Ranged Weapons

WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Coruscating flames
Coruscating flames
18"
Assault 2
User
0
1
-
Fire of Tzeentch
When attacking with this weapon, choose one of the profiles below.
Fire of Tzeentch
When attacking with this weapon, choose one of the profiles below.
 - Blue
 - Blue
18"
Heavy 3
+4
-4
D3
-
 - Pink
 - Pink
12"
Pistol D6
User
-2
1
This weapon automatically hits its target.
This weapon automatically hits its target.
Flickering flames
Flickering flames
12"
Pistol D6
User
-1
1
This weapon automatically hits its target.
This weapon automatically hits its target.
Harvester cannon
Harvester cannon
48"
Heavy 3
7
-1
D3
-
Phlegm bombardment
Phlegm bombardment
36"
Heavy D6
8
-2
3
Blast
Blast
The Staff of Cataclysm (shooting)
The Staff of Cataclysm (shooting)
48"
Assault D6
8
-4
3
Blast
Blast

Melee Weapons

WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
+5
Baleful sword
+5
Baleful sword
Melee
Melee
+1
-3
D6
When attacking with this weapon, you must subtract 1 from the hit roll.
When attacking with this weapon, you must subtract 1 from the hit roll.
Churning fangs and claws
Churning fangs and claws
Melee
Melee
User
-2
2
-
+10
Daemonic axe
+10
Daemonic axe
Melee
Melee
+1
-3
3
When attacking with this weapon, you must subtract 1 from the hit roll.
When attacking with this weapon, you must subtract 1 from the hit roll.
Daemonic claws
Daemonic claws
Melee
Melee
User
0
1
-
Disc of Tzeentch’s blades
Disc of Tzeentch’s blades
Melee
Melee
4
0
1
After a model riding a Disc of Tzeentch makes its close combat attacks, you can attack with its mount. Make 1 additional attack, using this weapon profile.
After a model riding a Disc of Tzeentch makes its close combat attacks, you can attack with its mount. Make 1 additional attack, using this weapon profile.
Hellforged sword
Hellforged sword
Melee
Melee
User
-2
3
-
Hideous mutations
Hideous mutations
Melee
Melee
User
-2
2
-
Iron claw
Iron claw
Melee
Melee
x2
-3
D6
-
Jagged claws
Jagged claws
Melee
Melee
User
-2
2
Each time the bearer fights, it can make 2 additional attacks with this weapon.
Each time the bearer fights, it can make 2 additional attacks with this weapon.
Lamprey bite
Lamprey bite
Melee
Melee
+2
-3
2
-
+0..0
Malefic talons
+0..0
Malefic talons
Melee
Melee
User
-2
2
Each time the bearer fights, it can make 1 additional attack with this weapon. A model armed with two sets of malefic talons can make 3 additional attacks with them instead.
Each time the bearer fights, it can make 1 additional attack with this weapon. A model armed with two sets of malefic talons can make 3 additional attacks with them instead.
Ritual dagger
Ritual dagger
Melee
Melee
User
-1
1
Each time this weapon slays an enemy model, the bearer regains 1 lost wound.
Each time this weapon slays an enemy model, the bearer regains 1 lost wound.
Screamers’ lamprey bite
Screamers’ lamprey bite
Melee
Melee
6
-3
2
After a model riding a Burning Chariot makes its close combat attacks, you can attack with its mount. Make 6 additional attacks, using this weapon profile.
After a model riding a Burning Chariot makes its close combat attacks, you can attack with its mount. Make 6 additional attacks, using this weapon profile.
Sharp quills
Sharp quills
Melee
Melee
User
0
1
-
Staff of Tomorrow
Staff of Tomorrow
Melee
Melee
+2
-3
D6
Each time a CHARACTER is slain by this weapon, you can add a Chaos Spawn model to your army. Set up the Chaos Spawn within 6” of the character and not within Engagement Range of any enemy models before they are removed as a casualty.
Each time a CHARACTER is slain by this weapon, you can add a Chaos Spawn model to your army. Set up the Chaos Spawn within 6” of the character and not within Engagement Range of any enemy models before they are removed as a casualty.
Staff of Tzeentch
Staff of Tzeentch
Melee
Melee
User
-2
3
Each time a CHARACTER is slain by this weapon, you can add a Chaos Spawn model to your army. Set up the Chaos Spawn within 6” of the character and not within Engagement Range of any enemy models before they are removed as a casualty.
Each time a CHARACTER is slain by this weapon, you can add a Chaos Spawn model to your army. Set up the Chaos Spawn within 6” of the character and not within Engagement Range of any enemy models before they are removed as a casualty.
The Blade of Shadows
The Blade of Shadows
Melee
Melee
+1
-5
3
-
The Staff of Cataclysm (melee)
The Staff of Cataclysm (melee)
Melee
Melee
x2
-4
3
-
The Trickster’s Staff
The Trickster’s Staff
Melee
Melee
*
*
*
When the Changeling fights, choose a melee weapon carried by any enemy INFANTRY model within 1" of the Changeling. The Trickster’s Staff uses that weapon’s profile until the end of the phase.
When the Changeling fights, choose a melee weapon carried by any enemy INFANTRY model within 1" of the Changeling. The Trickster’s Staff uses that weapon’s profile until the end of the phase.
Tongues of flame
Tongues of flame
Melee
Melee
User
-1
1
-
Tusked maw
Tusked maw
Melee
Melee
x2
-3
3
-
Warpclaw
Warpclaw
Melee
Melee
User
-2
D3
Make 2 hit rolls for each attack made with this weapon, instead of 1.
Make 2 hit rolls for each attack made with this weapon, instead of 1.
Warpfire talons
Warpfire talons
Melee
Melee
User
-3
D3
Each time an attack is made with this weapon profile, make 2 hit rolls instead of 1. Each time an attack is made with this weapon, an unmodified wound roll of 6 inflicts 1 mortal wound on the target in addition to any normal damage.
Each time an attack is made with this weapon profile, make 2 hit rolls instead of 1. Each time an attack is made with this weapon, an unmodified wound roll of 6 inflicts 1 mortal wound on the target in addition to any normal damage.
Warpsword
Warpsword
Melee
Melee
User
-3
3
You can re-roll failed hit rolls for this weapon.
You can re-roll failed hit rolls for this weapon.

