| Book | Kind | Edition | Version | Last update |
The Maelstrom: Lair of the Tyrant – Crucible of Champions | ||||
The Maelstrom: Lair of the Tyrant – Crucible of Champions | Expansion | 10 | January 2026 | |
| CORE ABILITIES | Leader, Crucible |
| ARMY RULES | Oath of Moment |
| YOUR UNIT COSTS | |
| 1 model | 70 |
| CORE ABILITIES | Leader, Crucible |
| ARMY RULES | Oath of Moment |
| YOUR UNIT COSTS | |
| 1 model | 70 |
| CORE ABILITIES | Deadly Demise D3, Crucible |
| ARMY RULES | Oath of Moment |
| YOUR UNIT COSTS | |
| 1 model | 160 |
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 | |
| CORE ABILITIES | Leader, Crucible |
| ARMY RULES | Martial Ka’tah |
| YOUR UNIT COSTS | |
| 1 model | 120 |
| CORE ABILITIES | Leader, Crucible |
| ARMY RULES | Martial Ka’tah |
| YOUR UNIT COSTS | |
| 1 model | 150 |
| CORE ABILITIES | Leader, Crucible |
| ARMY RULES | Martial Ka’tah |
| YOUR UNIT COSTS | |
| 1 model | 85 |
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 | |
| CORE ABILITIES | Leader, Crucible |
| ARMY RULES | Acts of Faith |
| YOUR UNIT COSTS | |
| 1 model | 65 |
| CORE ABILITIES | Leader, Crucible |
| ARMY RULES | Acts of Faith |
| YOUR UNIT COSTS | |
| 1 model | 70 |
| CORE ABILITIES | Deadly Demise 1, Crucible |
| ARMY RULES | Acts of Faith |
| YOUR UNIT COSTS | |
| 1 model | 100 |
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 | |
| CORE ABILITIES | Leader, Crucible |
| ARMY RULES | Doctrina Imperatives |
| YOUR UNIT COSTS | |
| 1 model | 45 |
| CORE ABILITIES | Deadly Demise 1, Stealth, Crucible |
| ARMY RULES | Doctrina Imperatives |
| YOUR UNIT COSTS | |
| 1 model | 80 |
| CORE ABILITIES | Leader, Crucible |
| ARMY RULES | Doctrina Imperatives |
| YOUR UNIT COSTS | |
| 1 model | 70 |
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 | |
| CORE ABILITIES | Leader, Crucible |
| ARMY RULES | Assigned Agents |
| YOUR UNIT COSTS | |
| 1 model | 75 |
| CORE ABILITIES | Deadly Demise D3, Crucible |
| ARMY RULES | Assigned Agents |
| YOUR UNIT COSTS | |
| 1 model | 140 |
| CORE ABILITIES | Leader, Crucible |
| ARMY RULES | Assigned Agents |
| YOUR UNIT COSTS | |
| 1 model | 55 |
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 | |
| CORE ABILITIES | Leader, Feel No Pain 6+, Crucible |
| ARMY RULES | Voice of Command |
| YOUR UNIT COSTS | |
| 1 model | 60 |
| CORE ABILITIES | Leader, Crucible |
| ARMY RULES | Voice of Command |
| YOUR UNIT COSTS | |
| 1 model | 60 |
| CORE ABILITIES | Scouts 9", Deadly Demise 1, Crucible |
| ARMY RULES | Voice of Command |
| YOUR UNIT COSTS | |
| 1 model | 75 |
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 | |
| CORE ABILITIES | Leader, Crucible |
| ARMY RULES | Gate of Infinity |
| YOUR UNIT COSTS | |
| 1 model | 90 |
| CORE ABILITIES | Deadly Demise D3, Deadly Demise D6, Crucible |
| ARMY RULES | Gate of Infinity |
| YOUR UNIT COSTS | |
| 1 model | 220 |
| CORE ABILITIES | Deadly Demise 1, Crucible |
| ARMY RULES | Gate of Infinity |
| YOUR UNIT COSTS | |
| 1 model | 140 |
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 | |
| CORE ABILITIES | Leader, Crucible |
| ARMY RULES | Dark Pacts |
| YOUR UNIT COSTS | |
| 1 model | 80 |
| CORE ABILITIES | Leader, Crucible |
| ARMY RULES | Dark Pacts |
| YOUR UNIT COSTS | |
| 1 model | 80 |
| CORE ABILITIES | Deadly Demise D3, Crucible |
