The Maelstrom


Books


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  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 book 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 book 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 on page 64 and fill it in with your Crucible Champion’s details as you go.

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 ofceaseless 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 found on page 64. 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

Crucible Champions Reference

Space Marines

Archetypes

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: Tactical Squad; Tacticus units (excluding CHARACTER and FLY)
CORE ABILITIESLeader, Crucible
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: TACTICUS, IMPERIUM, GRENADES, CHARACTER, INFANTRY
FACTION KEYWORDS:
ADEPTUS ASTARTES
Librarius Adept
M
6"
T
4
SV
3+
W
4
LD
6+
OC
1
LEADER
This model can be attached to the following units: Tactical Squad; Tacticus units (excluding CHARACTER and FLY)
CORE ABILITIESLeader, Crucible
ARMY RULESOath of Moment
ABILITIES
Psychic Hood: While this model is leading a unit, weapons equipped by models in that unit have the [SUSTAINED HITS 1] ability.
UNIT COMPOSITION
  • 1 Librarius Adept
YOUR UNIT COSTS
1 model
70
KEYWORDS: TACTICUS, IMPERIUM, GRENADES, PSYKER, CHARACTER, INFANTRY
FACTION KEYWORDS:
ADEPTUS ASTARTES
Venerable Battle-Brother
M
8"
T
10
SV
2+
W
12
LD
6+
OC
4
CORE ABILITIESDeadly Demise D3, Crucible
ARMY RULESOath of Moment
ABILITIES
Wisdom of the Ancients: 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: IMPERIUM, CHARACTER, WALKER, VEHICLE
FACTION KEYWORDS:
ADEPTUS ASTARTES

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.

Abilities

Adamantine Will: While this model is leading a unit, you can re-roll Battle-shock tests taken for that unit.
Astartes Banner (+10 pts) (INFANTRY only): While this model is leading a unit, add 1 to the Objective Control characteristic of models in that unit.
Blessing of the Omnissiah (INFANTRY or MOUNTED only): At the end of your Movement phase, this model can repair one friendly ADEPTUS ASTARTES VEHICLE model within 3". That model regains up to D3 lost wounds.
Litany of Hate (+10 pts): While this model is leading a unit, melee weapons equipped by models in that unit have [SUSTAINED HITS 1] or, if they already have it, you can re-roll Wound rolls of 1 for those weapons.
Narthecium (+15 pts) (INFANTRY only): While this model is leading a unit, in your Command phase, you can return one destroyed non-CHARACTER model to that unit.
Rites of Battle (+20 pts): Once per battle round, one unit from your army with this ability can be targeted with a Stratagem for 0CP, even if that Stratagem has already been used this phase.
Storm Shield (+10 pts) (INFANTRY only): This model has a 4+ invulnerable save.
Tactical Precision (+10 pts): While this model is leading a unit, weapons equipped by models in that unit have the [LETHAL HITS] ability.

Weapons

RANGED WEAPONS
RANGE
A
BS
S
AP
D
Ballistus lascannon
Ballistus lascannon
48"
2
3+
12
-3
D6+1
Ballistus missile launcher – frag Blast Heavy
Ballistus missile launcher – frag Blast Heavy
48"
D6
3+
4
0
1
Ballistus missile launcher – krak Heavy
Ballistus missile launcher – krak Heavy
48"
1
3+
10
-2
D6
Brutalis bolt rifles Twin-linked
Brutalis bolt rifles Twin-linked
24"
4
3+
4
-1
1
Combi-weapon anti-infantry 4+ Devastating Wounds Rapid Fire 1
Combi-weapon anti-infantry 4+ Devastating Wounds Rapid Fire 1
24"
1
4+
4
0
1
Forge bolter
Forge bolter
24"
3
2+
5
-1
2
Fragstorm grenade launcher Blast
Fragstorm grenade launcher Blast
18"
D6
3+
4
0
1
Heavy onslaught gatling cannon
Heavy onslaught gatling cannon
24"
12
3+
6
-1
1
Icarus rocket pod Anti-Fly 2+
Icarus rocket pod Anti-Fly 2+
24"
D3
3+
8
-1
2
Macro plasma incinerator – supercharge Blast Hazardous
Macro plasma incinerator – supercharge Blast Hazardous
36"
D6+1
3+
9
-4
3
Macro plasma incinerator – standard Blast
Macro plasma incinerator – standard Blast
36"
D6+1
3+
8
-3
2
Master-crafted bolt carbine Precision
Master-crafted bolt carbine Precision
24"
2
2+
4
0
2
Master-crafted bolter
Master-crafted bolter
24"
2
2+
4
-1
2
Master-crafted heavy bolt rifle ASSAULT Heavy
Master-crafted heavy bolt rifle ASSAULT Heavy
30"
2
2+
5
-1
2
Heavy flamer Ignores Cover Torrent
Heavy flamer Ignores Cover Torrent
12"
D6
N/A
5
-1
1
Onslaught gatling cannon
Onslaught gatling cannon
24"
8
3+
5
0
1
Smite PSYCHIC
Smite PSYCHIC
18"
D6
3+
5
-1
D3
Storm bolter Rapid Fire 2
Storm bolter Rapid Fire 2
24"
2
3+
4
0
1
Stormfrag auto-launcher ASSAULT Blast
Stormfrag auto-launcher ASSAULT Blast
12"
D6
3+
4
0
1
Twin bolt rifle ASSAULT Rapid Fire 2 Twin-linked
Twin bolt rifle ASSAULT Rapid Fire 2 Twin-linked
24"
2
3+
4
-1
1
Twin heavy bolter Sustained Hits 1 Twin-linked
Twin heavy bolter Sustained Hits 1 Twin-linked
36"
3
3+
5
-1
2
Twin Icarus ironhail heavy stubber Anti-Fly 2+ Twin-linked
Twin Icarus ironhail heavy stubber Anti-Fly 2+ Twin-linked
36"
3
3+
4
-1
1
Twin multi-melta Melta 2 Twin-linked
Twin multi-melta Melta 2 Twin-linked
18"
2
3+
9
-4
D6
Twin storm bolter Rapid Fire 2 Twin-linked
Twin storm bolter Rapid Fire 2 Twin-linked
24"
2
3+
4
0
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
Brutalis fists
Brutalis fists
Melee
6
3+
12
-2
3
Brutalis talons – sweep
Brutalis talons – sweep
Melee
10
3+
7
-1
1
Brutalis talons – strike
Brutalis talons – strike
Melee
6
3+
12
-2
3
Close combat weapon
Close combat weapon
Melee
5
3+
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
Master-crafted chainsword
Melee
6
3+
4
-1
1
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
4
3+
8
-2
2
Redemptor fist
Redemptor fist
Melee
5
3+
12
-2
3
Servo-arm Extra Attacks
Servo-arm Extra Attacks
Melee
1
3+
8
-2
3
Thunder hammer Devastating Wounds
Thunder hammer Devastating Wounds
Melee
4
3+
8
-2
2
Twin lightning claws Twin-linked
Twin lightning claws Twin-linked
Melee
7
3+
5
-2
1

Adeptus Custodes

Archetypes

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 ABILITIESLeader, Crucible
ARMY RULESMartial Ka’tah
ABILITIES
Auric Exemplar: Once per turn, you can re-roll one Hit roll and one Wound roll made for this model.
UNIT COMPOSITION
  • 1 Guardian of the Throne
YOUR UNIT COSTS
1 model
120
KEYWORDS: IMPERIUM, CHARACTER, INFANTRY
FACTION KEYWORDS:
ADEPTUS CUSTODES
Kataphraktoi Exemplar
M
12"
T
6
SV
2+
W
7
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
Hunting Lance: Each time a model in this model's unit makes an attack that targets a MONSTER or VEHICLE, you can re-roll the Wound roll.
UNIT COMPOSITION
  • 1 Kataphraktoi Exemplar
YOUR UNIT COSTS
1 model
150
KEYWORDS: FLY, IMPERIUM, CHARACTER, MOUNTED
FACTION KEYWORDS:
ADEPTUS CUSTODES
Null Maiden
M
6"
T
3
SV
3+
W
3
LD
6+
OC
1
LEADER
This model can be attached to the following units: Prosecutors; Vigilators; Witchseekers
CORE ABILITIESLeader, Crucible
ARMY RULESMartial Ka’tah
ABILITIES
Anathema Psykana: While this model is leading a unit, models in that unit have a 3+ Feel No Pain against Psychic Attacks and mortal wounds.
UNIT COMPOSITION
  • 1 Null Maiden
YOUR UNIT COSTS
1 model
85
KEYWORDS: IMPERIUM, ANATHEMA PSYKANA, CHARACTER, INFANTRY
FACTION KEYWORDS:
ADEPTUS CUSTODES

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.

Abilities

Abyssal Void (+15 pts) (ANATHEMA PSYKANA only): This model has the Lone Operative ability.
Singular Expertise (+10 pts): If this model is not leading a unit, you can re-roll Hit and Wound rolls for this model's melee attacks.
Swift Onslaught (+10 pts): While this model is leading a unit, you can re-roll Charge rolls made for that unit.

Weapons

RANGED WEAPONS
RANGE
A
BS
S
AP
D
Adrathic destructor Devastating Wounds
Adrathic destructor Devastating Wounds
18"
1
2+
6
-2
3
Guardian spear
Guardian spear
24"
2
2+
4
-1
2
Flamer Ignores Cover Torrent
Flamer Ignores Cover Torrent
12"
D6
N/A
4
0
1
Pyrithite spear Melta 2
Pyrithite spear Melta 2
12"
1
2+
9
-4
D6
Salvo launcher
Salvo launcher
24"
1
2+
9
-3
D6+1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Executioner greatblade
Executioner greatblade
Melee
5
2+
6
-2
2
Misericordia Extra Attacks
Misericordia Extra Attacks
Melee
5
2+
5
-2
1
Vaultswords – sweep
Vaultswords – sweep
Melee
10
2+
5
-1
1
Vaultswords – strike
Vaultswords – strike
Melee
6
2+
6
-2
2

Adepta Sororitas

Archetypes

Inspiring Devotee
M
6"
T
3
SV
3+
W
4
LD
7+
OC
1
INSV
4+
LEADER
This model can be attached to the following units: BATTLE SISTERS SQUAD; CELESTIAN SACRESANTS; DOMINION SQUAD
CORE ABILITIESLeader, Crucible
ARMY RULESActs of Faith
ABILITIES
Sacred Devotions: Once per turn, when a Miracle dice is used for an Act of Faith for this model’s unit, you can change the value of that dice to a 4.
UNIT COMPOSITION
  • 1 Inspiring Devotee
YOUR UNIT COSTS
1 model
65
KEYWORDS: IMPERIUM, GRENADES, CHARACTER, INFANTRY
FACTION KEYWORDS:
ADEPTA SORORITAS
Militant Commander
M
6"
T
3
SV
3+
W
4
LD
7+
OC
1
INSV
4+
LEADER
This model can be attached to the following units: BATTLE SISTERS SQUAD; CELESTIAN SACRESANTS; DOMINION SQUAD; RETRIBUTOR SQUAD
CORE ABILITIESLeader, Crucible
ARMY RULESActs of Faith
ABILITIES
Sacred Command: Once per battle round, one unit from your army with the Sacred Command ability can be targeted with a Stratagem for 0CP, even if that Stratagem has already been used this phase.
UNIT COMPOSITION
  • 1 Militant Commander
YOUR UNIT COSTS
1 model
70
KEYWORDS: IMPERIUM, GRENADES, CHARACTER, INFANTRY
FACTION KEYWORDS:
ADEPTA SORORITAS
Reliquant Knight
M
8"
T
7
SV
2+
W
8
LD
7+
OC
2
INSV
4+
LEADER
This model can be attached to the following units: PARAGON WARSUITS
CORE ABILITIESDeadly Demise 1, Crucible
ARMY RULESActs of Faith
ABILITIES
Righteous Charge: You can re-roll Advance and Charge rolls made for this model’s unit.
UNIT COMPOSITION
  • 1 Reliquant Knight
YOUR UNIT COSTS
1 model
100
KEYWORDS: IMPERIUM, CHARACTER, WALKER, VEHICLE
FACTION KEYWORDS:
ADEPTA SORORITAS

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.

Abilities

Divine Authority (+10 pts): While this model is leading a unit, you can re-roll Hit rolls of 1 for that unit.
Fury of the Righteous (+15 pts): While this model is leading a unit, weapons equipped by models in that unit have the [LETHAL HITS] ability.
Laud Hailer (+5 pts): Once per battle, at the start of any phase, select one friendly ADEPTA SORORITAS unit within 12" that is Battle-shocked; it is no longer Battle-shocked.
Shield of the Righteous (+25 pts): While this model is leading a unit, models in that unit have a 4+ invulnerable save.
Unflinching Determination (+15 pts): While this model is leading a unit, add 1 to the Objective Control characteristic of models in that unit.

