unit is not eligible to declare a charge until the end of the turn.

FAQ

Q:If a unit makes any disembark move in a turn (i.e. Disembark move, Emergency Disembark move etc.) has it disembarked that turn?
A:
Yes.

The TRANSPORT keyword is used in the following Orks datasheets:

Dedicated Transports
Fortifications

The CHAPLAIN keyword is used in the following Space Marines datasheets:

Infantry Epic Hero
Mounted Character

The DEATH COMPANY keyword is used in the following Space Marines datasheets:

Infantry Epic Hero

The DEATH COMPANY MARINES keyword is used in the following Space Marines datasheets:

The DEDICATED TRANSPORT keyword is used in the following Imperial Agents datasheets:

The REQUISITIONED keyword is used in the following Imperial Agents datasheets:

Assigned Agents

Throughout the Imperium there exist numerous martial organisations and shadowy institutions. Bodies of armed warriors or solitary agents from these groups possess specialist skills, unusual equipment and vested interests that lead them to be attached to larger Imperial armies. Some are requisitioned by the army’s commander for their particular abilities, others are assigned by their hidden masters to achieve singular agendas. The most powerful have the authority and reputation to enforce their presence on the field of battle.

If your Army Faction is AGENTS OF THE IMPERIUM, then in the Select Detachment Rules step, you can select one of the available Detachments from this book as normal.

If your Army Faction is not AGENTS OF THE IMPERIUM, but every model in your army has the IMPERIUM keyword, you can include AGENTS OF THE IMPERIUM units in your army even if they do not have the Faction keyword you selected in the Select Army Faction step. In this case, the maximum number of AGENTS OF THE IMPERIUM units you can include in your army depends on the battle size, as shown below.

BATTLE SIZERETINUE UNITSCHARACTER UNITSREQUISITIONED UNITS
Incursion111
Strike Force221
Onslaught332

Note that you can include AGENTS OF THE IMPERIUM DEDICATED TRANSPORT units in such an army as normal, but each unit must start the battle with one or more units embarked within it, or it cannot be deployed for that battle and will count as having been destroyed during the first battle round.

The MOUNTED keyword is used in the following Genestealer Cults datasheets:

The MOUNTED keyword is used in the following Thousand Sons datasheets:

Mounted Epic Hero

The FLY keyword is used in the following Thousand Sons datasheets:

The TZAANGOR ENLIGHTENED keyword is used in the following Thousand Sons datasheets:

[MELTA]24.25

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

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

Example: A model targets a unit that is within half range of a [MELTA 2] weapon with a D characteristic of D6. While resolving those attacks, that weapon has a D characteristic of D6+2.
02.02.03 Random Characteristics
Random Movement: When a unit with a random M characteristic is selected to move, determine the entire unit’s move distance by rolling the indicated number of dice.

Random Attacks: If a weapon has a random A characteristic, that characteristic is determined when generating attacks for that weapon at the Resolve Attacks step (04.03). If several weapons with random A characteristics are making identical attacks, generate the attacks for each of those weapons individually, and group them all together.

Random Damage: If a weapon has a random D characteristic, then each time an attack made with it inflicts damage, the controlling player determines that weapon’s characteristic when the opposing player has selected a model in the target unit to allocate that attack to.

When determining a random D characteristic, the dice roll made is called a damage roll.

Where a D characteristic includes an operator (e.g. a ‘+’, as in D6+1), the value after the operator is part of that D characteristic – it is not a modifier.

Other Random Characteristics: For all other characteristics, roll to determine the value on an individual, per-model or per-weapon basis each time that characteristic is required.
Reanimation Protocols

The Necron dynasties benefit from the nigh-on supernatural technologies that once saw them dominate the galaxy, perhaps the most unsettling of which are their reanimation protocols. Should a Necron be slain, its body becomes wreathed in an eerie glow. Crawling limbs reattach. Sundered torsos and smashed skulls reform amidst emerald sparks. Witch lights flare back to life within dead eye-lenses and the Necron rises again, shambling back into their battle line. Those Necrons too catastrophically damaged to reform vanish instead, teleported away to their tombs for repair.

If your Army Faction is NECRONS, at the end of your Command phase, each friendly unit with this ability that is on the battlefield activates its Reanimation Protocols:
  • When a unit’s Reanimation Protocols activate, that unit heals D3 wounds.