| ARMY RULES | Dark Pacts |
| YOUR UNIT COSTS | |
| 1 model | 160 |
RANGED WEAPONS | RANGE | A | BS | S | AP | D | |
| Combi-bolter Rapid Fire 2 | |||||||
| Combi-bolter Rapid Fire 2 | 24" | 2 | 3+ | 4 | 0 | 1 | |
| 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 | |
| CORE ABILITIES | Leader, Crucible |
| ARMY RULES | Blessings of Khorne |
| YOUR UNIT COSTS | |
| 1 model | 45 |
| CORE ABILITIES | Leader, Crucible |
| ARMY RULES | Blessings of Khorne |
| YOUR UNIT COSTS | |
| 1 model | 90 |
| CORE ABILITIES | Leader, Crucible |
| ARMY RULES | Blessings of Khorne |
| YOUR UNIT COSTS | |
| 1 model | 110 |
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 | |
| CORE ABILITIES | Leader, Crucible |
| ARMY RULES | Cabal of Sorcerers |
| YOUR UNIT COSTS | |
| 1 model | 55 |
| CORE ABILITIES | Leader, Crucible |
| ARMY RULES | Cabal of Sorcerers |
| YOUR UNIT COSTS | |
| 1 model | 70 |
| CORE ABILITIES | Leader, Crucible |
| ARMY RULES | Cabal of Sorcerers |
| YOUR UNIT COSTS | |
| 1 model | 105 |
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 | |
| CORE ABILITIES | Leader, Feel No Pain 5+, Crucible |
| ARMY RULES | Nurgle’s Gift |
| YOUR UNIT COSTS | |
| 1 model | 80 |
| CORE ABILITIES | Leader, Feel No Pain 5+, Crucible |
| ARMY RULES | Nurgle’s Gift |
| YOUR UNIT COSTS | |
| 1 model | 85 |
| CORE ABILITIES | Leader, Feel No Pain 5+, Crucible |
| ARMY RULES | Nurgle’s Gift |
| YOUR UNIT COSTS | |
| 3 models | 110 |
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 | |
| CORE ABILITIES | Leader, Crucible |
| ARMY RULES | Thrill Seekers |
| YOUR UNIT COSTS | |
| 1 model | 80 |
| CORE ABILITIES | Leader, Crucible |
| ARMY RULES | Thrill Seekers |
| YOUR UNIT COSTS | |
| 1 model | 80 |
| CORE ABILITIES | Leader, Crucible |
| ARMY RULES | Thrill Seekers |
| YOUR UNIT COSTS | |
| 1 model | 90 |
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 | |
| CORE ABILITIES | Deadly Demise 1, Crucible |
| ARMY RULES | Shadow of Chaos |
| YOUR UNIT COSTS | |
| 1 model | 120 |
| CORE ABILITIES | Deadly Demise D3, Crucible |
| ARMY RULES | Shadow of Chaos |
| YOUR UNIT COSTS | |
| 1 model | 180 |
| CORE ABILITIES | Leader, Crucible |
| ARMY RULES | Shadow of Chaos |
| YOUR UNIT COSTS | |
| 1 model | 80 |
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 | |
| CORE ABILITIES | Leader, Crucible |
| ARMY RULES | Strands of Fate |
| YOUR UNIT COSTS | |
| 1 model | 70 |
| CORE ABILITIES | Deadly Demise D3, Crucible |
| ARMY RULES | Strands of Fate |
| YOUR UNIT COSTS | |
| 1 model | 140 |
| CORE ABILITIES | Leader, Crucible |
| ARMY RULES | Strands of Fate |
| YOUR UNIT COSTS | |
| 1 model | 80 |
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 | |
| CORE ABILITIES | Leader, Crucible |
| ARMY RULES | Power From Pain |
| YOUR UNIT COSTS | |
| 1 model | 60 |
| CORE ABILITIES | Leader, Crucible |
| ARMY RULES | Power From Pain |
| YOUR UNIT COSTS | |
| 1 model | 75 |
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 | |
| CORE ABILITIES | Leader, Crucible |
| ARMY RULES | Eye of the Ancestors |
| YOUR UNIT COSTS | |
| 1 model | 75 |
| CORE ABILITIES | Leader, Crucible |
| ARMY RULES | Eye of the Ancestors |
| YOUR UNIT COSTS | |
| 1 model | 80 |
| CORE ABILITIES | Leader, Crucible |
| ARMY RULES | Eye of the Ancestors |