Weapons

RANGED WEAPONS
RANGE
A
BS
S
AP
D
Meltagun Melta 2
Meltagun Melta 2
12"
1
3+
9
-4
D6
Ministorum combi-weapon anti-infantry 4+ Devastating Wounds Rapid Fire 1
Ministorum combi-weapon anti-infantry 4+ Devastating Wounds Rapid Fire 1
24"
1
4+
4
0
1
Ministorum flamer Ignores Cover Torrent
Ministorum flamer Ignores Cover Torrent
12"
D6
N/A
4
0
1
Multi-melta Melta 2
Multi-melta Melta 2
18"
2
3+
9
-4
D6
Paragon storm bolter Rapid Fire 2
Paragon storm bolter Rapid Fire 2
24"
4
3+
4
0
1
Storm bolter Rapid Fire 2
Storm bolter Rapid Fire 2
24"
2
3+
4
0
1
PISTOLS
RANGE
A
BS
S
AP
D
Bolt pistol Pistol
Bolt pistol Pistol
12"
1
3+
4
0
1
Plasma pistol – supercharge Hazardous Pistol
Plasma pistol – supercharge Hazardous Pistol
12"
1
3+
8
-3
2
Plasma pistol – standard Pistol
Plasma pistol – standard Pistol
12"
1
3+
7
-2
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Blessed blade
Blessed blade
Melee
4
2+
6
-2
2
Eviscerator
Eviscerator
Melee
3
4+
7
-2
2
Hallowed chainsword
Hallowed chainsword
Melee
5
3+
4
-1
1
Mace of the righteous
Mace of the righteous
Melee
4
3+
6
-1
2
Neural whip anti-infantry 4+ Devastating Wounds
Neural whip anti-infantry 4+ Devastating Wounds
Melee
6
3+
3
-1
1
Paragon war blades
Paragon war blades
Melee
6
3+
6
-2
2
Paragon war mace
Paragon war mace
Melee
4
3+
12
-2
3

Adeptus Mechanicus

Archetypes

Cohort Commander
M
6"
T
3
SV
4+
W
3
LD
7+
OC
1
LEADER
This model can be attached to the following units: Skitarii Rangers; Skitarii Vanguard
CORE ABILITIESLeader, Crucible
ARMY RULESDoctrina Imperatives
ABILITIES
Rad-scryer: Melee weapons equipped by this model have the [PRECISION] ability.
UNIT COMPOSITION
  • 1 Cohort Commander
YOUR UNIT COSTS
1 model
45
KEYWORDS: SKITARII, IMPERIUM, CHARACTER, INFANTRY
FACTION KEYWORDS:
ADEPTUS MECHANICUS
Ironstrider Alpha
M
12"
T
6
SV
3+
W
7
LD
7+
OC
2
LEADER
This model can be attached to the following units: Ironstrider Ballistarii; Sydonian Dragoons
CORE ABILITIESDeadly Demise 1, Stealth, Crucible
ARMY RULESDoctrina Imperatives
ABILITIES
Vector of the Omnissiah's Wrath: Ranged weapons equipped by models in this model's unit have the [IGNORES COVER] ability. This model has Stealth.
UNIT COMPOSITION
  • 1 Ironstrider Alpha
YOUR UNIT COSTS
1 model
80
KEYWORDS: IMPERIUM, CHARACTER, WALKER, VEHICLE
FACTION KEYWORDS:
ADEPTUS MECHANICUS
Magos
M
6"
T
4
SV
2+
W
4
LD
6+
OC
1
INSV
4+
LEADER
This model can be attached to the following units: Skitarii Rangers; Skitarii Vanguard; Kataphron Destroyers; Kataphron Breachers
CORE ABILITIESLeader, Crucible
ARMY RULESDoctrina Imperatives
ABILITIES
Technoarcane Zealotry: While this model is within range of an objective marker you control, improve the Leadership characteristic of this model's unit by 1.
UNIT COMPOSITION
  • 1 Magos
YOUR UNIT COSTS
1 model
70
KEYWORDS: TECH-PRIEST, IMPERIUM, CHARACTER, INFANTRY
FACTION KEYWORDS:
ADEPTUS MECHANICUS

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.

Abilities

Control Edict (+10 pts): While this model is leading a unit, you can re-roll Hit rolls for that unit.
Galvanic Field (+10 pts): While this model is leading a unit, weapons equipped by models in that unit have the [LETHAL HITS] ability.
Seekers of Divine Arcana (+10 pts): While this model is leading a unit, add 1 to the Objective Control characteristic of models in that unit.
The Omnissiah's Blessing (+10 pts): This model can repair a friendly ADEPTUS MECHANICUS VEHICLE within 3" (regain D3 wounds). This model has a 5+ Feel No Pain.

Weapons

RANGED WEAPONS
RANGE
A
BS
S
AP
D
Arc rifle Anti-Vehicle 4+ Rapid Fire 1
Arc rifle Anti-Vehicle 4+ Rapid Fire 1
24"
1
3+
8
-1
1
Magnarail lance
Magnarail lance
18"
1
3+
7
-2
3
Plasma caliver – supercharge Hazardous
Plasma caliver – supercharge Hazardous
18"
2
3+
8
-3
2
Plasma caliver – standard
Plasma caliver – standard
18"
2
3+
7
-2
1
Twin cognis autocannon Twin-linked
Twin cognis autocannon Twin-linked
48"
3
3+
9
-1
3
Twin cognis lascannon Twin-linked
Twin cognis lascannon Twin-linked
48"
1
3+
12
-3
D6+1
PISTOLS
RANGE
A
BS
S
AP
D
Mechanicus pistol Pistol
Mechanicus pistol Pistol
12"
1
3+
4
0
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Ironstrider feet
Ironstrider feet
Melee
3
4+
5
0
1
Omnissian axe
Omnissian axe
Melee
4
3+
6
-2
2
Servo-arc claw Anti-Vehicle 4+
Servo-arc claw Anti-Vehicle 4+
Melee
4
3+
8
-2
2
Taser goad Sustained Hits 2
Taser goad Sustained Hits 2
Melee
3
3+
6
0
1
Transonic razor Devastating Wounds
Transonic razor Devastating Wounds
Melee
4
3+
5
-2
1

Imperial Agents

Archetypes

Deathwatch Agent
M
6"
T
4
SV
3+
W
4
LD
6+
OC
1
LEADER
This model can be attached to the following units: Kill Team Cassius; Veteran Kill Team; Fortis Kill Team
CORE ABILITIESLeader, Crucible
ARMY RULESAssigned Agents
ABILITIES
Your Vigil is Not Yet Ended: While this model is leading a unit, in your Command phase you can return one destroyed non-CHARACTER model to that unit.
UNIT COMPOSITION
  • 1 Deathwatch Agent
YOUR UNIT COSTS
1 model
75
KEYWORDS: ADEPTUS ASTARTES, IMPERIUM, GRENADES, CHARACTER, INFANTRY
FACTION KEYWORDS:
DEATHWATCH
Enthroned Agent
M
5"
T
8
SV
2+
W
10
LD
6+
OC
4
LEADER
This model can be attached to the following units: Imperial Navy Breachers; Inquisitorial Agents; Battle Sisters Squad
CORE ABILITIESDeadly Demise D3, Crucible
ARMY RULESAssigned Agents
ABILITIES
Towering Reputation: While a friendly IMPERIUM unit is within 6" of this model, improve that unit's Leadership by 1. While an enemy unit is within 6", worsen its Leadership by 1.
UNIT COMPOSITION
  • 1 Enthroned Agent
YOUR UNIT COSTS
1 model
140
KEYWORDS: IMPERIUM, CHARACTER, INFANTRY
FACTION KEYWORDS:
IMPERIUM
Martial Agent
M
6"
T
3
SV
3+
W
3
LD
7+
OC
1
LEADER
This model can be attached to the following units: Imperial Navy Breachers; Inquisitorial Agents; Sisters of Battle
CORE ABILITIESLeader, Crucible
ARMY RULESAssigned Agents
ABILITIES
Moment of Glory: Once per battle, in the Fight phase, until the end of the phase, improve the Strength and Attacks characteristics of this model's melee weapons by 3.
UNIT COMPOSITION
  • 1 Martial Agent
YOUR UNIT COSTS
1 model
55
KEYWORDS: IMPERIUM, CHARACTER, INFANTRY
FACTION KEYWORDS:
IMPERIUM

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 IMPERIUM Faction keyword with ADEPTUS ASTARTES and DEATHWATCH. Replace the list of units this model can be attached to: KILL TEAM (excluding FLY, GRAVIS and TERMINATOR).

Abilities

Backroom Deals (+10 pts) (ROGUE TRADER only): While this model is leading a unit, models in that unit have the Infiltrators ability.
High-handed Authority (+5 pts): While this model is leading a unit, it can embark within a TRANSPORT that its Bodyguard unit can embark within.
Holy Hatred (+10 pts): While this model is leading a unit, melee weapons equipped by models in that unit have [SUSTAINED HITS 1].
Nowhere to Hide (+10 pts): While this model is leading a unit, ranged weapons equipped by models in that unit have [LETHAL HITS].
Oracular Gifts (+15 pts) (INQUISITOR only): This model gains PSYKER. Enemy units cannot be set up as Reinforcements within 12" of this model.
Terminator (+10 pts): Each time a model in this model's unit makes an attack that targets a unit below Half-strength, add 1 to the Hit roll.

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
4+
4
0
1
Deathwatch weapon ASSAULT Rapid Fire 1
Deathwatch weapon ASSAULT Rapid Fire 1
18"
2
3+
5
-1
2
PISTOLS
RANGE
A
BS
S
AP
D
Bolt pistol Pistol
Bolt pistol Pistol
12"
1
3+
4
0
1
Plasma pistol – supercharge Hazardous Pistol
Plasma pistol – supercharge Hazardous Pistol
12"
1
3+
8
-3
2
Plasma pistol – standard Pistol
Plasma pistol – standard Pistol
12"
1
3+
7
-2
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Force weapon PSYCHIC
Force weapon PSYCHIC
Melee
4
3+
6
-1
D3
Power fist
Power fist
Melee
3
4+
8
-2
2
Power weapon
Power weapon
Melee
4
3+
5
-2
1

Astra Militarum

Archetypes

Augmented Bone'ead
M
6"
T
6
SV
4+
W
4
LD
7+
OC
1
LEADER
This model can be attached to the following units: Ogryn Squad; Bullgryn Squad
CORE ABILITIESLeader, Feel No Pain 6+, Crucible
ARMY RULESVoice of Command
ABILITIES
You 'Eard 'em: This model has a 6+ Feel No Pain. Orders issued to this model can be issued to PLATOON or OGRYN units in the same way as an Officer.
UNIT COMPOSITION
  • 1 Augmented Bone'ead
YOUR UNIT COSTS
1 model
60
KEYWORDS: OGRYN, IMPERIUM, CHARACTER, INFANTRY
FACTION KEYWORDS:
ASTRA MILITARUM
Front-line Commander
M
6"
T
3
SV
5+
W
4
LD
7+
OC
1
LEADER
This model can be attached to the following units: Infantry Squad; Cadian Shock Troops; Catachan Jungle Fighters; Death Korps of Krieg
CORE ABILITIESLeader, Crucible
ARMY RULESVoice of Command
ABILITIES
Get Back in the Fight: This model's unit is eligible to shoot in a turn in which it Fell Back. This model can issue up to 2 Orders to REGIMENT units.
UNIT COMPOSITION
  • 1 Front-line Commander
YOUR UNIT COSTS
1 model
60
KEYWORDS: OFFICER, IMPERIUM, CHARACTER, INFANTRY
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 ABILITIESScouts 9", Deadly Demise 1, Crucible
ARMY RULESVoice of Command
ABILITIES
Scout Screen: Ranged weapons equipped by models in this model's unit have the [ASSAULT] ability. This model can issue up to 1 Order to SQUADRON units.
UNIT COMPOSITION
  • 1 Sentinel Commander
YOUR UNIT COSTS
1 model
75
KEYWORDS: SQUADRON, IMPERIUM, CHARACTER, WALKER, VEHICLE
FACTION KEYWORDS:
ASTRA MILITARUM

Specialisms

Brute Shield (AUGMENTED BONEHEAD 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.
Slab Shield (AUGMENTED BONEHEAD only): Change this model's Wounds characteristic to 7.

