The Imperium is a vast bureaucracy, bound together by ancient oaths and intractable laws. With billions of people under its control, the Imperium is often beset by rebellions against its rule. Not all of these rebels are directly inspired by the Chaos Gods, but the Chaos Gods often find a way to corrupt the cause of the rebels to their own ends. Many such rebellions are led by powerful individuals, men who have been corrupted by that power and are seeking to break away from the Imperium’s constricting laws. These are dangerous men, and the Inquisition constantly polices the Imperium for threats from ‘the enemy within’ as well as the enemy without. But the Inquisition cannot be everywhere...

This section contains all of the datasheets that you will need in order to fight battles with your Renegades and Heretics models. Each datasheet includes the characteristics profiles of the unit it describes, as well as any wargear and abilities it may have. Some rules are common to several Renegades and Heretics units – these are described below and referenced on the datasheets.


Books

BookKindEditionVersionLast update
  Imperial Armour: Compendium
  Imperial Armour: CompendiumIndex9Indomitus 1.2September 2021
  Chapter Approved ’2020
  Chapter Approved ’2020Expansion9Indomitus 1.2January 2021
  Warhammer Legends: Forge World
  Warhammer Legends: Forge WorldIndex91.0December 2020
  Astra Militarum
  Astra MilitarumCodex8Indomitus 1.1October 2020

Optional Wargear

Many of the units you will find on this page reference one or more of the following wargear lists (e.g. Renegades Ranged Weapons). When this is the case, the unit may take any item from the appropriate list below.