| YOUR UNIT COSTS | |
| 1 model | 80 |
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 | |
| CORE ABILITIES | Leader, Crucible |
| ARMY RULES | Reanimation Protocols |
| YOUR UNIT COSTS | |
| 1 model | 85 |
| CORE ABILITIES | Leader, Crucible |
| ARMY RULES | Reanimation Protocols |
| YOUR UNIT COSTS | |
| 1 model | 60 |
| CORE ABILITIES | Deadly Demise D3, Crucible |
| ARMY RULES | Reanimation Protocols |
| YOUR UNIT COSTS | |
| 1 model | 125 |
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 | |
| CORE ABILITIES | Leader, Crucible |
| ARMY RULES | Waaagh! |
| YOUR UNIT COSTS | |
| 1 model | 75 |
| CORE ABILITIES | Leader, Stealth, Infiltrators, Crucible |
| ARMY RULES | Waaagh! |
| YOUR UNIT COSTS | |
| 1 model | 35 |
| CORE ABILITIES | Leader, Crucible |
| ARMY RULES | Waaagh! |
| YOUR UNIT COSTS | |
| 1 model | 70 |
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 | |
| CORE ABILITIES | Leader, Stealth, Infiltrators, Crucible |
| ARMY RULES | For the Greater Good |
| YOUR UNIT COSTS | |
| 1 model | 60 |
| CORE ABILITIES | Leader, Crucible |
| ARMY RULES | For the Greater Good |
| YOUR UNIT COSTS | |
| 1 model | 55 |
| CORE ABILITIES | Leader, Crucible |
| ARMY RULES | For the Greater Good |
| YOUR UNIT COSTS | |
| 1 model | 50 |
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 | |
| CORE ABILITIES | Deadly Demise D6, Crucible |
| ARMY RULES | Synapse |
| YOUR UNIT COSTS | |
| 1 model | 135 |
| CORE ABILITIES | Leader, Crucible |
| ARMY RULES | Synapse |
| YOUR UNIT COSTS | |
| 1 model | 75 |
| CORE ABILITIES | Deadly Demise D3, Crucible |
| ARMY RULES | Synapse |
| YOUR UNIT COSTS | |
| 1 model | 130 |
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 | |
| CORE ABILITIES | Leader, Deep Strike, Lone Operative, Infiltrators, Stealth, Crucible |
| ARMY RULES | Cult Ambush |
| YOUR UNIT COSTS | |
| 1 model | 60 |
| CORE ABILITIES | Leader, Deep Strike, Crucible |
| ARMY RULES | Cult Ambush |
| YOUR UNIT COSTS | |
| 1 model | 70 |
| CORE ABILITIES | Leader, Deep Strike, Crucible |
| ARMY RULES | Cult Ambush |
| YOUR UNIT COSTS | |
| 1 model | 70 |
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 | |

| Q: | Does my model or unit become engaged while moving through a enemy units engagement range during a move? |
| A: | No |
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.



| Q: | When checking line of sight from one model to another, is this drawn between the bases of those models, or between any part of them? |
| A: | Line of sight is drawn from any part of the observing model to any part of the model being observed. |
|
| Q: | 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. |
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).Weapons designed for close-quarters fighting can be wielded effectively even in the press of melee combat.
Units containing one or more models with a [CLOSE-QUARTERS] weapon can shoot using close-quarters shooting (10.06).Pistols can be wielded even at point-blank range.
[PISTOL] and [CLOSE-QUARTERS] are identical for all rules purposes. See [CLOSE-QUARTERS].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.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:The most potent weapons strike with such power that they make a mockery of armour and can cleave through several foes.