Other Wargear

OTHER WARGEAR
ABILITIES 
+10
Instrument of Chaos
If this unit has an Instrument of Chaos, then when an Advance or charge roll is made for this unit, add 1 to the roll.
+10
Instrument of Chaos
If this unit has an Instrument of Chaos, then when an Advance or charge roll is made for this unit, add 1 to the roll.
Irritating Chant
If a Burning Chariot is ridden by Chanting Horrors, your opponent must subtract 1 from Psychic tests made for enemy units within 9" of any such models.
Irritating Chant
If a Burning Chariot is ridden by Chanting Horrors, your opponent must subtract 1 from Psychic tests made for enemy units within 9" of any such models.
+10
Rod of Sorcery
Increase the range of this model’s Smite power from 18" to 30" if it has a rod of sorcery.
+10
Rod of Sorcery
Increase the range of this model’s Smite power from 18" to 30" if it has a rod of sorcery.
+5
Staff of Change
Increase the range of this model’s Smite power from 18" to 24" if it has a staff of change.
+5
Staff of Change
Increase the range of this model’s Smite power from 18" to 24" if it has a staff of change.

Coruscating flames used in following datasheets:

Troops
ASSAULT
Assault weapons fire so rapidly or indiscriminately that they can be shot from the hip as warriors dash forwards into combat.
If a unit includes any models equipped with Assault weapons, that unit is still eligible to shoot with in your Shooting phase even if it has Advanced this turn, but you can only resolve attacks using those Assault weapons when you select that unit to shoot with. If a model shoots an Assault weapon in the same turn in which its unit has Advanced, subtract 1 from hit rolls when resolving that weapon’s attacks.