Abilities

Dauntless Veteran (+5 pts): You can re-roll Battle-shock tests taken for this model's unit.
Fire Coordinator (+10 pts): While this model is leading a unit, ranged weapons equipped by models in that unit have [SUSTAINED HITS 1].
Martial Zealot (+10 pts): While this model is leading a unit, melee weapons equipped by models in that unit have [SUSTAINED HITS 1].

Weapons

RANGED WEAPONS
RANGE
A
BS
S
AP
D
Autocannon
Autocannon
48"
2
4+
9
-1
3
Lascannon
Lascannon
48"
1
4+
12
-3
D6+1
Lasgun Rapid Fire 1
Lasgun Rapid Fire 1
24"
1
4+
3
0
1
Missile launcher – frag Blast
Missile launcher – frag Blast
48"
D6
4+
4
0
1
Missile launcher – krak
Missile launcher – krak
48"
1
4+
9
-2
D6
Plasma gun – supercharge Hazardous Rapid Fire 1
Plasma gun – supercharge Hazardous Rapid Fire 1
24"
1
4+
8
-3
2
Plasma gun – standard Rapid Fire 1
Plasma gun – standard Rapid Fire 1
24"
1
4+
7
-2
1
Ripper gun Rapid Fire 1
Ripper gun Rapid Fire 1
18"
3
4+
5
0
1
PISTOLS
RANGE
A
BS
S
AP
D
Bolt pistol Pistol
Bolt pistol Pistol
12"
1
4+
4
0
1
Laspistol Pistol
Laspistol Pistol
12"
1
4+
3
0
1
Plasma pistol – supercharge Hazardous Pistol
Plasma pistol – supercharge Hazardous Pistol
12"
1
4+
8
-3
2
Plasma pistol – standard Pistol
Plasma pistol – standard Pistol
12"
1
4+
7
-2
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Bullgryn maul
Bullgryn maul
Melee
4
3+
7
-1
2
Chainsword
Chainsword
Melee
5
4+
3
0
1
Huge knife
Huge knife
Melee
4
3+
6
-1
1
Hunting lance Lance
Hunting lance Lance
Melee
4
4+
4
-1
1
Power weapon
Power weapon
Melee
4
4+
4
-2
1
Sentinel chainsaw
Sentinel chainsaw
Melee
4
4+
6
-1
1

Grey Knights

Archetypes

Champion of Titan
M
6"
T
4
SV
2+
W
5
LD
6+
OC
1
INSV
4+
LEADER
This model can be attached to the following units: Strike Squad; Purifier Squad; Paladin Squad
CORE ABILITIESLeader, Crucible
ARMY RULESGate of Infinity
ABILITIES
Sanctic Might: This model is a PSYKER. While this model is leading a unit, you can re-roll Hit rolls of 1 for that unit.
UNIT COMPOSITION
  • 1 Champion of Titan
YOUR UNIT COSTS
1 model
90
KEYWORDS: SANCTIC ASTARTES, PSYKER, CHARACTER, INFANTRY
FACTION KEYWORDS:
GREY KNIGHTS
Dreadknight Champion
M
8"
T
8
SV
2+
W
13
LD
6+
OC
4
INSV
4+
CORE ABILITIESDeadly Demise D3, Deadly Demise D6, Crucible
ARMY RULESGate of Infinity
ABILITIES
Nemesis Hunt: Each time this model makes a melee attack that targets a MONSTER or VEHICLE, you can re-roll the Hit, Wound and Damage rolls.
UNIT COMPOSITION
  • 1 Dreadknight Champion
YOUR UNIT COSTS
1 model
220
KEYWORDS: SANCTIC ASTARTES, PSYKER, CHARACTER, WALKER, VEHICLE
FACTION KEYWORDS:
GREY KNIGHTS
Venerable Daemon Slayer
M
6"
T
9
SV
2+
W
8
LD
6+
OC
3
INSV
5+
CORE ABILITIESDeadly Demise 1, Crucible
ARMY RULESGate of Infinity
ABILITIES
Wisdom of Titan: While a friendly GREY KNIGHTS INFANTRY unit is within 6" of this model, re-roll Hit rolls of 1 for that unit.
UNIT COMPOSITION
  • 1 Venerable Daemon Slayer
YOUR UNIT COSTS
1 model
140
KEYWORDS: SANCTIC ASTARTES, PSYKER, CHARACTER, WALKER, VEHICLE
FACTION KEYWORDS:
GREY KNIGHTS

Specialisms

Order of the 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.
Prognosticar's 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.

Abilities

Blessing of the Omnissiah (INFANTRY only): This model can repair one friendly GREY KNIGHTS VEHICLE within 3" (regain D3 wounds).
Clarion of Hate (+10 pts) (INFANTRY only): While this model is leading a unit, that unit is eligible to Advance and charge, and those rolls are Psychic.
Eye of Judgement (+10 pts): You can re-roll Wound rolls made for this model.
Haloed in Soulfire (+15 pts): While this model is leading a unit, that unit can only be selected as the target of ranged attacks if the attacking unit is within 18".
Hammerhand (+10 pts): While this model is leading a unit, melee weapons equipped by models in that unit have [LETHAL HITS].
Litanies of Sanctity (+5 pts): Once per battle, select one friendly GREY KNIGHTS unit within 12" that is Battle-shocked; it is no longer Battle-shocked.
Sanctic Hood (+5 pts): This model has a 4+ Feel No Pain against Psychic Attacks.
Warrior Strategist (+15 pts): Once per battle round, reduce the CP cost of one Stratagem used on this model's unit by 1CP.
Zealous Path (+10 pts): While this model is leading a unit, you can re-roll Charge rolls made for that unit.

Weapons

RANGED WEAPONS
RANGE
A
BS
S
AP
D
Heavy incinerator Ignores Cover PSYCHIC Torrent
Heavy incinerator Ignores Cover PSYCHIC Torrent
18"
2D6
N/A
6
-1
2
Heavy psycannon PSYCHIC
Heavy psycannon PSYCHIC
24"
6
3+
8
-1
2
Incinerator Ignores Cover PSYCHIC Torrent
Incinerator Ignores Cover PSYCHIC Torrent
12"
D6
N/A
6
-1
1
Psilencer PSYCHIC Sustained Hits 1
Psilencer PSYCHIC Sustained Hits 1
24"
6
3+
4
0
1
Psycannon PSYCHIC
Psycannon PSYCHIC
24"
3
3+
8
-1
2
Purifying flame Ignores Cover PSYCHIC Torrent
Purifying flame Ignores Cover PSYCHIC Torrent
12"
D6
2+
6
-1
1
Storm bolter Rapid Fire 2
Storm bolter Rapid Fire 2
24"
2
3+
4
0
1
Vortex of Doom Blast Devastating Wounds PSYCHIC
Vortex of Doom Blast Devastating Wounds PSYCHIC
18"
D6
3+
8
-3
3
PISTOLS
RANGE
A
BS
S
AP
D
Grav-pistol Anti-Vehicle 2+ Pistol
Grav-pistol Anti-Vehicle 2+ Pistol
12"
1
3+
4
-1
2
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Crozius arcanum
Crozius arcanum
Melee
5
2+
6
-1
2
Dreadnought combat weapon
Dreadnought combat weapon
Melee
5
3+
12
-2
3
Nemesis daemon greathammer PSYCHIC
Nemesis daemon greathammer PSYCHIC
Melee
5
2+
14
-3
D6+1
Nemesis force weapon PSYCHIC
Nemesis force weapon PSYCHIC
Melee
5
2+
6
-2
2
Nemesis greatsword – sweep PSYCHIC
Nemesis greatsword – sweep PSYCHIC
Melee
10
2+
6
-1
1
Nemesis greatsword – strike PSYCHIC
Nemesis greatsword – strike PSYCHIC
Melee
5
2+
8
-3
3

Chaos Space Marines

Archetypes

Exalted Champion
M
6"
T
4
SV
3+
W
5
LD
6+
OC
1
INSV
5+
LEADER
This model can be attached to the following units: Legionaries; Chosen; Chaos Terminator Squad
CORE ABILITIESLeader, Crucible
ARMY RULESDark Pacts
ABILITIES
Dark Fortune: Melee weapons equipped by this model score Critical Hits on a 5+.
UNIT COMPOSITION
  • 1 Exalted Champion
YOUR UNIT COSTS
1 model
80
KEYWORDS: HERETIC ASTARTES, CHAOS, CHARACTER, INFANTRY
FACTION KEYWORDS:
CHAOS SPACE MARINES
Sorcerous Champion
M
6"
T
4
SV
3+
W
4
LD
6+
OC
1
INSV
5+
LEADER
This model can be attached to the following units: Legionaries; Chosen
CORE ABILITIESLeader, Crucible
ARMY RULESDark Pacts
ABILITIES
Malevolent Ritual: This model is a PSYKER. Each time this model makes a Psychic Attack that scores a hit, the target suffers 1 mortal wound in addition to any other damage.
UNIT COMPOSITION
  • 1 Sorcerous Champion
YOUR UNIT COSTS
1 model
80
KEYWORDS: HERETIC ASTARTES, CHAOS, PSYKER, CHARACTER, INFANTRY
FACTION KEYWORDS:
CHAOS SPACE MARINES
Soul Forge Tyrant
M
12"
T
9
SV
3+
W
10
LD
6+
OC
3
INSV
5+
LEADER
This model can be attached to the following units: Chaos Bikers
CORE ABILITIESDeadly Demise D3, Crucible
ARMY RULESDark Pacts
ABILITIES
Helstalker: This model can be attached to Chaos Vehicles as a Lord Discordant analogue. Each time this model's unit makes a melee attack, re-roll a Wound roll of 1.
UNIT COMPOSITION
  • 1 Soul Forge Tyrant
YOUR UNIT COSTS
1 model
160
KEYWORDS: DAEMON, HERETIC ASTARTES, CHAOS, CHARACTER, MOUNTED
FACTION KEYWORDS:
CHAOS SPACE MARINES

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.
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.
Possessed (+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.
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.

Abilities

Daemonkin (+10 pts): Add 1 to Advance and Charge rolls made for this model's unit.
Dark Zealotry (+10 pts): While this model is leading a unit, add 1 to Wound rolls for melee attacks made by models in that unit.
Lord of Chaos (+15 pts): Once per battle round, reduce the CP cost of one Stratagem used on this model's unit by 1CP.
Master of Mechanisms (+10 pts): This model can repair a friendly HERETIC ASTARTES VEHICLE within 3" (regain D3 wounds). Ranged weapons equipped by that VEHICLE have +1 to hit until your next turn.
Prescience (+15 pts) (PSYKER only): While this model is leading a unit, subtract 1 from Hit rolls for attacks that target that unit.

Weapons

RANGED WEAPONS
RANGE
A
BS
S
AP
D
Combi-bolter Rapid Fire 2
Combi-bolter Rapid Fire 2
24"
2
3+
4
0
1
Infernal Gaze PSYCHIC
Infernal Gaze PSYCHIC
18"
D6
3+
6
-2
1
PISTOLS
RANGE
A
BS
S
AP
D
Bolt pistol Pistol
Bolt pistol Pistol
12"
1
3+
4
0
1
Plasma pistol – supercharge Hazardous Pistol
Plasma pistol – supercharge Hazardous Pistol
12"
1
3+
8
-3
2
Plasma pistol – standard Pistol
Plasma pistol – standard Pistol
12"
1
3+
7
-2
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Accursed weapon
Accursed weapon
Melee
5
3+
5
-2
1
Axe of dismemberment Devastating Wounds
Axe of dismemberment Devastating Wounds
Melee
4
3+
8
-2
2
Chainfist Anti-Vehicle 3+
Chainfist Anti-Vehicle 3+
Melee
4
4+
8
-2
2
Force weapon PSYCHIC
Force weapon PSYCHIC
Melee
4
3+
6
-1
D3
Impaler chainglaive Lance
Impaler chainglaive Lance
Melee
5
3+
6
-2
2

World Eaters

Archetypes

Bloodcult Champion
M
6"
T
3
SV
5+
W
3
LD
7+
OC
1
LEADER
This model can be attached to the following units: Jakhal; Goremongers
CORE ABILITIESLeader, Crucible
ARMY RULESBlessings of Khorne
ABILITIES
Devotees of Slaughter: While this model is leading a unit, melee weapons equipped by models in that unit have [SUSTAINED HITS 1].
UNIT COMPOSITION
  • 1 Bloodcult Champion
YOUR UNIT COSTS
1 model
45
KEYWORDS: KHORNE, CHAOS, CHARACTER, INFANTRY
FACTION KEYWORDS:
WORLD EATERS
Butcherlord
M
8"
T
4
SV
3+
W
5
LD
6+
OC
1
INSV
5+
LEADER
This model can be attached to the following units: Khorne Berzerkers
CORE ABILITIESLeader, Crucible
ARMY RULESBlessings of Khorne
ABILITIES
Blood for the Blood God: Each time this model's unit destroys an enemy unit, you gain 1 Blood Tithe point.
UNIT COMPOSITION
  • 1 Butcherlord
YOUR UNIT COSTS
1 model
90
KEYWORDS: HERETIC ASTARTES, KHORNE, CHAOS, CHARACTER, INFANTRY
FACTION KEYWORDS:
WORLD EATERS
Eight-blessed Lord
M
10"
T
6
SV
3+
W
7
LD
6+
OC
2
INSV
5+
LEADER
This model can be attached to the following units: Eightbound; Exalted Eightbound
CORE ABILITIESLeader, Crucible
ARMY RULESBlessings of Khorne
ABILITIES
Juggernaut Charge: You can re-roll Charge rolls made for this model's unit.
UNIT COMPOSITION
  • 1 Eight-blessed Lord
YOUR UNIT COSTS
1 model
110
KEYWORDS: HERETIC ASTARTES, KHORNE, CHAOS, CHARACTER, MOUNTED
FACTION KEYWORDS:
WORLD EATERS

Specialisms

Augmetic Leggings (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 5", 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.