Example: A unit of Lokhust Destroyers (which have a Wounds characteristic of 3) activates its Reanimation Protocols. The unit had a Starting Strength of 3, but currently contains 2 models, and one of those models has lost 1 wound. A 3 is rolled to see how many wounds are reanimated. The first of these reanimated wounds restores the wounded Lokhust Destroyer back to 3 wounds. The second of these reanimated wounds returns the destroyed Lokhust Destroyer to the battlefield with 1 wound remaining. The third of these reanimated wounds restores one of the remaining lost wounds to the same Lokhust Destroyer that was just returned. The unit now contains 3 models, two of which have 3 wounds remaining and one of which has 2 wounds remaining.

Errata

Army Rules, Reanimation Protocols Army Rule
Change to:

‘If your Army Faction is NECRONS, at the end of your Command phase, each friendly unit with this ability that is on the battlefield activates its Reanimation Protocols:
  • When a unit’s Reanimation Protocols activate, that unit heals D3 wounds.’
Dark Pacts

Beseeching the Chaos Gods with fanatical fervour, the profane champions of the Heretic Astartes pray for diabolic boons, promising the vilest of offerings in return for their power.

If your Army Faction is HERETIC ASTARTES, each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit’s weapons to gain until the end of the phase:

FAQ

Q:Can I select a unit to shoot when there are no eligible targets so that unit can make a Dark Pact?
A:
No.
Q:When I select a unit as the target of the Fire Overwatch Stratagem, can that unit make a Dark Pact?
A:
Yes, as the unit is selected to shoot.

The LEGIONARIES keyword is used in the following Chaos Space Marines datasheets:

Battleline
Infantry

The EXOARMOUR keyword is used in the following Leagues of Votann datasheets:

Infantry Character

The FLY keyword is used in the following Adeptus Mechanicus datasheets:

The JUMP PACK keyword is used in the following Adeptus Mechanicus datasheets:

The FLY keyword is used in the following Tyranids datasheets:

The VEHICLE keyword is used in the following Leagues of Votann datasheets:

Dedicated Transports

The IRONKIN STEELJACKS keyword is used in the following Leagues of Votann datasheets:

The ASTRA MILITARUM and BATTLELINE keywords are used in the following Astra Militarum datasheets:

The SWARM keyword is used in the following Chaos Daemons datasheets:

Battleline

The FLY keyword is used in the following Necrons datasheets:

Martial Ka’tah

Specialised disciplines mastered by Custodians over decades if not centuries, each ka’tah equips its practitioner to overmaster any foe in a particular discipline or philosophy. Martial katahs allow the warriors of the Adeptus Custodes to deploy stances, movements, war philosophies and lethal skills that enhance their already terrifying martial prowess and focus it against particular threats.

Each time a unit from your army with this ability is selected to fight, select one of the Ka’tah Stances below. Until that unit has finished making its attacks, the selected Stance is active for it and it gains the relevant ability:

Dacatarai Stance

Those Custodians skilled in the Dacatarai Ka'tah are able to turn their enemies numerical advantage against them. Reserved for when the Custodians must battle seething hordes of foes, this stance sees them reap a terrible tally

Melee weapons equipped by models in this unit have the [SUSTAINED HITS 1] ability.

Rendax Stance

Masters of Rendax are superlative monster and war machine hunters. They have studied every aspect of how to do battle with a foe far larger than themselves, how to evade its powerful attacks, exploit its blind spots and lay it low.

Melee weapons equipped by models in this unit have the [LETHAL HITS] ability.

The GRAVIS keyword is used in the following Space Marines datasheets:

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.
FIRING DECK24.14

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:
  1. Select up to X models embarked within this TRANSPORT (excluding models whose units have already been selected to shoot this phase).
  2. For each selected model, select one of its ranged weapons (excluding [ONE SHOT] weapons).
  3. Until this TRANSPORT has resolved all of its attacks, it has all of those selected weapons in addition to its other weapons.
  4. Until the end of the turn, units embarked within this TRANSPORT are not eligible to shoot.
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

FAQ

Q:Do a unit's abilities continue to function while they are embarked within a TRANSPORT?
A:
Yes, within the restrictions specified by the ability itself. Embarked units are Not On The Battlefield (01.02.04), so any ability requiring visibility or measurement to another unit will fail.