  • Can be shot even if firing model’s unit Advanced.
  • Subtract 1 from hit rolls if the firing model’s unit Advanced.

Fire of Tzeentch used in following datasheets:

Heavy Support
Elites
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
PISTOL
Due to their compact size, pistols can even be used in melee to shoot at point-blank range.
A model can make attacks with a Pistol even when its unit is within Engagement Range of enemy units, but it must target an enemy unit that is within Engagement Range of its own unit when it does so. In such circumstances, the model can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

When a model equipped with both a Pistol and another type of ranged weapon (e.g. a Pistol and a Rapid Fire weapon) shoots, it can either shoot with its Pistol(s) or with its other ranged weapons. Choose which it will fire (Pistols or non-Pistols) before selecting targets.

  • Can be shot even if firing model’s unit is within Engagement Range of enemy unit.
  • Cannot be shot alongside any other type of weapon.

Flickering flames used in following datasheets:

Elites

Harvester cannon used in following datasheets:

Heavy Support
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.

Phlegm bombardment used in following datasheets:

Heavy Support
Blast Weapons
Some weapons have ‘Blast’ listed in their profile’s abilities. These are referred to as Blast weapons. In addition to the normal rules, the following rules apply to Blast weapons:
  1. If a Blast weapon targets a unit that has between 6 and 10 models, it always makes a minimum of 3 attacks. So if, when determining how many attacks are made with that weapon, the dice rolled results in less than 3 attacks being made, make 3 attacks instead. For example, if a Grenade D6 weapon with the Blast rule targets a unit that has 6 or more models, and you roll a 2 to determine how many attacks are made, that roll is counted as being a 3 and that weapon makes three attacks against that unit.
  2. When a Blast weapon targets a unit that has 11 or more models, do not roll dice to randomly determine how many attacks are made – instead, make the maximum possible number of attacks. For example, if a Grenade D6 weapon with the Blast rule targets a unit that has 11 or more models, that weapon makes six attacks against that unit.
Blast weapons can never be used to make attacks against a unit that is within Engagement Range of the firing model’s unit, even if the weapon has the Pistol type or if the firing model is a VEHICLE or a MONSTER – firing high-explosives at point-blank range is simply unwise.

  • Blast Weapons: Minimum three attacks against units with 6+ models. Always make maximum number of attacks against units with 11+ models.
  • Can never be used to attack units within the firing unit’s Engagement Range.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.

The Staff of Cataclysm (shooting) used in following datasheets:

Lords of War

Baleful sword used in following datasheets:

HQ

Churning fangs and claws used in following datasheets:

Heavy Support

Daemonic axe used in following datasheets:

HQ

Daemonic claws used in following datasheets:

Fast Attack

Disc of Tzeentch’s blades used in following datasheets:

HQ
The Blue Scribes

Hellforged sword used in following datasheets:

HQ

Hideous mutations used in following datasheets:

Fast Attack

Iron claw used in following datasheets:

Heavy Support

Jagged claws used in following datasheets:

Heavy Support

Lamprey bite used in following datasheets:

Fast Attack

Malefic talons used in following datasheets:

HQ
Daemon Prince of Chaos
+0/+15

Ritual dagger used in following datasheets:

HQ
Fateskimmer
Fluxmaster

Screamers’ lamprey bite used in following datasheets:

Heavy Support
HQ

Sharp quills used in following datasheets:

HQ

Staff of Tomorrow used in following datasheets:

HQ
Engagement Range
Engagement Range represents the zone of threat that models present to their enemies. While a model is within 1" horizontally and 5" vertically of an enemy model, those models are within Engagement Range of each other. While two enemy models are within Engagement Range of each other, those models’ units are also within Engagement Range of each other. Models cannot be set up within Engagement Range of enemy models.