Each time an attack made with a [DEVASTATING WOUNDS] weapon results in a critical wound, the attack sequence for that attack ends and the target unit suffers a number of mortal wounds equal to the D characteristic of that weapon. These are inflicted after resolving any normal damage inflicted by those attacks.
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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.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.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 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.Mighty heroes fight at the forefront of battle.
Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead. That unit will then lead that bodyguard unit for the battle and form an attached unit with it.The DRUKHARI keyword is used in the following Drukhari datasheets:
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.

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).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:
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.
Move! Move! Move! M +3" |
Fix Bayonets! WS +1 |
Take Aim! BS +1 |
First Rank, Fire! Second Rank, Fire! A +1 |
Take Cover! SV +1 |
Duty and Honour! LD +1 OC +1 |
| Q: | If a unit becomes affected by the same Order multiple times, do those Orders affect that unit multiple times? |
| A: | No. |
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:| 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 |
| 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. |
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).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 datasheets using FORTIFICATION keyword can be found in the following Factions:
Chaos: Chaos Daemons, Chaos Space Marines, Death Guard.The FORTIFICATION keyword is used in the following datasheets:
The MARKERLIGHT keyword is used in the following T’au Empire datasheets:
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.| 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. |
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 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.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.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.
UNBRIDLED BLOODLUST |
RAGE-FUELLED INVIGORATION |
TOTAL CARNAGE |
MARTIAL EXCELLENCE |
WARP BLADES |
DECAPITATING STRIKES |
The THOUSAND SONS keyword is used in the following Thousand Sons datasheets:
The SCINTILLATING LEGIONS keyword is used in the following Thousand Sons datasheets:
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.
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| 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). |
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.
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DESTINY’S RUIN (PSYCHIC) WARP CHARGE 5 |
TEMPORAL SURGE (PSYCHIC) WARP CHARGE 6 |
DOOMBOLT (PSYCHIC) WARP CHARGE 7 |
TWIST OF FATE (PSYCHIC) WARP CHARGE 9 |
| 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. |
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:
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:The BLACK TEMPLARS keyword is used in the following Space Marines datasheets:
The BLOOD ANGELS keyword is used in the following Space Marines datasheets:
The DARK ANGELS keyword is used in the following Space Marines datasheets:
The DEATHWATCH keyword is used in the following Space Marines datasheets:
The SPACE WOLVES keyword is used in the following Space Marines datasheets:
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:| 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. |
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:
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The LEGIONES DAEMONICA keyword is used in the following Chaos Daemons datasheets:
| Q: | If a unit has a rule that allows it to start an action when it is battle-shocked can it also continue doing that action if it becomes battle-shocked after starting an action? |
| A: | Yes |
| Q: | If a unit becomes battle-shocked after starting an action does it stop performing that action? |
| A: | Yes |
The BATTLELINE keyword is used in the following Chaos Daemons datasheets:
The CHARACTER keyword is used in the following Chaos Daemons datasheets:
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: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. |
| 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. |
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.| 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). |
The BATTLELINE keyword is used in the following Adeptus Mechanicus datasheets:
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
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Conqueror Imperative
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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.The CHARACTER keyword is used in the following Genestealer Cults datasheets:
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.
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| 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. |
The DEDICATED TRANSPORT keyword is used in the following Imperial Agents datasheets:
The RETINUE keyword is used in the following Imperial Agents datasheets:
The CHARACTER keyword is used in the following Imperial Agents datasheets:
The REQUISITIONED keyword is used in the following Imperial Agents datasheets:
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.
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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:| 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. |
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.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:| 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. |
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. |
Some weapons are designed to root enemy formations out of entrenched positions.
Each time an attack is made with an [IGNORES COVER] weapon, the target cannot have the benefit of cover against that attack (13.08), including from rules that give a model or unit the benefit of cover (e.g. Stealth).The 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: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.| 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. |
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:
The JUMP PACK keyword is used in the following Adepta Sororitas datasheets:
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).
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The SYNAPSE keyword is used in the following Tyranids datasheets:
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:The DEATH GUARD keyword is used in the following Death Guard datasheets:
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.



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