RENEGADES RANGED WEAPONS

 • Bolt pistol

 • Laspistol

 • Plasma pistol

RENEGADES SPECIAL WEAPONS

 • Flamer

 • Grenade launcher

 • Meltagun

 • Plasma gun

 • Sniper rifle1

1 RENEGADE MARAUDER SQUAD only

RENEGADES HEAVY WEAPONS

 • Autocannon

 • Heavy bolter

 • Heavy stubber

 • Lascannon

 • Missile launcher

 • Mortar

RENEGADES MELEE WEAPONS

 • Brutal assault weapon

 • Chainsword

 • Power axe

 • Power maul

 • Power sword

 • Power fist


Wargear Reference

Ranged Weapons

WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
+0..15
Autocannon
+0..15
Autocannon
48"
Heavy 2
7
-1
2
-
Autogun
Autogun
24"
Rapid Fire 1
3
0
1
-
Autogun
Autogun
24"
Rapid Fire 1
3
0
1
-
Autopistol
Autopistol
12"
Pistol 1
3
0
1
-
Baneblade cannon
Baneblade cannon
72"
Heavy 3D6
9
-3
3
Blast
Blast
+0..5
Battle cannon
+0..5
Battle cannon
72"
Heavy D6
8
-2
D3
Blast
Blast
+2
Bolt pistol
+2
Bolt pistol
12"
Pistol 1
4
0
1
-
+2
Boltgun
+2
Boltgun
24"
Rapid Fire 1
4
0
1
-
Chem cannon
Chem cannon
8"
Heavy D6
*
-3
1
This weapon automatically hits its target. In addition, it wounds on a 2+, unless it is targeting a VEHICLE, in which case it wounds on a 6+.
This weapon automatically hits its target. In addition, it wounds on a 2+, unless it is targeting a VEHICLE, in which case it wounds on a 6+.
Colossus siege mortar
Colossus siege mortar
240"
Heavy 3D3
6
-2
D3
Blast. This weapon can target units that are not visible to the bearer. Each time an attack is made with this weapon, the target does not receive the benefits of cover against that attack.
Blast. This weapon can target units that are not visible to the bearer. Each time an attack is made with this weapon, the target does not receive the benefits of cover against that attack.
+0..5
Demolisher cannon
+0..5
Demolisher cannon
24"
Heavy D6
10
-3
D6
Blast
Blast
Earthshaker cannon
Earthshaker cannon
240"
Heavy D6
9
-3
D3
Blast. Roll two dice for the number of attacks when firing this weapon and discard the lowest result. This weapon can target units that are not visible to the bearer.
Blast. Roll two dice for the number of attacks when firing this weapon and discard the lowest result. This weapon can target units that are not visible to the bearer.
Eradicator nova cannon
Eradicator nova cannon
36"
Heavy D6
6
-2
D3
Blast. Units attacked by this weapon do not gain any bonus to their saving throws for being in cover.
Blast. Units attacked by this weapon do not gain any bonus to their saving throws for being in cover.
Executioner plasma cannon
Before selecting targets, select one of the profiles below to make attacks with.
Executioner plasma cannon
Before selecting targets, select one of the profiles below to make attacks with.
 - Standard
 - Standard
36"
Heavy D6
7
-3
1
Blast
Blast
 - Supercharge
 - Supercharge
36"
Heavy D6
8
-3
2
Blast. Each time an unmodified hit roll of 1 is made for an attack with this weapon profile, the bearer suffers 1 mortal wound after shooting with this weapon.
Blast. Each time an unmodified hit roll of 1 is made for an attack with this weapon profile, the bearer suffers 1 mortal wound after shooting with this weapon.
+15
Exterminator autocannon
+15
Exterminator autocannon
48"
Heavy 4
7
-1
2
-
+5
Flamer
+5
Flamer
12"
Assault D6
4
0
1
Each time an attack is made with this weapon, that attack automatically hits the target.
Each time an attack is made with this weapon, that attack automatically hits the target.
Frag grenades
Frag grenades
6"
Grenade D6
3
0
1
Blast
Blast
+5
Grenade launcher
When attacking with this weapon, choose one of the profiles below.
+5
Grenade launcher
When attacking with this weapon, choose one of the profiles below.
 - Frag grenade
 - Frag grenade
24"
Assault D6
3
0
1
Blast
Blast
 - Krak grenade
 - Krak grenade
24"
Assault 1
6
-1
D3
-
Griffon heavy mortar
Griffon heavy mortar
48"
Heavy D6
6
-1
2
Blast. This weapon can target units that are not visible to the bearer. Each time an attack is made with this weapon, the target does not receive the benefit of cover to its saving throw.
Blast. This weapon can target units that are not visible to the bearer. Each time an attack is made with this weapon, the target does not receive the benefit of cover to its saving throw.
+0..15
Heavy bolter
+0..15
Heavy bolter
36"
Heavy 3
5
-1
2
-
Heavy flamer
Heavy flamer
12"
Heavy D6
5
-1
1
Each time an attack is made with this weapon, that attack automatically hits the target.
Each time an attack is made with this weapon, that attack automatically hits the target.
Heavy mortar
Heavy mortar
48"
Heavy D6
6
-1
2
Blast. This weapon can target units that are not visible to the bearer.
Blast. This weapon can target units that are not visible to the bearer.
Heavy quad launcher
Heavy quad launcher
48"
Heavy 4D6
5
0
1
Blast. This weapon can target units that are not visible to the bearer.
Blast. This weapon can target units that are not visible to the bearer.
+0..5
Heavy stubber
+0..5
Heavy stubber
36"
Heavy 3
4
0
1
-
Hellstrike missiles
Hellstrike missiles
72"
Heavy 1
8
-2
D6
Roll two dice when inflicting damage with this weapon and discard the lowest result.
Roll two dice when inflicting damage with this weapon and discard the lowest result.
+5
Hunter-killer missile
+5
Hunter-killer missile
48"
Heavy 1
10
-2
D6
The bearer can only shoot with each hunter-killer missile it is equipped with once per battle.
The bearer can only shoot with each hunter-killer missile it is equipped with once per battle.
Hydra quad autocannon
Hydra quad autocannon
72"
Heavy 8
7
-1
2
Add 1 to all hit rolls made for this weapon against targets that can FLY. Subtract 1 from the hit rolls made for this weapon against all other targets.
Add 1 to all hit rolls made for this weapon against targets that can FLY. Subtract 1 from the hit rolls made for this weapon against all other targets.
Inferno cannon
Inferno cannon
16"
Heavy 2D6
6
-1
1
This weapon automatically hits its target.
This weapon automatically hits its target.
Krak grenade
Krak grenade
6"
Grenade 1
6
-1
D3
-
+5..50
Lascannon
+5..50
Lascannon
48"
Heavy 1
9
-3
D6
-
Laser destroyer
Laser destroyer
36"
Heavy 3
10
-4
D3+3
-
Lasgun
Lasgun
24"
Rapid Fire 1
3
0
1
-
Lasgun array
Lasgun array
24"
Rapid Fire 3
3
0
1
This weapon can only be fired if a unit is embarked upon the vehicle equipped with it.
This weapon can only be fired if a unit is embarked upon the vehicle equipped with it.
Laspistol
Laspistol
12"
Pistol 1
3
0
1
-