Example: Azrael is attached to an Intercessor Squad unit and embarked within a TRANSPORT, and that TRANSPORT is making a shooting attack using the Firing Deck ability. While Azrael’s Supreme Grand Master ability is still technically active, it will have no effect, as the requirements of the ability are not met (the ability affects ‘weapons equipped by models’ in Azrael’s unit, and for the purposes of Firing Deck, the TRANSPORT itself is equipped with those weapons instead).
Q:If a rule says a unit can embark into a TRANSPORT in a turn that unit disembarked, does this ignore the core rules restriction on embarking in a turn that unit made a set up move (see 18.02)?
A:
Yes

The TRANSPORT keyword is used in the following Imperial Agents datasheets:

Waaagh!

The infamous war cry of the Orks is known and feared throughout the galaxy. When it echoes across the battlefield, bellowed from countless toothy maws, it galvanises the Orks and riles them into a raucous state of excited aggression.

Friendly ORKS units with this ability can:
War Cry (Once per battle, per army): At the start of the Command phase, you can use this ability. If you do, friendly ORKS units with the Waaagh! ability are riled up until the end of the next turn.

The CRYPTEK keyword is used in the following Necrons datasheets:

The DAEMON and INFANTRY keywords are used in the following Chaos Daemons datasheets:

The FLY and INFANTRY keywords are used in the following Drukhari datasheets:

The MOUNTED keyword is used in the following Drukhari datasheets:

Mounted Character

The JUMP PACK keyword is used in the following Adepta Sororitas datasheets:

Infantry Epic Hero
Infantry Character

The FLY keyword is used in the following Chaos Space Marines datasheets:

The JUMP PACK keyword is used in the following Chaos Space Marines datasheets:

Infantry Epic Hero
Infantry Character

The FLY keyword is used in the following World Eaters datasheets:

Monster Epic Hero
Vehicle

The WYCH CULT keyword is used in the following Drukhari datasheets:

Infantry Epic Hero
Infantry Character
Battleline

The KABAL keyword is used in the following Drukhari datasheets:

Infantry Epic Hero
Infantry Character

The MOUNTED keyword is used in the following T’au Empire datasheets:

Mounted Character
Prioritised Efficiency

As the Kin truth describes, Luck has. Need keeps. Toil earns. The kinhost’s ability to efficiently switch its strategic footing embodies this wisdom. It results from swift assessments of a foe’s possessions, how best to seize them for the kindred’s need and then to stubbornly toil to hold them against counterattacks.

If your Army Faction is LEAGUES OF VOTANN, LEAGUES OF VOTANN units from your army have one of two abilities: Hostile Acquisition or Fortify Takeover (see below). During the battle, which ability those LEAGUES OF VOTANN units have will change depending on how many Yield points (YP) you currently have:
  • At the start of the battle, your units have Hostile Acquisition until the start of your next Command phase.
  • At the end of your Command phase, if you have fewer than 7YP, your units have Hostile Acquisition until the start of your next Command phase.
  • At the end of your Command phase, if you have 7YP or more, your units have Fortify Takeover until the start of your next Command phase.

Hostile Acquisition
  • Each time a model in this unit makes an attack that targets an enemy unit within range of one or more objective markers, add 1 to the Hit roll.
  • You can re-roll Advance and Charge rolls made for this unit.

Fortify Takeover
  • Each time a model in this unit makes an attack that targets an enemy unit, if this unit is within range of one or more objective markers you control, add 1 to the Hit roll.
  • Each time an attack targets this unit, if the Strength characteristic of that attack is greater than this unit’s Toughness characteristic and this unit is not a VEHICLE, subtract 1 from the Wound roll.

Yield Points
At the end of each player’s Command phase, you gain 1YP if you control one or more objective markers within your deployment zone, and, from the second battle round onwards, you gain 1 additional YP for each of the following conditions you satisfy:
  • You control one or more objective markers not within your deployment zone.
  • You control two or more objective markers not within your deployment zone.
  • You control more objective markers than your opponent.

In your turn, YP gained in this way are always gained before checking which ability LEAGUES OF VOTANN units from your army have.

Whenever a rule allows you to spend YP, reduce the number of YP you have by that amount (your YP cannot go below 0), otherwise you cannot use that rule.