  • Engagement Range: 1" horizontally + 5" vertically.
  • Models cannot be set up within Engagement Range of enemy models.

Staff of Tzeentch used in following datasheets:

HQ
Engagement Range
Engagement Range represents the zone of threat that models present to their enemies. While a model is within 1" horizontally and 5" vertically of an enemy model, those models are within Engagement Range of each other. While two enemy models are within Engagement Range of each other, those models’ units are also within Engagement Range of each other. Models cannot be set up within Engagement Range of enemy models.

  • Engagement Range: 1" horizontally + 5" vertically.
  • Models cannot be set up within Engagement Range of enemy models.

The Blade of Shadows used in following datasheets:

HQ

The Staff of Cataclysm (melee) used in following datasheets:

Lords of War

The Trickster’s Staff used in following datasheets:

HQ

Tongues of flame used in following datasheets:

Heavy Support
Elites

Tusked maw used in following datasheets:

Heavy Support

Warpclaw used in following datasheets:

Heavy Support

Warpfire talons used in following datasheets:

Lords of War

Warpsword used in following datasheets:

Heavy Support

Instrument of Chaos used in following datasheets:

Troops
Advance
When a unit makes an Advance, make an Advance roll for the unit by rolling one D6. Add the result in inches to the Move (M) characteristic of each model in that unit until the end of the current phase. Each model in that unit can then move a distance in inches equal to or less than this total, but no model can be moved within Engagement Range of enemy models. A unit cannot shoot or declare a charge in the same turn that it made an Advance.

  • Advance: Models move up to M+D6".
  • Cannot move within Engagement Range of enemy models.
  • Units that Advance cannot shoot or charge this turn.
Engagement Range
Engagement Range represents the zone of threat that models present to their enemies. While a model is within 1" horizontally and 5" vertically of an enemy model, those models are within Engagement Range of each other. While two enemy models are within Engagement Range of each other, those models’ units are also within Engagement Range of each other. Models cannot be set up within Engagement Range of enemy models.

  • Engagement Range: 1" horizontally + 5" vertically.
  • Models cannot be set up within Engagement Range of enemy models.
Charging with a Unit
Once you have chosen an eligible unit to declare a charge with, you must select one or more enemy units within 12" of it as the targets of its charge. The target(s) of this charge do not need to be visible to the charging unit. You then make a charge roll for your unit by rolling 2D6. This is the maximum number of inches each model in the charging unit can now be moved if they can make the charge move. To make a charge move, the unit’s charge roll must be sufficient that it is able to end that move in unit coherency and within Engagement Range of every unit that was a target of its charge, without moving within Engagement Range of any enemy units that were not a target of its charge. If this is possible, then the charge is successful and the models in the unit make a charge move so as to fulfil the above conditions. If this is impossible, the charge fails and no models in the charging unit move this phase.

  • Declare targets of the charge (must be within 12").
  • Charge roll = 2D6".
  • If insufficient to move charging unit into Engagement Range of all targets, charge fails.
  • If charge successful, models make their charge move.
  • Cannot make a charge move within Engagement Range of any unit that was not the target of the charge.
5 points for all three Chanting Horrors

Irritating Chant used in following datasheets:

Heavy Support
HQ
Psychic Tests
When a PSYKER unit attempts to manifest a psychic power, you must take a Psychic test for that unit by rolling 2D6. If the total is equal to or greater than that power’s warp charge value, the Psychic test is passed. If you roll a double 1 or a double 6 when taking a Psychic test, that unit immediately suffers Perils of the Warp.

  • Psychic test: Passed if 2D6 equals or exceeds psychic power’s warp charge.
  • If double 1 or double 6 rolled, PSYKER suffers Perils of the Warp.

Rod of Sorcery used in following datasheets:

HQ

Staff of Change used in following datasheets:

HQ
Fateskimmer
+5
Fluxmaster
+5