Macharius twin battle cannon
Macharius twin battle cannon
72"
Heavy 2D6
8
-2
D6
Blast
Blast
Macharius twin vanquisher cannon
Macharius twin vanquisher cannon
72"
Heavy 2
16
-4
9
Each time an attack is made with this weapon against a VEHICLE or MONSTER unit, add 1 to that attack's hit roll.
Each time an attack is made with this weapon against a VEHICLE or MONSTER unit, add 1 to that attack's hit roll.
Macharius vulcan mega-bolter
Macharius vulcan mega-bolter
60"
Heavy 16
6
-2
2
-
Medusa siege cannon
Medusa siege cannon
36"
Heavy D6
10
-3
D6
Blast. This weapon can target units that are not visible to the bearer.
Blast. This weapon can target units that are not visible to the bearer.
Melta cannon
Melta cannon
24"
Assault D3
8
-4
D6
Blast. Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2.
Blast. Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2.
+10
Meltagun
+10
Meltagun
12"
Assault 1
8
-4
D6
Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2.
Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2.
Minotaur twin earthshaker cannon
Minotaur twin earthshaker cannon
240"
Heavy 2D3+3
9
-3
D3
Blast. This weapon can target units that are not visible to the bearer.
Blast. This weapon can target units that are not visible to the bearer.
+10..15
Missile launcher
When attacking with this weapon, choose one of the profiles below.
+10..15
Missile launcher
When attacking with this weapon, choose one of the profiles below.
 - Frag missile
 - Frag missile
48"
Heavy D6
4
0
1
Blast
Blast
 - Krak missile
 - Krak missile
48"
Heavy 1
8
-2
D6
-
+5..10
Mortar
+5..10
Mortar
48"
Heavy D6
4
0
1
Blast. This weapon can target units that are not visible to the bearer.
Blast. This weapon can target units that are not visible to the bearer.
Multi-laser
Multi-laser
36"
Heavy 3
6
0
1
-
+10..25
Multi-melta
+10..25
Multi-melta
24"
Heavy 2
8
-4
D6
Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2.
Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2.
Multiple rocket pod
Multiple rocket pod
36"
Assault D6
5
-1
1
Blast
Blast
Omega-pattern plasma blastgun
Before selecting targets, select one of the profiles below to make attacks with.
Omega-pattern plasma blastgun
Before selecting targets, select one of the profiles below to make attacks with.
 - Pulsed bolts
 - Pulsed bolts
60"
Heavy 2D6
8
-3
2
Blast
Blast
 - Maximal bolts
 - Maximal bolts
60"
Heavy 2D6
9
-3
3
Blast. Each time an unmodified hit roll of 1 is made for an attack with this weapon profile, the bearer suffers 1 mortal wound after shooting with this weapon.
Blast. Each time an unmodified hit roll of 1 is made for an attack with this weapon profile, the bearer suffers 1 mortal wound after shooting with this weapon.
Plasma cannon
Before selecting targets, select one of the profiles below to make attacks with.
Plasma cannon
Before selecting targets, select one of the profiles below to make attacks with.
 - Standard
 - Standard
36"
Heavy D3
7
-3
1
Blast
Blast
 - Supercharge
 - Supercharge
36"
Heavy D3
8
-3
2
Blast. If any unmodified hit rolls of 1 are made for attacks with this weapon profile, the bearer is destroyed after shooting with this weapon.
Blast. If any unmodified hit rolls of 1 are made for attacks with this weapon profile, the bearer is destroyed after shooting with this weapon.
+10
Plasma gun
Before selecting targets, select one of the profiles below to make attacks with.
+10
Plasma gun
Before selecting targets, select one of the profiles below to make attacks with.
 - Standard
 - Standard
24"
Rapid Fire 1
7
-3
1
-
 - Supercharge
 - Supercharge
24"
Rapid Fire 1
8
-3
2
If any unmodified hit rolls of 1 are made for attacks with this weapon profile, the bearer is destroyed after shooting with this weapon.
If any unmodified hit rolls of 1 are made for attacks with this weapon profile, the bearer is destroyed after shooting with this weapon.
+5
Plasma pistol
Before selecting targets, select one of the profiles below to make attacks with.
+5
Plasma pistol
Before selecting targets, select one of the profiles below to make attacks with.
 - Standard
 - Standard
12"
Pistol 1
7
-3
1
-
 - Supercharge
 - Supercharge
12"
Pistol 1
8
-3
2
If any unmodified hit rolls of 1 are made for attacks with this weapon profile, the bearer is destroyed after shooting with this weapon.
If any unmodified hit rolls of 1 are made for attacks with this weapon profile, the bearer is destroyed after shooting with this weapon.
+20
Punisher gatling cannon
+20
Punisher gatling cannon
24"
Heavy 20
5
0
1
-
Shotgun
Shotgun
12"
Assault 2
3
0
1
If the target is within half range, add 1 to this weapon’s Strength.
If the target is within half range, add 1 to this weapon’s Strength.
+0..2
Sniper rifle
+0..2
Sniper rifle
36"
Heavy 1
4
0
1
Each time you select a target for this weapon, you can ignore the Look Out, Sir rule. 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 you select a target for this weapon, you can ignore the Look Out, Sir rule. 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.
+3..5
Storm bolter
+3..5
Storm bolter
24"
Rapid Fire 2
4
0
1
-
Stub gun
Stub gun
9"
Pistol 2
3
0
1
-
Twin heavy bolter
Twin heavy bolter
36"
Heavy 6
5
-1
2
-
Twin heavy flamer
Twin heavy flamer
12"
Heavy 2D6
5
-1
1
Each time an attack is made with this weapon, that attack automatically hits the target.
Each time an attack is made with this weapon, that attack automatically hits the target.
Twin heavy stubber
Twin heavy stubber
36"
Heavy 6
4
0
1
-
Valdor neutron laser
Valdor neutron laser
48"
Heavy 3
12
-3
D6
Each time an attack made with this weapon is allocated to a model, if the bearer Remained Stationary in your previous Movement phase, that attack has a Damage characteristic of 6.
Each time an attack made with this weapon is allocated to a model, if the bearer Remained Stationary in your previous Movement phase, that attack has a Damage characteristic of 6.
Vanquisher battle cannon
Vanquisher battle cannon
72"
Heavy 1
8
-3
D6
Roll two dice when inflicting damage with this weapon and discard the lowest result.
Roll two dice when inflicting damage with this weapon and discard the lowest result.
Wyvern quad stormshard mortar
Wyvern quad stormshard mortar
48"
Heavy 4D6
4
0
1
Blast. This weapon can target units that are not visible to the bearer. You can re-roll failed wound rolls for this weapon.
Blast. This weapon can target units that are not visible to the bearer. You can re-roll failed wound rolls for this weapon.