Abilities

Icon of Wrath (+10 pts): While this model is leading a unit, that unit is eligible to declare a charge in a turn in which it Advanced.
Lord of Slaughter (+15 pts): While this model is leading a unit, add 1 to the Attacks characteristic of melee weapons equipped by models in that unit.
Rage-fuelled Warrior (+10 pts): You can re-roll Charge rolls made for this model's unit.

Weapons

RANGED WEAPONS
RANGE
A
BS
S
AP
D
Combi-bolter Rapid Fire 2
Combi-bolter Rapid Fire 2
24"
2
3+
4
0
1
PISTOLS
RANGE
A
BS
S
AP
D
Bolt pistol Pistol
Bolt pistol Pistol
12"
1
3+
4
0
1
Plasma pistol – supercharge Hazardous Pistol
Plasma pistol – supercharge Hazardous Pistol
12"
1
3+
8
-3
2
Plasma pistol – standard Pistol
Plasma pistol – standard Pistol
12"
1
3+
7
-2
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Axe of dismemberment Devastating Wounds
Axe of dismemberment Devastating Wounds
Melee
4
3+
8
-2
2
Chainblade
Chainblade
Melee
6
3+
5
-1
1
Chainfist Anti-Vehicle 3+
Chainfist Anti-Vehicle 3+
Melee
4
4+
8
-2
2

Thousand Sons

Archetypes

Brayherd Chieftain
M
6"
T
4
SV
6+
W
4
LD
7+
OC
1
LEADER
This model can be attached to the following units: Tzaangors
CORE ABILITIESLeader, Crucible
ARMY RULESCabal of Sorcerers
ABILITIES
First Wave: This model's unit can arrive from Reserves in the first battle round.
UNIT COMPOSITION
  • 1 Brayherd Chieftain
YOUR UNIT COSTS
1 model
55
KEYWORDS: TZAANGOR, TZEENTCH, CHAOS, CHARACTER, INFANTRY
FACTION KEYWORDS:
THOUSAND SONS
Brayherd Shaman
M
6"
T
4
SV
6+
W
4
LD
7+
OC
1
INSV
5+
LEADER
This model can be attached to the following units: Tzaangors; Tzaangor Enlightened
CORE ABILITIESLeader, Crucible
ARMY RULESCabal of Sorcerers
ABILITIES
Herd Instinct: This model is a PSYKER. While this model is leading a unit, add 1 to Hit rolls for that unit.
UNIT COMPOSITION
  • 1 Brayherd Shaman
YOUR UNIT COSTS
1 model
70
KEYWORDS: TZAANGOR, TZEENTCH, CHAOS, PSYKER, CHARACTER, INFANTRY
FACTION KEYWORDS:
THOUSAND SONS
Magister
M
6"
T
4
SV
3+
W
4
LD
6+
OC
1
INSV
4+
LEADER
This model can be attached to the following units: Rubric Marines; Scarab Occult Terminators
CORE ABILITIESLeader, Crucible
ARMY RULESCabal of Sorcerers
ABILITIES
Rubric Resurrection: This model is a PSYKER. While this model is leading a unit, in your Command phase you can return one destroyed RUBRIC MARINE model to that unit.
UNIT COMPOSITION
  • 1 Magister
YOUR UNIT COSTS
1 model
105
KEYWORDS: HERETIC ASTARTES, TZEENTCH, CHAOS, PSYKER, CHARACTER, INFANTRY
FACTION KEYWORDS:
THOUSAND SONS

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.

Abilities

Binding Tendrils (+10 pts): While this model is leading a unit, that unit can only be selected as the target of ranged attacks if the attacking unit is within 18".
Immaterial Echo (+10 pts): While this model is leading a unit, weapons equipped by models in that unit have [SUSTAINED HITS 1].
Twist of Fate (+10 pts): While this model is leading a unit, weapons equipped by models in that unit have [LETHAL HITS].

Weapons

RANGED WEAPONS
RANGE
A
BS
S
AP
D
Astral Blast Blast PSYCHIC
Astral Blast Blast PSYCHIC
18"
D6
3+
6
-2
1
Fires of the Abyss PSYCHIC
Fires of the Abyss PSYCHIC
18"
3
3+
8
-3
D3
Soulreaper cannon Sustained Hits 1
Soulreaper cannon Sustained Hits 1
24"
6
3+
6
-1
1
PISTOLS
RANGE
A
BS
S
AP
D
Inferno bolt pistol Pistol
Inferno bolt pistol Pistol
12"
1
3+
4
-1
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Force weapon PSYCHIC
Force weapon PSYCHIC
Melee
4
3+
6
-1
D3
Prosperine khopesh
Prosperine khopesh
Melee
4
3+
5
-2
2
Tzaangor blades
Tzaangor blades
Melee
4
4+
4
-1
1

Death Guard

Archetypes

Plague Lord
M
5"
T
6
SV
3+
W
6
LD
6+
OC
1
INSV
5+
LEADER
This model can be attached to the following units: Plague Marines; Deathshroud Terminators; Blightlord Terminators
CORE ABILITIESLeader, Feel No Pain 5+, Crucible
ARMY RULESNurgle’s Gift
ABILITIES
Disgustingly Resilient: This model has a 5+ Feel No Pain.
UNIT COMPOSITION
  • 1 Plague Lord
YOUR UNIT COSTS
1 model
80
KEYWORDS: HERETIC ASTARTES, NURGLE, CHAOS, CHARACTER, INFANTRY
FACTION KEYWORDS:
DEATH GUARD
Plague Sorcerer
M
5"
T
5
SV
3+
W
4
LD
6+
OC
1
INSV
5+
LEADER
This model can be attached to the following units: Plague Marines; Deathshroud Terminators
CORE ABILITIESLeader, Feel No Pain 5+, Crucible
ARMY RULESNurgle’s Gift
ABILITIES
Putrescent Power: This model is a PSYKER. While this model is leading a unit, weapons equipped by models in that unit have [LETHAL HITS].
UNIT COMPOSITION
  • 1 Plague Sorcerer
YOUR UNIT COSTS
1 model
85
KEYWORDS: HERETIC ASTARTES, NURGLE, CHAOS, PSYKER, CHARACTER, INFANTRY
FACTION KEYWORDS:
DEATH GUARD
Tri-lobe Vectors
M
5"
T
5
SV
3+
W
3
LD
6+
OC
1
LEADER
This model can be attached to the following units: Plague Marines; Poxwalkers
CORE ABILITIESLeader, Feel No Pain 5+, Crucible
ARMY RULESNurgle’s Gift
ABILITIES
Unholy Triad: This unit contains 3 models. Select three abilities instead of one. Weapons are chosen for the unit as a whole. While this unit is attached to a bodyguard, it does not prevent another CHARACTER from also being attached.
UNIT COMPOSITION
  • 3 Tri-lobe Vectors
YOUR UNIT COSTS
3 models
110
KEYWORDS: HERETIC ASTARTES, NURGLE, CHAOS, CHARACTER, INFANTRY
FACTION KEYWORDS:
DEATH GUARD

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.

Abilities

Blight Bombardment (+10 pts): Ranged weapons equipped by this model have [BLAST] and [POISONED 4+].
Icon of Despair (+10 pts): While this model is leading a unit, enemy units within 6" of this model must take Battle-shock tests on one fewer D6.
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 (+15 pts): While this model is leading a unit, in your Command phase you can return one destroyed non-CHARACTER model to that unit.
Vector of Disease (+10 pts): While this model is leading a unit, worsen the Toughness characteristic of enemy units within Contagion Range of this unit by 1 (this is in addition to Nurgle's Gift).

Weapons

RANGED WEAPONS
RANGE
A
BS
S
AP
D
Hyper blight grenades ASSAULT Blast Poisoned 4+
Hyper blight grenades ASSAULT Blast Poisoned 4+
12"
D6
3+
4
-1
1
Plague spewer Ignores Cover Poisoned 4+ Torrent
Plague spewer Ignores Cover Poisoned 4+ Torrent
12"
D6
N/A
5
-1
1
PISTOLS
RANGE
A
BS
S
AP
D
Bolt pistol Pistol
Bolt pistol Pistol
12"
1
3+
4
0
1
Plasma pistol – supercharge Hazardous Pistol
Plasma pistol – supercharge Hazardous Pistol
12"
1
3+
8
-3
2
Plasma pistol – standard Pistol
Plasma pistol – standard Pistol
12"
1
3+
7
-2
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Balesword Lethal Hits
Balesword Lethal Hits
Melee
5
3+
5
-2
1
Great plague blade Lethal Hits
Great plague blade Lethal Hits
Melee
4
3+
8
-2
2
Manreaper Lethal Hits
Manreaper Lethal Hits
Melee
5
3+
8
-2
2

Emperor’s Children

Archetypes

Champion of Excess
M
6"
T
4
SV
3+
W
5
LD
6+
OC
1
INSV
5+
LEADER
This model can be attached to the following units: Infractors; Tormentors; Noise Marines
CORE ABILITIESLeader, Crucible
ARMY RULESThrill Seekers
ABILITIES
The Best Day Ever: Once per battle, at the start of the Fight phase, until the end of the phase, melee weapons equipped by models in this model's unit have [SUSTAINED HITS 1] and [LETHAL HITS].
UNIT COMPOSITION
  • 1 Champion of Excess
YOUR UNIT COSTS
1 model
80
KEYWORDS: HERETIC ASTARTES, SLAANESH, CHAOS, CHARACTER, INFANTRY
FACTION KEYWORDS:
EMPEROR'S CHILDREN
Excruciator
M
6"
T
4
SV
3+
W
4
LD
6+
OC
1
INSV
5+
LEADER
This model can be attached to the following units: Infractors; Tormentors
CORE ABILITIESLeader, Crucible
ARMY RULESThrill Seekers
ABILITIES
Symphony of Pain: This model is a PSYKER. While this model is leading a unit, add 1 to Charge rolls made for that unit.
UNIT COMPOSITION
  • 1 Excruciator
YOUR UNIT COSTS
1 model
80
KEYWORDS: HERETIC ASTARTES, SLAANESH, CHAOS, PSYKER, CHARACTER, INFANTRY
FACTION KEYWORDS:
EMPEROR'S CHILDREN
Flawless Champion
M
8"
T
4
SV
3+
W
4
LD
6+
OC
1
INSV
4+
LEADER
This model can be attached to the following units: Flawless Blades
CORE ABILITIESLeader, Crucible
ARMY RULESThrill Seekers
ABILITIES
Perfect Cut: While this model is leading a unit, melee weapons equipped by models in that unit have [PRECISION].
UNIT COMPOSITION
  • 1 Flawless Champion
YOUR UNIT COSTS
1 model
90
KEYWORDS: HERETIC ASTARTES, SLAANESH, CHAOS, CHARACTER, INFANTRY
FACTION KEYWORDS:
EMPEROR'S CHILDREN

Specialisms

Perfect Poise (+20 pts): This model has the Infiltrators and Scouts 6" abilities.
Terminator Armour: 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: EMPEROR'S CHILDREN TERMINATOR SQUAD.