Designer’s Note: This means you can use rules that let you gain or spend YP to influence which ability your units have - Hostile Acquisition or Fortify Takeover - depending on which will be most beneficial to you. Remember that your army only changes ability at the end of your Command phase, so you will - sometimes need to plan ahead if you want your army to stay in or change ability.

Example: In her third turn, Freida’s units had the Hostile Acquisition ability, as she had 6YP at the end of her Command phase. In her fourth turn, at the end of her Command phase, she controls one objective marker within her deployment zone, and one objective marker not within her deployment zone, and her opponent controls two objective markers. Freida gains 2YP, so she now has 8YP, and her units now have the Fortify Takeover ability instead.

During her turn, Freida uses a Stratagem that allows her to spend YP. She spends 2YP, bringing her total down to 6YP. However, units from her army still have Fortify Takeover - it will only change if, at the end of her next Command phase, she still has fewer than 7YP.

The PSYKER keyword is used in the following Tyranids datasheets:

Monster Epic Hero
Infantry Character
Infantry

The SYNAPSE keyword is used in the following Tyranids datasheets:

Shadow in the Warp

Tyranids flood the battlefield with the psychic signature of the hive fleet - an icy, alien dread that gnaws at the minds of their prey and smothers even the most stalwart courage. When faced with such unfathomable horror, many are driven insane or suffer catastrophic neural damage.

If your Army Faction is TYRANIDS, once per battle, in either player’s Command phase, if one or more units from your army with this ability are on the battlefield, you can unleash the Shadow in the Warp. When you do, each enemy unit on the battlefield must take a Battle-shock test. Each time an enemy unit takes such a Battle-shock test, if it is within 6" of one or more SYNAPSE units from your army, subtract 1 from that test.

FAQ / Errata

FAQ
Q:Can units targeted by the Shadow in the Warp army rule use the Insane Bravery Stratagem?
A:
No. Insane Bravery can only be used in your Command phase.
Errata
Shadow in the Warp Army Rule
Change to: ‘If your Army Faction is TYRANIDS, once per battle, in either player’s Command phase, if one or more units from your army with this ability are on the battlefield, you can unleash the Shadow in the Warp. When you do, each enemy unit on the battlefield must take a Battle-shock test. Each time an enemy unit takes such a Battle-shock test, if it is within 6" of one or more SYNAPSE units from your army, subtract 1 from that test.’
Synapse

Some Tyranids serve as synaptic conduits or nodal relays through which a portion of the Hive Mind’s iron will flows, overriding the natural instincts of the swarm to direct the teeming warrior-beasts to function as a single, gestalt organism on the battlefield.

If your Army Faction is TYRANIDS, while a TYRANIDS unit from your army is within 6" of one or more friendly SYNAPSE models, that TYRANIDS unit is said to be within Synapse Range of that model and of your army. While a TYRANIDS unit from your army is within Synapse Range of your army:
  • Each time that unit takes a Battle-shock test, take that test on 3D6 instead of 2D6.
  • Each time a model in that unit makes a melee attack, add 1 to the Strength characteristic of that attack.

Errata

Synapse Army Rule
Change to: ‘If your Army Faction is TYRANIDS, while a TYRANIDS unit from your army is within 6" of one or more friendly SYNAPSE models, that TYRANIDS unit is said to be within Synapse Range of that model and of your army. While a TYRANIDS unit from your army is within Synapse Range of your army:
  • Each time that unit takes a Battle-shock test, take that test on 3D6 instead of 2D6.
  • Each time a model in that unit makes a melee attack, add 1 to the Strength characteristic of that attack.’

The FLY keyword is used in the following Leagues of Votann datasheets:

Dedicated Transports

The ELECTRO-PRIESTS keyword is used in the following Adeptus Mechanicus datasheets:

The KATAPHRON keyword is used in the following Adeptus Mechanicus datasheets:

The PHOBOS keyword is used in the following Space Marines datasheets:

The MOUNTED keyword is used in the following Astra Militarum datasheets:

Mounted Character

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

Vehicle Character

The DESTROYER CULT keyword is used in the following Necrons datasheets:

Infantry Epic Hero
Mounted Character

The PSYKER keyword is used in the following Imperial Agents datasheets:

Infantry Character

The ORDO HERETICUS keyword is used in the following Imperial Agents datasheets:

Infantry Epic Hero
Vehicle Epic Hero
Infantry Character
Dedicated Transports

The INQUISITOR keyword is used in the following Imperial Agents datasheets:

Mounted Epic Hero
Vehicle Epic Hero

The IMPERIUM and BATTLELINE keywords are used in the following Imperial Agents datasheets:

The ORDO MALLEUS keyword is used in the following Imperial Agents datasheets:

Infantry Epic Hero

The ORDO XENOS keyword is used in the following Imperial Agents datasheets:

OVERRUN FIGHT12.06
ELIGIBLE IF: Your unit is unengaged, or was unengaged at the start of the Fight step but became engaged during the Fight phase.
EFFECT: Your unit can make one additional pile-in move, then fights as described in Making Attacks (04).

OVERRUN FIGHTS
When a unit makes an overrun fight, its models can be moved such that enemy units that were unengaged become engaged. Such enemy units become eligible to fight this phase (and may even be able to fight next if they are Fights First units).
PILE-IN MOVE12.03
MAXIMUM DISTANCE: 3".
ELIGIBLE IF: It is the Fight phase and one or more of the following apply to your unit:
  • It is engaged.
  • It made a charge move this turn.
  • It was selected to make an overrun fight this phase (12.06).
EFFECT: Your unit moves as described in Moving (03).
BEFORE MOVING: Select pile-in targets:
  • If your unit is engaged, select every enemy unit it is engaged with.
  • Otherwise, select one or more enemy units within 5" of your unit.
WHILE MOVING:
  • 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 pile-in target, and engaged with it if possible.
AFTER MOVING:
  • Your unit must be engaged.
  • Each model that started this move engaged with an enemy unit must still be engaged with that enemy unit.

The PSYKER keyword is used in the following Aeldari datasheets:

The FLY keyword is used in the following Grey Knights datasheets:

Nurgle’s Gift (Aura)

The Death Guard are warriors of the Plague God Nurgle. Their bloated bodies are riddled with corruption, and their mere presence causes the foe to sicken and wither in the grip of supernatural diseases while the battlefield falls to rot and ruin around them.

If your Army Faction is DEATH GUARD, while an enemy unit is within Contagion Range of one or more DEATH GUARD models from your army, it is Afflicted (see below).

CONTAGION RANGE
Contagion Range changes over the course of the battle:





Contagion Range cannot be greater than 12" after modifiers.

AFFLICTED
During the Declare Battle Formations step, select one of the Plagues below. Until the end of the battle, while an enemy unit is Afflicted, subtract 1 from the Toughness characteristic of models in that unit, and that unit has the effect of your chosen Plague.

Skullsquirm Blight

This horrifying affliction sees the minds and senses of the victim gnawed gradually away from within.

  • Each time a model in this unit makes a ranged attack, enemy units have the benefit of cover against that attack.
  • Each time a model in this unit makes a melee attack, subtract 1 from the Hit roll.

Rattlejoint Ague

Limbs shuddering with fever palsy, bones turned brittle as glass, these warriors can barely act to defend themselves.

Worsen the Save characteristic of models in this unit by 1.

Scabrous Soulrot

Victims of this insidious ailment become glassy eyed and morose as their very animus and essence decay.

Worsen the Move, Leadership, and Objective Control characteristics of models in this unit by 1 (this rule can only worsen a model’s Objective Control characteristic to a minimum of 1).

Errata

Nurgle's Gift, Contagion Range Section
Add 'Contagion Range cannot be greater than 12" after modifiers.'
Nurgle's Gift, Skullsquirm Blight
Change to:
‘• Each time a model in this unit makes a ranged attack, enemy units have the benefit of cover against that attack.
• Each time a model in this unit makes a melee attack, subtract 1 from the Hit roll.’