Melee Weapons

WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Adamantium tracks
Adamantium tracks
Melee
Melee
User
-2
D3
-
Bare hands
Bare hands
Melee
Melee
User
0
1
-
Befouled fangs and claws
Befouled fangs and claws
Melee
Melee
User
-1
1
-
Brutal assault weapon
Brutal assault weapon
Melee
Melee
User
0
1
Each time the bearer fights, it can make 1 additional attack with this weapon.
Each time the bearer fights, it can make 1 additional attack with this weapon.
+5
Brute combat weapon
+5
Brute combat weapon
Melee
Melee
User
-2
1
-
Chainsword
Chainsword
Melee
Melee
User
0
1
When the bearer fights, it makes 1 additional attack with this weapon.
When the bearer fights, it makes 1 additional attack with this weapon.
Hideous mutations
Hideous mutations
Melee
Melee
User
-2
2
-
Mauler goad
Mauler goad
Melee
Melee
User
-1
1
Each time the bearer fights, it makes 3 additional attacks with this weapon.
Each time the bearer fights, it makes 3 additional attacks with this weapon.
Ogryn plague claws
Ogryn plague claws
Melee
Melee
+1
-1
2
Each time an attack is made with this weapon, re-roll a wound roll of 1.
Each time an attack is made with this weapon, re-roll a wound roll of 1.
+10
Ogryn power drill
+10
Ogryn power drill
Melee
Melee
x2
-2
2
-
Ogryn weapon
Ogryn weapon
Melee
Melee
+1
-1
2
-
+5
Power axe
+5
Power axe
Melee
Melee
+2
-2
1
-
+10
Power fist
+10
Power fist
Melee
Melee
x2
-3
2
Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll.
Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll.
+5
Power maul
+5
Power maul
Melee
Melee
+3
-1
1
-
+5
Power sword
+5
Power sword
Melee
Melee
+1
-3
1
-
Ripper claw
Ripper claw
Melee
Melee
+1
-2
2
-
+2
Sentinel chainsaw
+2
Sentinel chainsaw
Melee
Melee
User
-1
1
-