Abilities

Cacophonous Barrage (+10 pts): While this model is leading a unit, ranged weapons equipped by models in that unit have [SUSTAINED HITS 1].
Doom siren (+10 pts): This model's unit has a ranged Doom siren profile (12", D6, S6 AP-1 D1, Torrent, Ignores Cover) in addition to selected weapons.
Feverish Butchery (+10 pts): While this model is leading a unit, add 1 to Wound rolls for melee attacks made by models in that unit.
Razor-edged Excess (+10 pts): While this model is leading a unit, melee weapons equipped by models in that unit have [LETHAL HITS].
Sickening Stimulation (+15 pts): While this model is leading a unit, in your Command phase you can return one destroyed non-CHARACTER model to that unit.

Weapons

RANGED WEAPONS
RANGE
A
BS
S
AP
D
Blastmaster – blast Blast
Blastmaster – blast Blast
48"
D6
3+
6
-1
1
Blastmaster – single
Blastmaster – single
48"
1
3+
8
-2
D6
Sonic blaster ASSAULT Sustained Hits 1
Sonic blaster ASSAULT Sustained Hits 1
24"
3
3+
4
0
1
PISTOLS
RANGE
A
BS
S
AP
D
Bolt pistol Pistol
Bolt pistol Pistol
12"
1
3+
4
0
1
Screamer pistol Pistol Sustained Hits 1
Screamer pistol Pistol Sustained Hits 1
12"
3
3+
4
0
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Phoenix power spear Lance
Phoenix power spear Lance
Melee
5
2+
6
-2
2
Rapture lash Sustained Hits 2
Rapture lash Sustained Hits 2
Melee
6
3+
5
-1
1

Chaos Daemons

Archetypes

Chariot Champion
M
12"
T
6
SV
4+
W
8
LD
7+
OC
3
INSV
5+
LEADER
This model can be attached to the following units: Flesh Hounds; Screamers; Seekers; Plague Drones
CORE ABILITIESDeadly Demise 1, Crucible
ARMY RULESShadow of Chaos
ABILITIES
Crushing Charge: Each time this model's unit ends a Charge move, select one enemy unit within Engagement Range and roll one D6: on a 2+, that unit suffers D3 mortal wounds.
UNIT COMPOSITION
  • 1 Chariot Champion
YOUR UNIT COSTS
1 model
120
KEYWORDS: DAEMON, CHAOS, CHARACTER, MOUNTED
FACTION KEYWORDS:
LEGIONES DAEMONICA
Immortal Champion
M
8"
T
10
SV
3+
W
10
LD
6+
OC
3
INSV
5+
CORE ABILITIESDeadly Demise D3, Crucible
ARMY RULESShadow of Chaos
ABILITIES
Daemon Prince: Each time this model makes an attack, you can re-roll a Hit roll of 1 and a Wound roll of 1.
UNIT COMPOSITION
  • 1 Immortal Champion
YOUR UNIT COSTS
1 model
180
KEYWORDS: DAEMON, CHAOS, CHARACTER, MONSTER
FACTION KEYWORDS:
LEGIONES DAEMONICA
Infernal Herald
M
8"
T
4
SV
6+
W
5
LD
7+
OC
1
INSV
5+
LEADER
This model can be attached to the following units: Bloodletters; Daemonettes; Plaguebearers; Horrors
CORE ABILITIESLeader, Crucible
ARMY RULESShadow of Chaos
ABILITIES
Locus of Power: While this model is leading a unit, add 1 to Charge rolls made for that unit.
UNIT COMPOSITION
  • 1 Infernal Herald
YOUR UNIT COSTS
1 model
80
KEYWORDS: DAEMON, CHAOS, CHARACTER, INFANTRY
FACTION KEYWORDS:
LEGIONES DAEMONICA

Specialisms

Blood-blessed (+10 pts) (KHORNE only): Melee weapons equipped by this model have [SUSTAINED HITS 1].
Collar of Khorne (KHORNE only): This model has the Feel No Pain 3+ ability against Psychic Attacks.
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 Khorne (+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 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.
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.
Enrapturing Aura (+10 pts) (SLAANESH only): Subtract 1 from Hit rolls for attacks that target this model's unit.
Flickering Fire (+10 pts) (TZEENTCH only): Ranged weapons equipped by this model have [SUSTAINED HITS 2].
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.
Plague Fly (NURGLE,INFANTRY only): This model can be attached to Plaguebearers and Nurglings.
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.
Wings (MONSTER only): Add 4" to this model's Move characteristic and it has the FLY keyword.

Abilities

Herald of War (+10 pts) (INFANTRY only): You can re-roll Charge rolls made for this model's unit.
Immortal Hunger (+10 pts) (MONSTER only): Each time this model makes a melee attack, you can re-roll the Wound roll.
Iridescent Aura (+10 pts) (TZEENTCH only): While this model is leading a unit, models in that unit have a 4+ invulnerable save.
Keep Counting! (+10 pts) (NURGLE only): While this model is leading a unit, models in that unit have a 5+ Feel No Pain.
Locus of Swiftness (+10 pts) (SLAANESH only): This model's unit is eligible to declare a charge in a turn in which it Advanced.
Wrath of Khorne (+10 pts) (KHORNE only): While this model is leading a unit, add 1 to Wound rolls for melee attacks made by models in that unit.

Weapons

RANGED WEAPONS
RANGE
A
BS
S
AP
D
Infernal cannon
Infernal cannon
24"
4
3+
8
-1
2
Infernal cannon
Infernal cannon
24"
4
3+
8
-1
2
Infernal cannon ASSAULT
Infernal cannon ASSAULT
24"
4
3+
6
-1
1
Infernal cannon Sustained Hits 1
Infernal cannon Sustained Hits 1
24"
4
3+
6
-1
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Acidic maw Extra Attacks
Acidic maw Extra Attacks
Melee
4
3+
6
-1
2
Daemonic axe
Daemonic axe
Melee
5
3+
8
-2
2
Hellforged weapons – sweep
Hellforged weapons – sweep
Melee
12
2+
6
-1
1
Hellforged weapons – strike
Hellforged weapons – strike
Melee
6
2+
8
-2
2
Hellforged weapons – sweep Lethal Hits
Hellforged weapons – sweep Lethal Hits
Melee
10
3+
6
-1
1
Hellforged weapons – strike Lethal Hits
Hellforged weapons – strike Lethal Hits
Melee
5
3+
8
-2
2
Hellforged weapons – sweep
Hellforged weapons – sweep
Melee
12
2+
5
-1
1
Hellforged weapons – strike Lance
Hellforged weapons – strike Lance
Melee
6
2+
6
-2
2
Hellforged weapons – sweep
Hellforged weapons – sweep
Melee
10
3+
5
-1
1
Hellforged weapons – strike Devastating Wounds
Hellforged weapons – strike Devastating Wounds
Melee
5
3+
7
-2
2

Aeldari

Archetypes

Craftworld Warleader
M
7"
T
3
SV
3+
W
4
LD
6+
OC
1
LEADER
This model can be attached to the following units: Guardian Defenders; Storm Guardians; Warlock Conclave
CORE ABILITIESLeader, Crucible
ARMY RULESStrands of Fate
ABILITIES
Guided by Fate: Each time this model makes an attack, you can re-roll the Hit roll and the Wound roll.
UNIT COMPOSITION
  • 1 Craftworld Warleader
YOUR UNIT COSTS
1 model
70
KEYWORDS: ASURYANI, AELDARI, CHARACTER, INFANTRY
FACTION KEYWORDS:
AELDARI
Ghost Warrior
M
8"
T
9
SV
2+
W
10
LD
6+
OC
3
CORE ABILITIESDeadly Demise D3, Crucible
ARMY RULESStrands of Fate
ABILITIES
Wraithsight: Each time this model makes an attack, you can re-roll a Hit roll of 1 and a Wound roll of 1.
UNIT COMPOSITION
  • 1 Ghost Warrior
YOUR UNIT COSTS
1 model
140
KEYWORDS: ASURYANI, AELDARI, CHARACTER, WALKER, VEHICLE
FACTION KEYWORDS:
AELDARI
Skyrunner
M
14"
T
4
SV
3+
W
5
LD
6+
OC
2
LEADER
This model can be attached to the following units: Windriders; Shining Spears
CORE ABILITIESLeader, Crucible
ARMY RULESStrands of Fate
ABILITIES
Winds of War: This model's unit is eligible to Advance and charge.
UNIT COMPOSITION
  • 1 Skyrunner
YOUR UNIT COSTS
1 model
80
KEYWORDS: ASURYANI, AELDARI, FLY, CHARACTER, MOUNTED
FACTION KEYWORDS:
AELDARI

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: This 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.

Abilities

Doomseer (+10 pts) (PSYKER only): While this model is leading a unit, add 1 to Hit rolls for that unit.
Outcast (+15 pts): This model has the Lone Operative ability.
Superlative Strategist (+10 pts): You can re-roll Advance rolls made for this model's unit. Models in that unit have the Agile Manoeuvres ability.
Warden of Fate (+10 pts) (PSYKER only): Ranged weapons equipped by this model have [IGNORES COVER].

Weapons

RANGED WEAPONS
RANGE
A
BS
S
AP
D
Bright lance
Bright lance
36"
1
3+
12
-3
D6+2
Fusion gun Melta 2
Fusion gun Melta 2
12"
1
3+
8
-4
D6
Scatter laser
Scatter laser
36"
6
3+
6
0
1
Shuriken cannon Sustained Hits 1
Shuriken cannon Sustained Hits 1
24"
3
3+
6
-1
2
Shuriken catapult ASSAULT
Shuriken catapult ASSAULT
18"
2
3+
4
-1
1
Singing spear ASSAULT PSYCHIC
Singing spear ASSAULT PSYCHIC
12"
1
3+
9
0
3
Star cannon
Star cannon
36"
3
3+
8
-3
2
PISTOLS
RANGE
A
BS
S
AP
D
Shuriken pistol ASSAULT Pistol
Shuriken pistol ASSAULT Pistol
12"
1
3+
4
-1
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Ghostglaive – sweep
Ghostglaive – sweep
Melee
8
3+
6
-2
1
Ghostglaive – strike
Ghostglaive – strike
Melee
4
3+
8
-3
D6+1
Power sword
Power sword
Melee
4
3+
4
-2
1
Witchblade Anti-Infantry 2+ PSYCHIC
Witchblade Anti-Infantry 2+ PSYCHIC
Melee
3
3+
user
-1
2
Wraithbone fists
Wraithbone fists
Melee
5
4+
7
-1
2

Drukhari

Archetypes

Archtormentor
M
8"
T
3
SV
4+
W
4
LD
6+
OC
1
LEADER
This model can be attached to the following units: Wyches; Hekatrix Bloodbrides; Kabalite Warriors
CORE ABILITIESLeader, Crucible
ARMY RULESPower From Pain
ABILITIES
Brides of Death: While this model is leading a unit, you can re-roll Hit rolls for that unit. This ability is a Pain ability.
UNIT COMPOSITION
  • 1 Archtormentor
YOUR UNIT COSTS
1 model
60
KEYWORDS: DRUKHARI, AELDARI, CHARACTER, INFANTRY
FACTION KEYWORDS:
DRUKHARI
Flesh Crafter
M
7"
T
4
SV
6+
W
5
LD
6+
OC
1
LEADER
This model can be attached to the following units: Wracks; Grotesques
CORE ABILITIESLeader, Crucible
ARMY RULESPower From Pain
ABILITIES
Master of Pain: While this model is leading a unit, in your Command phase you can return D3+1 destroyed Bodyguard models to that unit. This ability is a Pain ability.
UNIT COMPOSITION
  • 1 Flesh Crafter
YOUR UNIT COSTS
1 model
75
KEYWORDS: HAEMONCULUS, DRUKHARI, AELDARI, CHARACTER, INFANTRY
FACTION KEYWORDS:
DRUKHARI

Specialisms

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.
Reaver 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.
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.

Abilities

Conduit of Cruelty (+15 pts): This model's unit is always Empowered, even if you have no Pain tokens.
Cruel Pursuit (+10 pts): Each time a model in this model's unit makes a Pile-in or Consolidation move, it can move an additional 3".
Storm of Blades (+10 pts): While this model is leading a unit, melee weapons equipped by models in that unit have [SUSTAINED HITS 1].
Trophy Taker (+10 pts): Each time this model's unit destroys an enemy unit, you gain 1 Pain token.