The FLY keyword is used in the following Drukhari datasheets:

The JUMP PACK keyword is used in the following Drukhari datasheets:

The MOUNTED keyword is used in the following Space Marines datasheets:

Mounted Epic Hero
INDIRECT SHOOTING10.07
ELIGIBLE IF: All of the following apply to your unit:
  • Unengaged and did not make an advance move this turn.
  • Has one or more [INDIRECT FIRE] weapons.
EFFECT: Your unit shoots as described in Making Attacks (04).
WHILE SHOOTING:
  • [INDIRECT FIRE] weapons in your unit can target units that are not visible to the attacking model.
  • Each time an [INDIRECT FIRE] weapon makes an attack:
    • The target has the benefit of cover against that attack (13.08).
    • You cannot re-roll hit rolls.
    • An unmodified hit roll of 1-5 fails, unless your unit remained stationary this turn and the target is visible to one or more friendly units, in which case an unmodified hit roll of 1-3 fails instead.
AFTER SHOOTING: Until the end of the phase, your unit is not eligible to start an action.
INDIRECT FIRE
When you select indirect shooting for a unit, its [INDIRECT FIRE] weapons can launch punishing barrages on targets that are not visible, but don’t forget that its other weapons can still target other visible targets.
[INDIRECT FIRE]24.19

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

Units containing one or more models with an [INDIRECT FIRE] weapon can shoot using indirect shooting (10.07).
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 VOIDFARERS keyword is used in the following Imperial Agents datasheets:

Infantry Epic Hero

The JUMP PACK keyword is used in the following Orks datasheets:

Infantry Epic Hero
Infantry

The FLY keyword is used in the following Orks datasheets:

Infantry Epic Hero
Infantry
Mounted

The MOUNTED keyword is used in the following Orks datasheets:

Mounted Epic Hero

The BEAST SNAGGA keyword is used in the following Orks datasheets:

Monster Epic Hero
Infantry Character
Monster Character
Conversion
Each time an attack made with this weapon targets an enemy unit that is not within 12", an unmodified Hit roll of 4+ scores a Critical Hit.

The TERMINATOR keyword is used in the following Grey Knights datasheets:

The TERMINATOR keyword is used in the following Chaos Space Marines datasheets:

The TERMINATOR keyword is used in the following Thousand Sons datasheets:

The TERMINATOR keyword is used in the following Death Guard datasheets:

Infantry Epic Hero
02.05.01 Using Keywords & Mixed Keywords in Units
When using keywords, the following points apply:
  • A unit has all the keywords of all models in that unit. A model only has its own keywords.
  • If a rule specifies that it applies to a unit with a keyword, it applies to a unit which includes one or more models with that keyword.
  • If a rule specifies that it applies to a model with a keyword, it only applies to a model with that keyword.
  • If a rule specifies that it applies to ‘non-KEYWORD’ models/units, it only applies to models/units that do not have that keyword. For example, if a rule applies to non-VEHICLE units, it only applies to units that do not have the VEHICLE keyword.
  • Some units can contain models that have different keywords. While this is the case, such a unit is considered to have all of the keywords of all of its models, and so is affected by any rule that applies to units with any of those keywords. Remember that attacks are made against units, not models.
  • If a rule only applies to models with a specific keyword, then it instead only applies to models in such a unit that have the correct keyword.
  • A rule with a comma-separated list of keywords, or a series of keywords separated by slashes (‘/’), or two keywords separated by the word ‘or’ (e.g. ‘an IMMORTALS, DEATHMARKS or LYCHGUARD unit’) refers to a model/unit that has any one of those keywords.
  • A rule with multiple adjacent keywords (e.g. ‘an AELDARI GUARDIANS unit’) only refers to a model/unit that has all of those keywords.
  • Some older rules use keywords without specifying model or unit: for example, MONSTER/VEHICLE or TRANSPORT. These rules refer to units with those keywords.
  • Singular and plural instances of the same keyword function in the same way.
Keywords
Datasheets have a list of keywords, separated into faction keywords and other keywords. The former are used when deciding which models to include in your army, but otherwise both are functionally the same. Keywords appear in full capitals, in KEYWORD BOLD.

Some rules are linked to one or more keywords. For example, a rule might say that it applies to INFANTRY units. This means it only applies to units that have the INFANTRY keyword. Singular and plural instances of the same keyword function in the same way.

SEE ALSO
  • Using Keywords & Mixed Keywords in Units 02.05.01

FAQ

Q:Do rules that affect a keyword include multi-word keywords that contain that keyword? For example, would rules that affect COMMISSAR units affect a unit that has the COMMISSAR GRAVES keyword?
A:
No.
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).

The PSYKER keyword is used in the following Space Marines datasheets:

The JUMP PACK keyword is used in the following Aeldari datasheets:

Infantry Epic Hero
Infantry Character
Before selecting targets for this weapon, select one of its profiles to make attacks with.
© Vyacheslav Maltsev 2013-2026