Other Wargear

OTHER WARGEAR
ABILITIES 
+5
Augur array
Once per battle, in the Shooting phase, you can re-roll a single failed hit roll for a vehicle with an augur array.
+5
Augur array
Once per battle, in the Shooting phase, you can re-roll a single failed hit roll for a vehicle with an augur array.
+10
Banner of Hate
The bearer gains the following ability: ‘Banner of Hate (Aura): While a friendly <CHAOS COVENANT> RENEGADES AND HERETICS unit is within 6" of this model, you can re-roll charge rolls made for that unit.’
+10
Banner of Hate
The bearer gains the following ability: ‘Banner of Hate (Aura): While a friendly <CHAOS COVENANT> RENEGADES AND HERETICS unit is within 6" of this model, you can re-roll charge rolls made for that unit.’
+10
Banner of the Apostate
The bearer gains the following ability: ‘Banner of the Apostate (Aura): While a friendly <CHAOS COVENANT> RENEGADES AND HERETICS unit is within 6" of this model, that unit is eligible to perform Heroic Interventions as if it were a CHARACTER.’
+10
Banner of the Apostate
The bearer gains the following ability: ‘Banner of the Apostate (Aura): While a friendly <CHAOS COVENANT> RENEGADES AND HERETICS unit is within 6" of this model, that unit is eligible to perform Heroic Interventions as if it were a CHARACTER.’
+10
Chaos sigil
Each time a model in the bearer’s unit makes a melee attack, if the bearer’s unit made a charge move this turn or was charged, re-roll a hit roll of 1.
+10
Chaos sigil
Each time a model in the bearer’s unit makes a melee attack, if the bearer’s unit made a charge move this turn or was charged, re-roll a hit roll of 1.
+5
Dozer blade
If a vehicle with a dozer blade charges in the Charge phase, add 1 to hit rolls made for it until the end of the ensuing Fight phase.
+5
Dozer blade
If a vehicle with a dozer blade charges in the Charge phase, add 1 to hit rolls made for it until the end of the ensuing Fight phase.
+5
Renegade vox-caster
Add 1 to the Leadership characteristic of models in the bearer’s unit.
+5
Renegade vox-caster
Add 1 to the Leadership characteristic of models in the bearer’s unit.
+5
Track guards
A vehicle with track guards always counts as having its starting number of Wounds when determining its Move characteristic (i.e. its Move characteristic does not decrease as it suffers wounds).
+5
Track guards
A vehicle with track guards always counts as having its starting number of Wounds when determining its Move characteristic (i.e. its Move characteristic does not decrease as it suffers wounds).

The RENEGADE MARAUDER SQUAD keyword is used in the following Renegades and Heretics datasheets:

Autocannon used in the following datasheets:


– may take Autocannon as an option.
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.
RAPID FIRE
Rapid fire weapons are versatile armaments capable of aimed single shots at long range or controlled bursts of fire at close quarters.
When a model shoots a Rapid Fire weapon, double the number of attacks it makes if its target is within half the weapon’s range.

  • Double number of attacks made if target is within half range.
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.

Baneblade cannon used in the following datasheets:

Lords of War
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.

Battle cannon used in the following datasheets:

Bolt pistol used in the following datasheets:


– may take Bolt pistol as an option.

Boltgun used in the following datasheets:

Chem cannon used in the following datasheets:

Fast Attack

Colossus siege mortar used in the following datasheets:

Heavy Support
Terrain and Cover
Some pieces of terrain can provide certain bonuses to units in your army. Each bonus and how to acquire it is described in the Terrain Features section of the Core Rules. If a model has acquired such a bonus (to it's Save, Leadership or other characteristics), it is considered as receiving the benefit of cover. There are ways for some models to ignore such bonuses while making an attack, but it should be known what kind of benefit is ignored (see the Rare Rules for clarification).