Weapons

RANGED WEAPONS
RANGE
A
BS
S
AP
D
Blaster Melta 2
Blaster Melta 2
18"
1
3+
8
-4
D6
Heat lance Melta 4
Heat lance Melta 4
18"
1
3+
9
-4
D6
PISTOLS
RANGE
A
BS
S
AP
D
Blast pistol Melta 2 Pistol
Blast pistol Melta 2 Pistol
6"
1
3+
8
-4
D3
Splinter pistol Anti-Infantry 3+ ASSAULT Pistol
Splinter pistol Anti-Infantry 3+ ASSAULT Pistol
12"
1
3+
2
0
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Agoniser anti-infantry 4+ Devastating Wounds
Agoniser anti-infantry 4+ Devastating Wounds
Melee
6
3+
3
-2
1
Demiklaives – dual
Demiklaives – dual
Melee
8
2+
4
-2
1
Demiklaives – single
Demiklaives – single
Melee
4
2+
4
-2
2
Huskblade
Huskblade
Melee
4
2+
3
-2
3

Leagues of Votann

Archetypes

Kinhost Commander
M
5"
T
5
SV
3+
W
5
LD
7+
OC
1
LEADER
This model can be attached to the following units: Hearthkyn Warriors; Hearthguard
CORE ABILITIESLeader, Crucible
ARMY RULESEye of the Ancestors
ABILITIES
Mass Driver: While this model is leading a unit, ranged weapons equipped by models in that unit have [LETHAL HITS] if the target is an Ancestral Nemesis, otherwise [SUSTAINED HITS 1] if you wish (datasheet analogue without the Kâhl wargear suite).
UNIT COMPOSITION
  • 1 Kinhost Commander
YOUR UNIT COSTS
1 model
75
KEYWORDS: VOTANN, CHARACTER, INFANTRY
FACTION KEYWORDS:
LEAGUES OF VOTANN
Living Ancestor
M
5"
T
4
SV
4+
W
4
LD
6+
OC
1
LEADER
This model can be attached to the following units: Hearthkyn Warriors; Hearthguard
CORE ABILITIESLeader, Crucible
ARMY RULESEye of the Ancestors
ABILITIES
Grimnyr's Wisdom: Once per battle, at the start of any phase, select one friendly LEAGUES OF VOTANN unit within 12" that is Battle-shocked; it is no longer Battle-shocked.
UNIT COMPOSITION
  • 1 Living Ancestor
YOUR UNIT COSTS
1 model
80
KEYWORDS: VOTANN, PSYKER, CHARACTER, INFANTRY
FACTION KEYWORDS:
LEAGUES OF VOTANN
Steeljack Elder
M
6"
T
6
SV
2+
W
4
LD
7+
OC
1
LEADER
This model can be attached to the following units: Ironkin Steeljacks (Melee/Ranged)
CORE ABILITIESLeader, Crucible
ARMY RULESEye of the Ancestors
ABILITIES
Iron Kin Command: While this model is leading a unit, you can re-roll Hit rolls for that unit.
UNIT COMPOSITION
  • 1 Steeljack Elder
YOUR UNIT COSTS
1 model
80
KEYWORDS: STEELJACK, VOTANN, CHARACTER, INFANTRY
FACTION KEYWORDS:
LEAGUES OF VOTANN

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.
Exo-armour (KINHOST COMMANDER only): Change this model's Save characteristic to 2+, add the EXOARMOUR keyword, it is equipped with 1 exo-armour 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.

Abilities

Barrier Tech-repulsion (+15 pts) (PSYKER only): While this model is leading a unit, subtract 1 from Hit rolls for attacks that target that unit.
Exemplar of the Einhyr (+10 pts): Add 1 to Advance and Charge rolls made for this model's unit.
Forgewrought Expertise (+10 pts): This model can repair a friendly LEAGUES OF VOTANN VEHICLE or STEELJACK model within 3" (regain D3 wounds).
Kindred Hero (+15 pts): While this model is leading a unit, weapons equipped by models in that unit have [LETHAL HITS].
Rampart Crest (+10 pts): While this model is leading a unit, models in that unit have a 4+ invulnerable save against ranged attacks.
Teleport Crest (+10 pts) (INFANTRY only): This model's unit gains Deep Strike.

Weapons

RANGED WEAPONS
RANGE
A
BS
S
AP
D
Autoch-pattern combi-bolter Rapid Fire 2
Autoch-pattern combi-bolter Rapid Fire 2
24"
4
3+
5
-1
1
Graviton blast cannon Anti-Vehicle 2+ Blast
Graviton blast cannon Anti-Vehicle 2+ Blast
18"
D6+3
4+
5
-1
1
Heavy volkanite disintegrator Devastating Wounds
Heavy volkanite disintegrator Devastating Wounds
18"
4
3+
5
0
2
Magna-coil autocannon
Magna-coil autocannon
24"
4
3+
7
-1
2
PISTOLS
RANGE
A
BS
S
AP
D
EtaCarn plasma pistol Pistol
EtaCarn plasma pistol Pistol
12"
1
3+
8
-3
2
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Concussion gauntlet
Concussion gauntlet
Melee
4
3+
9
-2
2
Mass gauntlet
Mass gauntlet
Melee
5
3+
6
-2
2

Necrons

Archetypes

Dynastic Conqueror
M
5"
T
5
SV
3+
W
5
LD
6+
OC
1
INSV
4+
LEADER
This model can be attached to the following units: Necron Warriors; Immortals; Lychguard
CORE ABILITIESLeader, Crucible
ARMY RULESReanimation Protocols
ABILITIES
Undying: 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: NOBLE, NECRON, CHARACTER, INFANTRY
FACTION KEYWORDS:
NECRONS
Hyperscientist
M
5"
T
4
SV
4+
W
4
LD
7+
OC
1
LEADER
This model can be attached to the following units: Necron Warriors; Immortals; Deathmarks; Immortals
CORE ABILITIESLeader, Crucible
ARMY RULESReanimation Protocols
ABILITIES
Technomancer: This model is a CRYPTEK. Select two Cryptek abilities instead of one other ability.
UNIT COMPOSITION
  • 1 Hyperscientist
YOUR UNIT COSTS
1 model
60
KEYWORDS: CRYPTEK, NECRON, CHARACTER, INFANTRY
FACTION KEYWORDS:
NECRONS
Triarchal Overseer
M
10"
T
8
SV
3+
W
12
LD
6+
OC
3
LEADER
This model can be attached to the following units: Triarch Stalkers
CORE ABILITIESDeadly Demise D3, Crucible
ARMY RULESReanimation Protocols
ABILITIES
Targeting Relay: While this model is leading a unit, weapons equipped by models in that unit have [IGNORES COVER] and [LETHAL HITS] against the closest eligible target.
UNIT COMPOSITION
  • 1 Triarchal Overseer
YOUR UNIT COSTS
1 model
125
KEYWORDS: NECRON, CHARACTER, WALKER, VEHICLE
FACTION KEYWORDS:
NECRONS

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+.

Abilities

Adaptive Strategy (+10 pts): This model's unit is eligible to shoot and declare a charge in a turn in which it Fell Back.
Engrammatic Logic (+5 pts): Once per battle, select one friendly NECRONS unit within 12" that is Battle-shocked; it is no longer Battle-shocked.
Harbinger of Despair (+5 pts) (CRYPTEK only): Once per battle, select one enemy unit within 18"; that unit must take a Battle-shock test at -1.
Harbinger of Destruction (+15 pts) (CRYPTEK only): While this model is leading a unit, ranged weapons equipped by models in that unit score Critical Hits on a 5+.
Living Lightning (+10 pts) (CRYPTEK only): In your Shooting phase, roll four D6: for each 4+, the closest enemy unit within 12" suffers 1 mortal wound.
My Will Be Done (+20 pts) (NOBLE only): Once per battle round, one unit from your army with this ability can be targeted with a Stratagem for 0CP, even if already used this phase.
Timesplitter Mantle (+15 pts) (CRYPTEK only): While this model is leading a unit, subtract 1 from Hit rolls for attacks that target that unit.
United in Destruction (+15 pts): While this model is leading a unit, weapons equipped by models in that unit have [LETHAL HITS].

Weapons

RANGED WEAPONS
RANGE
A
BS
S
AP
D
Enmitic exterminator Heavy Rapid Fire 6
Enmitic exterminator Heavy Rapid Fire 6
36"
6
3+
5
-1
1
Gauss destructor Heavy
Gauss destructor Heavy
36"
1
3+
10
-4
D6+1
Heat ray – focused Melta 4
Heat ray – focused Melta 4
24"
2
3+
12
-4
D6
Heat ray – dispersed Ignores Cover Torrent
Heat ray – dispersed Ignores Cover Torrent
12"
2D6
N/A
6
-1
1
Relic gauss blaster Lethal Hits
Relic gauss blaster Lethal Hits
18"
3
3+
5
-1
2
Staff of light
Staff of light
18"
3
3+
5
-2
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Hyperphase harvester
Hyperphase harvester
Melee
4
3+
7
-2
2
Hyperphase sword
Hyperphase sword
Melee
4
3+
6
-2
1
Voidscythe Devastating Wounds
Voidscythe Devastating Wounds
Melee
3
3+
12
-3
3
Warscythe
Warscythe
Melee
4
3+
8
-3
2

Orks

Archetypes

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 ABILITIESLeader, Crucible
ARMY RULESWaaagh!
ABILITIES
Mob Rule: While this model is leading a unit, add 1 to that unit's Leadership characteristic for every 5 models in that unit.
UNIT COMPOSITION
  • 1 Hordeboss
YOUR UNIT COSTS
1 model
75
KEYWORDS: ORK, CHARACTER, INFANTRY
FACTION KEYWORDS:
ORKS
Upstart Gretchin
M
6"
T
2
SV
6+
W
3
LD
8+
OC
1
LEADER
This model can be attached to the following units: Gretchin
CORE ABILITIESLeader, Stealth, Infiltrators, Crucible
ARMY RULESWaaagh!
ABILITIES
Sneaky Gits: While this model is leading a unit, models in that unit have Stealth and Infiltrators. This model can only be equipped with Grot blastas and an attack squig.
UNIT COMPOSITION
  • 1 Upstart Gretchin
YOUR UNIT COSTS
1 model
35
KEYWORDS: GRETCHIN, CHARACTER, INFANTRY
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 ABILITIESLeader, Crucible
ARMY RULESWaaagh!
ABILITIES
Waaagh! Energy: This model is a PSYKER. Psychic weapons equipped by this model are improved by +1 Strength, Attacks and Damage for every 5 models in this model's unit (to a maximum of +3).
UNIT COMPOSITION
  • 1 Warphead
YOUR UNIT COSTS
1 model
70
KEYWORDS: ORK, PSYKER, CHARACTER, INFANTRY
FACTION KEYWORDS:
ORKS

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.

Abilities

Dok's Toolz (+15 pts): While this model is leading a unit, models in that unit have a 5+ Feel No Pain.
Kustom Force Field (+20 pts) (INFANTRY only): While this model is leading a unit, models in that unit have a 4+ invulnerable save against ranged attacks.
Malicious Opportunist (+10 pts) (GRETCHIN only): While this model is leading a unit, add 1 to Hit and Wound rolls for attacks made by models in that unit.
Might is Right (+15 pts): While this model is leading a unit, add 1 to Hit rolls for melee attacks made by models in that unit.
Roar of Mork (+5 pts): In your Shooting phase, select one enemy unit within 12". On a 2+, that unit must take a Battle-shock test at -2; on a 1, this model's unit suffers D3 mortal wounds.
Thunderous Dakkastorm (+5 pts): After this model's unit shoots, select one enemy unit hit by those attacks; that unit must take a Battle-shock test.