Demolisher cannon used in the following datasheets:

Lords of War

Earthshaker cannon used in the following datasheets:

Number of Attacks (shooting)
When a model shoots a ranged weapon, it will make a number of attacks. You make one hit roll for each attack being made.

The number of attacks that a model makes with a ranged weapon is equal to the number written on that weapon’s profile after its type. For example, a model shooting an ‘Assault 1’ weapon can make one attack with that weapon; a model firing a ‘Heavy 3’ weapon can make three attacks, and so on.

  • All of a ranged weapon’s attacks must be made against the same target unit.
  • Number of attacks = number after weapon’s type.

Eradicator nova cannon used in the following datasheets:

Saving Throw
The player commanding the target unit then makes one saving throw by rolling one D6 and modifying the roll by the Armour Penetration (AP) characteristic of the weapon that the attack was made with. For example, if the weapon has an AP of -1, then 1 is subtracted from the saving throw roll. If the result is equal to, or greater than, the Save (Sv) characteristic of the model the attack was allocated to, then the saving throw is successful and the attack sequence ends. If the result is less than the model’s Save characteristic, then the saving throw fails and the model suffers damage. An unmodified roll of 1 always fails.

Executioner plasma cannon used in the following datasheets:

Hit Roll
When a model makes an attack, make one hit roll for that attack by rolling one D6. If the result of the hit roll is equal to or greater than the attacking model’s Ballistic Skill (BS) characteristic (if the attack is being made with a ranged weapon) or its Weapon Skill (WS) characteristic (if the attack is being made with a melee weapon), then that attack scores one hit against the target unit. If not, the attack fails and the attack sequence ends.

If an attack is made with a weapon that has an ability that says it ‘automatically hits the target’, no hit roll is made – that attack simply scores one hit on the target unit. An unmodified hit roll of 6 always scores a hit, and an unmodified hit roll of 1 always fails. A hit roll can never be modified by more than -1 or +1. This means that if, after all the cumulative modifiers to a hit roll have been calculated, the total modifier would be -2 or worse, it is changed to be -1. Similarly, if, after all the cumulative modifiers to a hit roll have been calculated, the total modifier would be +2 or better, it is changed to be +1.
Mortal Wounds
Some attacks inflict mortal wounds – these are so powerful that no armour or force field can withstand their fury. Each mortal wound inflicts 1 point of damage on the target unit, and they are always applied one at a time. Do not make a wound roll or saving throw (including invulnerable saves) against a mortal wound – just allocate it as you would any other attack and inflict damage to a model in the target unit. Unlike damage inflicted by normal attacks, excess damage from mortal wounds is not lost. Instead, keep allocating damage to another model in the target unit until either all the damage has been allocated or the target unit is destroyed.

If an attack inflicts mortal wounds in addition to the normal damage, resolve the normal damage first. If an attack inflicts mortal wounds in addition to the normal damage, but the normal damage is subsequently saved, the target unit still suffers the mortal wounds, as described before. If an ability modifies the damage inflicted by a weapon, and that weapon can inflict mortal wounds in addition to the normal damage, the modifier does not apply to any mortal wounds that are inflicted (unless the rule specifically states otherwise).

  • Each mortal wound inflicted on a unit causes one model in the unit to lose one wound.
  • No saving throws can be made against mortal wounds.
  • Mortal wounds inflicted by attacks in addition to normal damage always apply, even if normal damage saved.

Exterminator autocannon used in the following datasheets:

Heavy Support

Flamer used in the following datasheets:


– may take Flamer as an option.
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.
GRENADE
Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.
When a unit shoots, one model that is equipped with a Grenade in that unit can resolve attacks with it instead of shooting any other weapons.

  • Only one model can use a Grenade when its unit shoots.

Grenade launcher used in the following datasheets:


– may take Grenade launcher as an option.

Griffon heavy mortar used in the following datasheets:

INFANTRY/other model

Heavy mortar used in the following datasheets:

Heavy quad launcher used in the following datasheets:

Hellstrike missiles used in the following datasheets:

Flyers

Hunter-killer missile used in the following datasheets:


– may take Hunter-killer missile as an option.