Weapons

RANGED WEAPONS
RANGE
A
BS
S
AP
D
Rokkit launcha Blast
Rokkit launcha Blast
24"
D3
5+
9
-2
D3
Shokk attack gun Blast Hazardous Indirect Fire
Shokk attack gun Blast Hazardous Indirect Fire
60"
D6+1
5+
7
-1
D3
Shoota ASSAULT Rapid Fire 1
Shoota ASSAULT Rapid Fire 1
18"
2
5+
4
0
1
Snazzgun
Snazzgun
18"
3
5+
6
-1
2
Twin dakkagun ASSAULT Twin-linked
Twin dakkagun ASSAULT Twin-linked
18"
3
5+
5
0
1
Wurrtower PSYCHIC
Wurrtower PSYCHIC
18"
D6
5+
6
-1
1
PISTOLS
RANGE
A
BS
S
AP
D
Grot blasta Pistol
Grot blasta Pistol
12"
1
4+
3
0
1
Slugga Pistol
Slugga Pistol
12"
1
5+
4
0
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Attack squig Extra Attacks
Attack squig Extra Attacks
Melee
3
4+
4
0
1
Big choppa
Big choppa
Melee
4
3+
7
-1
2
Choppa
Choppa
Melee
4
3+
4
-1
1
Power klaw
Power klaw
Melee
4
4+
8
-2
2
Tankhammer Anti-Vehicle 2+
Tankhammer Anti-Vehicle 2+
Melee
1
5+
8
-2
D3+3

T’au Empire

Archetypes

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 ABILITIESLeader, Stealth, Infiltrators, Crucible
ARMY RULESFor the Greater Good
ABILITIES
Disengage: This model has a 4+ invulnerable save. This model'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: FLY, BATTLESUIT, T'AU, CHARACTER, INFANTRY
FACTION KEYWORDS:
T'AU EMPIRE
Kinband Veteran
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 ABILITIESLeader, Crucible
ARMY RULESFor the Greater Good
ABILITIES
Kroot Command: Once per battle round, one unit from your army with this ability can be targeted with a Stratagem for 0CP, even if already used this phase.
UNIT COMPOSITION
  • 1 Kinband Veteran
YOUR UNIT COSTS
1 model
55
KEYWORDS: KROOT, CHARACTER, INFANTRY
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 ABILITIESLeader, Crucible
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: T'AU, CHARACTER, INFANTRY
FACTION KEYWORDS:
T'AU EMPIRE

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.

Abilities

Cunning Ambush (+15 pts): At the start of the first battle round, you can redeploy this model's unit and one other friendly unit, including placing them into Strategic Reserves.
Fire and Fade (+10 pts) (KROOT only): After this model's unit shoots, it can make a Normal move of up to 6". It cannot declare a charge this turn.
Fire Discipline (+10 pts): While this model is leading a unit, you can re-roll Hit rolls of 1 for that unit.
Ritual Butchery (+10 pts) (KROOT only): While this model is leading a unit, melee weapons equipped by models in that unit have [SUSTAINED HITS 1].
Warrior Bond (+5 pts): Once per battle, select one friendly unit within 12" that is Battle-shocked; it is no longer Battle-shocked.

Weapons

RANGED WEAPONS
RANGE
A
BS
S
AP
D
Heavy rail rifle Heavy Lethal Hits
Heavy rail rifle Heavy Lethal Hits
60"
2
4+
12
-4
D6+1
Ion rifle – overcharge Hazardous Heavy
Ion rifle – overcharge Hazardous Heavy
30"
3
4+
8
-2
2
Ion rifle – standard Heavy
Ion rifle – standard Heavy
30"
3
4+
7
-1
1
Kroot rifle Rapid Fire 1
Kroot rifle Rapid Fire 1
24"
1
4+
4
0
1
Pulse carbine ASSAULT
Pulse carbine ASSAULT
20"
2
4+
5
0
1
Pulse rifle Rapid Fire 1
Pulse rifle Rapid Fire 1
30"
1
4+
5
0
1
Rail rifle Heavy Lethal Hits
Rail rifle Heavy Lethal Hits
30"
1
4+
8
-4
D3+3
PISTOLS
RANGE
A
BS
S
AP
D
Kroot pistol Pistol
Kroot pistol Pistol
12"
1
4+
4
0
1
Pulse pistol Pistol
Pulse pistol Pistol
12"
1
4+
5
0
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Blades
Blades
Melee
3
3+
4
0
1
Close combat weapon
Close combat weapon
Melee
3
5+
3
0
1
Crushing bulk
Crushing bulk
Melee
3
5+
6
0
1

Tyranids

Archetypes

Macro Organism
M
8"
T
10
SV
3+
W
14
LD
8+
OC
4
CORE ABILITIESDeadly Demise D6, Crucible
ARMY RULESSynapse
ABILITIES
Regenerating Biomass: At the start of your Command phase, this model regains up to D3 lost wounds.
UNIT COMPOSITION
  • 1 Macro Organism
YOUR UNIT COSTS
1 model
135
KEYWORDS: TYRANIDS, GREAT DEVOURER, CHARACTER, MONSTER
FACTION KEYWORDS:
TYRANIDS
Node Organism
M
6"
T
5
SV
4+
W
5
LD
8+
OC
1
LEADER
This model can be attached to the following units: Tyranid Warriors; Hormagaunts; Termagants
CORE ABILITIESLeader, Crucible
ARMY RULESSynapse
ABILITIES
Alpha Warrior: While this model is leading a unit, weapons equipped by models in that unit have [SUSTAINED HITS 1].
UNIT COMPOSITION
  • 1 Node Organism
YOUR UNIT COSTS
1 model
75
KEYWORDS: TYRANIDS, GREAT DEVOURER, CHARACTER, INFANTRY
FACTION KEYWORDS:
TYRANIDS
Prime Organism
M
8"
T
9
SV
2+
W
10
LD
7+
OC
3
INSV
4+
LEADER
This model can be attached to the following units: Tyrant Guard; Carnifexes
CORE ABILITIESDeadly Demise D3, Crucible
ARMY RULESSynapse
ABILITIES
Onslaught: This model's unit is eligible to Advance and charge.
UNIT COMPOSITION
  • 1 Prime Organism
YOUR UNIT COSTS
1 model
130
KEYWORDS: TYRANIDS, GREAT DEVOURER, CHARACTER, MONSTER
FACTION KEYWORDS:
TYRANIDS

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 keywords, 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.

Abilities

Fear the Unseen (+10 pts): While an enemy unit is within 6" of this model, subtract 1 from that unit's Leadership and from the Attacks characteristic of melee weapons equipped by models in that unit.
Feeder Tendrils (+10 pts): Each time this model destroys an enemy CHARACTER, you gain 1CP.
Hyperstimulation (+10 pts): You can re-roll Advance and Charge rolls made for this model's unit.
Psychic Terror (+10 pts) (PSYKER only): While this model is leading a unit, enemy units within 6" must take Battle-shock tests at -1.
Synaptic Senses (+10 pts) (PSYKER only): While this model is leading a unit, ranged weapons equipped by models in that unit have [LETHAL HITS].

Weapons

RANGED WEAPONS
RANGE
A
BS
S
AP
D
Acid spray Torrent
Acid spray Torrent
18"
2D6
N/A
6
-2
1
Barbed strangler Blast
Barbed strangler Blast
36"
D6+1
3+
6
-1
1
Deathspitter with slimer maggots
Deathspitter with slimer maggots
24"
3
3+
5
-2
1
Venom cannon Blast
Venom cannon Blast
36"
D3
3+
9
-2
3
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Boneswords
Boneswords
Melee
6
3+
6
-2
1
Crushing claws
Crushing claws
Melee
4
3+
9
-2
3
Lash whip Extra Attacks
Lash whip Extra Attacks
Melee
4
3+
5
0
1
Monstrous scything talons Extra Attacks
Monstrous scything talons Extra Attacks
Melee
4
3+
7
-2
2
Tyrant-beast weapons
Tyrant-beast weapons
Melee
6
2+
9
-2
3
Warrior-beast weapons
Warrior-beast weapons
Melee
6
3+
5
-1
1

Genestealer Cults

Archetypes

Cult Guerrilla
M
6"
T
3
SV
5+
W
3
LD
7+
OC
1
LEADER
This model can be attached to the following units: Acolyte Hybrids; Hybrid Metamorphs; Neophyte Hybrids
CORE ABILITIESLeader, Deep Strike, Lone Operative, Infiltrators, Stealth, Crucible
ARMY RULESCult Ambush
ABILITIES
Unquestioning Loyalty: This model has Lone Operative, Infiltrators and Stealth. Once per battle round, one unit from your army with this ability can be targeted with a Stratagem for 0CP, even if already used this phase.
UNIT COMPOSITION
  • 1 Cult Guerrilla
YOUR UNIT COSTS
1 model
60
KEYWORDS: GENESTEALER CULTS, GREAT DEVOURER, CHARACTER, INFANTRY
FACTION KEYWORDS:
GENESTEALER CULTS
Cult Insurrectionist
M
6"
T
3
SV
5+
W
4
LD
7+
OC
1
LEADER
This model can be attached to the following units: Acolyte Hybrids; Hybrid Metamorphs; Neophyte Hybrids
CORE ABILITIESLeader, Deep Strike, Crucible
ARMY RULESCult Ambush
ABILITIES
Prime Command: While this model is leading a unit, you can re-roll Hit rolls for that unit.
UNIT COMPOSITION
  • 1 Cult Insurrectionist
YOUR UNIT COSTS
1 model
70
KEYWORDS: GENESTEALER CULTS, GREAT DEVOURER, CHARACTER, INFANTRY
FACTION KEYWORDS:
GENESTEALER CULTS
Voice of the Patriarch
M
6"
T
3
SV
5+
W
4
LD
7+
OC
1
LEADER
This model can be attached to the following units: Acolyte Hybrids; Hybrid Metamorphs; Neophyte Hybrids
CORE ABILITIESLeader, Deep Strike, Crucible
ARMY RULESCult Ambush
ABILITIES
Mental Onslaught: This model is a PSYKER. While this model is leading a unit, weapons equipped by models in that unit have [LETHAL HITS].
UNIT COMPOSITION
  • 1 Voice of the Patriarch
YOUR UNIT COSTS
1 model
70
KEYWORDS: GENESTEALER CULTS, GREAT DEVOURER, PSYKER, CHARACTER, INFANTRY
FACTION KEYWORDS:
GENESTEALER CULTS

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.

Abilities

Blessed Venom (+10 pts): While this model is leading a unit, melee weapons equipped by models in that unit have [ANTI-INFANTRY 3+].
Elusive (+15 pts): Once per turn, when an enemy unit ends a Normal, Advance or Fall Back move within 9" of this model's unit, this model's unit can make a Normal move of up to 6".
Insidious Evasion (+15 pts): Once per battle, at the end of your opponent's Fight phase, this model's unit can be placed into Strategic Reserves.
Psychic Spoor (+10 pts) (PSYKER only): After both players have deployed, select one enemy unit. Each time a model in this model's unit makes an attack that targets that unit, you can re-roll the Hit and Wound rolls.
Shadow Killer (+10 pts): If this model is not leading a unit and is not equipped with any non-pistol ranged weapons, enemy units cannot fire Overwatch at this model.
Spiritual Leader (+5 pts): Once per battle, select one friendly GENESTEALER CULTS unit within 12" that is Battle-shocked; it is no longer Battle-shocked.
Twisted Science (+15 pts): While this model is leading a unit, melee weapons equipped by models in that unit have [LETHAL HITS].
Voice of New Truths (+10 pts): In your Shooting phase, select one enemy unit within 18"; that unit must take a Battle-shock test.

Weapons

RANGED WEAPONS
RANGE
A
BS
S
AP
D
Cult sniper rifle Heavy Precision
Cult sniper rifle Heavy Precision
36"
1
4+
5
-2
3
Mining laser Heavy
Mining laser Heavy
24"
1
4+
12
-3
D6+1
Seismic cannon – short-wave Heavy
Seismic cannon – short-wave Heavy
12"
2
4+
8
-2
2
Seismic cannon – long-wave Heavy
Seismic cannon – long-wave Heavy
24"
4
4+
6
-1
1
PISTOLS
RANGE
A
BS
S
AP
D
Autopistol Pistol
Autopistol Pistol
12"
1
4+
3
0
1
Hand flamer Ignores Cover Pistol Torrent
Hand flamer Ignores Cover Pistol Torrent
12"
D6
N/A
3
0
1
Liberator autostub Pistol Precision
Liberator autostub Pistol Precision
12"
1
4+
4
-1
2
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Bio-dagger Precision
Bio-dagger Precision
Melee
4
2+
2
-2
1
Cult bonesword
Cult bonesword
Melee
5
3+
5
-2
1
Heavy rock cutter Anti-Vehicle 4+
Heavy rock cutter Anti-Vehicle 4+
Melee
2
4+
10
-2
2
Power hammer
Power hammer
Melee
3
4+
8
-2
2
Toxin injector claw Anti-Infantry 2+ Extra Attacks
Toxin injector claw Anti-Infantry 2+ Extra Attacks
Melee
3
3+
4
-1
1

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.
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:
[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].
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.
SNAP SHOOTING15.09
ELIGIBLE IF: As stated in the rule allowing this shooting type.
EFFECT: Your unit shoots as described in Making Attacks (04).
WHILE SHOOTING:
  • You can only target one visible enemy unit within 24" of your unit (and only if it is an eligible target).
  • Each attack only hits on an unmodified hit roll of 6 (irrespective of the attacking weapon’s BS characteristic or any modifiers).
  • You cannot re-roll hit rolls.
AFTER SHOOTING: Until the end of the phase, your unit is not eligible to start an action.
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.
[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.
[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.
[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.
[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+.
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).
LEADER24.22 / SUPPORT24.23

Mighty heroes fight at the forefront of battle.

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

Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it.
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).
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).
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.

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.
[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.
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).
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.’
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.
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.
[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.
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.
[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).
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 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.
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.
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).
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.’
[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 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.

The BLACK TEMPLARS keyword is used in the following Space Marines datasheets:

Battleline
Dedicated Transports

The DARK ANGELS keyword is used in the following Space Marines datasheets:

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

Infantry Character
Oath of Moment

In battle, Space Marines swear mighty oaths to destroy the enemies of the Emperor and uphold the honour of their Chapter, and such vows are sacrosanct. When the Angels of Death strike, they do so with the precision of a surgeon and the force of a thunderbolt. Experience and strategic expertise help them to read the shifting shape of the battle with post-human speed and clarity, directing their wrath towards one priority target after another. Command assets are annihilated, leaving the enemy reeling leaderless. Heavy armour, potent artillery and the vaunted elites of the foe’s forces are laid waste with horrifying speed, until the Emperor’s Angels of Death stand victorious over a field of smouldering wreckage and bolt-riddled corpses, and honour is finally satisfied.

If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target:
  • You can re-roll the Hit roll.
  • If you are using a Codex: Space Marines Detachment and your army does not include one or more units with the BLACK TEMPLARS, BLOOD ANGELS, DARK ANGELS, DEATHWATCH or SPACE WOLVES keywords, or one or more units from those factions’ Munitorum Field Manual sections, add 1 to the Wound roll as well.

FAQ / Errata

FAQ
Q:Which Detachments are considered to be Codex: Space Marines Detachments?
A:
Every Detachment printed in Codex: Space Marines and every Detachment included in the Space Marines Faction Pack.
Q:Can a unit embarked within a TRANSPORT be selected as the Oath of Moment target?
A:
Yes.
Q:Can a unit in Reserves be selected as the Oath of Moment target?
A:
Yes.
Q:When making attacks with a unit from my army, I split my attacks between the first Oath of Moment target selected as part of my army rule and the second Oath of Moment target selected using Roboute Guilliman’s Master of Battle Author of the Codex ability. If I destroy the first Oath of Moment target before resolving my attacks against the second Oath of Moment target, will those attacks against the second Oath of Moment target benefit from the re-rolls to hit?
A:
No. Only after all of the attacks from that unit have been resolved will the second Oath of Moment selection become active.
Errata
Oath of Moment, Army Rules
Change to:

‘If your Army Faction is ADEPTUS ASTARTES, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target:

  • You can re-roll the Hit roll.
  • If you are using a Codex: Space Marines Detachment and your army does not include one or more units with the BLOOD ANGELS, DARK ANGELS, DEATHWATCH or SPACE WOLVES keywords, or one or more units from those factions’ Munitorum Field Manual sections, add 1 to the Wound roll as well.’
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.)
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
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.
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.’
Strands of Fate

The Aeldari live on the brink of extinction. As such, their Farseers have become adept at reading future events, seeing the many strands of fate ahead of their people and the consequences of following each one. Taken at the right time, a simple action can avoid calamitous outcomes, aiding the Aeldari in their continued struggle for survival.

If your Army Faction is AELDARI, at the start of the battle, make a Strands of Fate roll by rolling six D6.

If you wish, you can then re-roll all of these dice, but if you do, roll one less D6. You can continue re-rolling all of the dice in this manner, rolling one less D6 each time you do, until you are satisfied with the results rolled (or until you only have a single D6 remaining).

When you are satisfied with the results rolled, those remaining dice become your Fate dice for the battle. These results cannot be changed or re-rolled further, unless a rule specifically states otherwise. Keep your Fate dice to one side – this is your Fate dice pool.

Once per phase, before making a dice roll for a model or unit from your army with the Strands of Fate ability, if you have one or more dice in your Fate dice pool, you can use one of those Fate dice. To do so, select one of those Fate dice to substitute that dice roll. The dice that is being substituted is not rolled; instead, the value of the selected Fate dice is used as if it had been rolled (this counts as an unmodified dice roll of that value for all rules purposes). Each Fate dice can only be used in this way once. After using a Fate dice, remove it from your Fate dice pool and roll all remaining dice that are part of that dice roll (if any). You can use Fate dice for any of the following types of dice roll:
Cult Ambush

Genestealer Cults keep their fighting strength carefully hidden from their oppressors until the glorious Day of Ascension arrives. When they finally emerge to fight, it is after long years of meticulous planning, and with an intimate knowledge of the battlefield that grants them a tactical advantage. Even as battle rages, reinforcements slip from the shadows or spill up from the dark places below, called to war by the Broodmind.

If your Army Faction is GENESTEALER CULTS, you start the battle with a number of Resurgence points, depending on the battle size, as shown below.
  • Incursion: 6 Resurgence points
  • Strike Force: 10 Resurgence points
  • Onslaught: 14 Resurgence points

Each time a unit from your army is destroyed, if every model (excluding CHARACTER models) in that unit has this ability, you can spend the relevant number of Resurgence points shown below based on that unit’s Starting Strength (not including attached CHARACTER models).

Aberrants
5 models4 Resurgence points
10 models8 Resurgence points
Acolyte Hybrids with Autopistols, Acolyte Hybrids with Hand Flamers, Hybrid Metamorphs
5 models2 Resurgence points
10 models4 Resurgence points
Atalan Jackals
5 models2 Resurgence points
10 models6 Resurgence points
Neophyte Hybrids
10 models3 Resurgence points
20 models6 Resurgence points
Purestrain Genestealers
5 models2 Resurgence points
10 models6 Resurgence points

If you do:
  • Add a new unit to your army identical to your destroyed unit (excluding CHARACTER models), in Cult Ambush, at its Starting Strength, with all of its wounds remaining and any [ONE SHOT] weapons those models are equipped with considered as not having been shot.
  • Place one Cult Ambush marker (see below) anywhere on the battlefield that is more than 9" horizontally away from all enemy units (if this is not possible, no marker is placed).

Units in Cult Ambush
Cult Ambush is a type of Strategic Reserves. Units in Cult Ambush cannot be targeted with the Rapid Ingress Stratagem, but can be set up on the battlefield using a Cult Ambush marker as described below, or by following the rules for Strategic Reserves in a subsequent turn. Units in Cult Ambush are not automically destroyed at the end of the third battle round.

Cult Ambush Markers
Use a circular 32mm diameter marker for Cult Ambush markers. If an enemy model (excluding AIRCRAFT) ends any kind of move within 8" of a Cult Ambush marker you placed, that Cult Ambush marker is removed from the battlefield. At the end of your opponent’s next Movement phase, for each of your Cult Ambush markers still on the battlefield, you can select one unit from your army that is in Cult Ambush to make an ingress move. For that ingress move, set that unit up with at least one model in that unit in base contact with that Cult Ambush marker and all other models placed wholly within 3" of that Cult Ambush marker (that Cult Ambush marker is then removed from the battlefield). Units in Cult Ambush can make an ingress move in the first battle round using this rule.

FAQ / Errata

FAQ
Q:When setting up a unit using the Cult Ambush army rule, if my opponent has an ability that places restrictions on where my Reserves units can be set up (e.g. a Space Marine Infiltrator Squad’s Omni-scramblers ability), do I have to meet those restrictions when setting up my unit (e.g. for Omni-scramblers, not within 12" of that Infiltrator Squad)?
A:
Yes.
Q:Do I have to remove ‘unused’ Cult Ambush markers from the battlefield at the end of my opponent’s next Movement phase?
A:
No.
Q:If I have no units in Cult Ambush, do I have to remove any remaining Cult Ambush markers from the battlefield?
A:
No.
Errata
Cult Ambush
Change to:

‘If your Army Faction is GENESTEALER CULTS, you start the battle with a number of Resurgence points, depending on the battle size, as shown below.

  • Incursion: 6 Resurgence points
  • Strike Force: 10 Resurgence points
  • Onslaught: 14 Resurgence points

Each time a unit from your army is destroyed, if every model (excluding CHARACTER models) in that unit has this ability, you can spend the relevant number of Resurgence points shown below based on that unit’s Starting Strength (not including attached CHARACTER models).

Aberrants
5 models 4 Resurgence points
10 models 8 Resurgence points

Acolyte Hybrids with Autopistols, Acolyte Hybrids with Hand Flamers, Hybrid Metamorphs
5 models 2 Resurgence points
10 models 4 Resurgence points

Atalan Jackals
5 models 2 Resurgence points
10 models 6 Resurgence points

Neophyte Hybrids
10 models 3 Resurgence points
20 models 6 Resurgence points

Purestrain Genestealers
5 models 2 Resurgence points
10 models 6 Resurgence points

If you do:
  • Add a new unit to your army identical to your destroyed unit (excluding CHARACTER models), in Cult Ambush, at its Starting Strength, with all of its wounds remaining and any [ONE SHOT] weapons those models are equipped with considered as not having been shot.
  • Place one Cult Ambush marker (see below) anywhere on the battlefield that is more than 8" horizontally away from all enemy units (if this is not possible, no marker is placed).

UNITS IN CULT AMBUSH
Cult Ambush is a type of Strategic Reserves. Units in Cult Ambush cannot be targeted with the Rapid Ingress Stratagem, but can be set up on the battlefield using a Cult Ambush marker as described below, or by following the rules for Strategic Reserves in a subsequent turn. Units in Cult Ambush are not automically destroyed at the end of the third battle round.

CULT AMBUSH MARKERS
Use a circular 32mm diameter marker for Cult Ambush markers. If an enemy model (excluding AIRCRAFT) ends any kind of move within 8" of a Cult Ambush marker you placed, that Cult Ambush marker is removed from the battlefield. At the end of your opponent’s next Movement phase, for each of your Cult Ambush markers still on the battlefield, you can select one unit from your army that is in Cult Ambush to make an ingress move. For that ingress move, set that unit up with at least one model in that unit in base contact with that Cult Ambush marker and all other models placed wholly within 3" of that Cult Ambush marker (that Cult Ambush marker is then removed from the battlefield). Units in Cult Ambush can make an ingress move in the first battle round using this rule.’

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.
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.

FAQ / Errata

FAQ
Q:Do rules that activate Reanimation Protocols (e.g. the Protocol of the Undying Legions Stratagem) only apply to a Bodyguard unit whose attached Leader unit is on the battlefield if one or more models from that Bodyguard unit are also still on the battlefield?
A:
Yes.
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.’
[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.
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.
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.

[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).
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.
[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.
06.03 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.
[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 FLY keyword is used in the following Adepta Sororitas datasheets:

Infantry Epic Hero
Mounted Epic Hero
Infantry Character

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

Infantry Epic Hero
Infantry Character
Eye of the Ancestors

The Kin are a highly practical people in every area of life, not least in war. Their leaders make swift and careful calculations before and during battle, constantly striving to determine if the potential reward of conflict is worth the inevitable loss of resources and precious Kin lives. An essential part of this is what is known as casting the Eye of the Ancestors, through which Kin commanders assess the greatest enemy threats, mark weak points in their defences and determine what forces are needed to overcome both.

If your Army Faction is LEAGUES OF VOTANN, each time an enemy unit destroys a LEAGUES OF VOTANN unit from your army, that enemy unit gains 1 Judgement token. An enemy unit can never have more than 2 Judgement tokens (any further Judgement tokens a unit would gain beyond this are ignored).

In addition, at the start of the battle, select two units from your opponent’s army; each of those units start the battle with 2 Judgement tokens.

Each time a model from your army with this ability makes an attack that targets a unit that has one or more Judgement tokens, until that model’s attacks have been resolved, apply the relevant bonus from the table below to that attack.

JUDGEMENT TOKENSBONUS
1Eminent Threat: Add 1 to the Hit roll.
2Now We’ve Got a Grudge to Settle: Add 1 to the Hit roll and add 1 to the Wound roll.

Designer’s Note: If a unit with Judgement tokens is removed from the battlefield, make a note of how many Judgement tokens it had when it was removed. If that unit is set up on the battlefield again, place the corresponding number of Judgement tokens next to it. If a unit with Judgement tokens splits up into two or more smaller units, each of those units gains a number of Judgement tokens equal to that of the original unit. If two units combine to form a single larger unit and either of those units had Judgement tokens, make a note of how many the unit with the most has, just before they combine – the new unit has a number of Judgement tokens equal to this.

The SYNAPSE keyword is used in the following Tyranids datasheets:

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.’
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.’
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.
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).
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).
Before selecting targets for this weapon, select one of its profiles to make attacks with.

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