Hydra quad autocannon used in the following datasheets:

Heavy Support
Flying
If a unit’s datasheet has the FLY keyword, then when it makes a Normal Move, an Advance or it Falls Back, its models can be moved across other models (and their bases) as if they were not there, and they can be moved within Engagement Range of enemy models. In addition, any vertical distance up and/or down that they make as part of that move is ignored. However, these models cannot finish their move either on top of another model (or its base) or within Engagement Range of any enemy models.

  • FLY models can move over other models when they make a Normal Move, an Advance or when they Fall Back.
  • FLY models ignore vertical distances when they make a Normal Move, an Advance or when they Fall Back.

Inferno cannon used in the following datasheets:

Fast Attack

Krak grenade used in the following datasheets:

Lascannon used in the following datasheets:

Flyers

– may take Lascannon as an option.

Laser destroyer used in the following datasheets:

Lasgun array used in the following datasheets:

Dedicated Transport

Laspistol used in the following datasheets:


– may take Laspistol as an option.

Macharius twin battle cannon used in the following datasheets:

Lords of War

Macharius twin vanquisher cannon used in the following datasheets:

Macharius vulcan mega-bolter used in the following datasheets:

Lords of War

Medusa siege cannon used in the following datasheets:

Melta cannon used in the following datasheets:

Fast Attack

Meltagun used in the following datasheets:


– may take Meltagun as an option.

Minotaur twin earthshaker cannon used in the following datasheets:

Lords of War

Missile launcher used in the following datasheets:


– may take Missile launcher as an option.

Mortar used in the following datasheets:


– may take Mortar as an option.

Multi-laser used in the following datasheets:

Dedicated Transport
Flyers

Multi-melta used in the following datasheets:

Fast Attack
Heavy Support

Multiple rocket pod used in the following datasheets:

Flyers

Omega-pattern plasma blastgun used in the following datasheets:

Lords of War

Plasma cannon used in the following datasheets:

Fast Attack
Heavy Support

Plasma gun used in the following datasheets:


– may take Plasma gun as an option.

Plasma pistol used in the following datasheets:


– may take Plasma pistol as an option.

Punisher gatling cannon used in the following datasheets:

Heavy Support

Sniper rifle used in the following datasheets:


– may take Sniper rifle as an option.
Look out, Sir
Models cannot target a unit that contains any CHARACTER models with a Wounds characteristic of 9 or less with a ranged weapon while that CHARACTER unit is within 3" of any of the following:
  • A friendly unit that contains 1 or more VEHICLE or MONSTER models with a wounds characteristic of 10 or more.
  • A friendly non-CHARACTER unit that contains 1 or more VEHICLE or MONSTER models.
  • A friendly non-CHARACTER unit that contains 3 or more models.
In all cases, if that CHARACTER unit is both visible to the firing model and it is the closest enemy unit to the firing model, it can be targeted normally. When determining if that CHARACTER unit is the closest enemy unit to the firing model, ignore other enemy units that contain any CHARACTER models with a Wounds characteristics of 9 or less.

  • Cannot shoot at an enemy CHARACTER with 9 or less wounds while it is within 3" of a friendly unit that contains 1 MONSTER, 1 VEHICLE or 3+ other models (excluding CHARACTER models with 9 or less wounds) unless it is the closest target.
Wound Roll
Each time an attack scores a hit against a target unit, make a wound roll for that attack by rolling one D6 to see if that attack successfully wounds the target. The result required is determined by comparing the attacking weapon’s Strength (S) characteristic with the target’s Toughness (T) characteristic, as shown on the following table:

WOUND ROLL
ATTACK’S STRENGTH vs TARGET’S TOUGHNESSD6 ROLL REQUIRED
Is the Strength TWICE (or more) than the Toughness?2+
Is the Strength GREATER than the Toughness?3+
Is the Strength EQUAL to the Toughness?4+
Is the Strength LOWER than the Toughness?5+
Is the Strength HALF (or less) than the Toughness?6+

If the result of the wound roll is less than the required number, the attack fails and the attack sequence ends. An unmodified wound roll of 6 always successfully wounds the target, and an unmodified wound roll of 1 always fails. A wound roll can never be modified by more than -1 or +1. This means that if, after all the cumulative modifiers to a wound roll have been calculated, the total modifier would be -2 or worse, it is changed to be -1. Similarly, if, after all the cumulative modifiers to a wound roll have been calculated, the total modifier would be +2 or better, it is changed to be +1.

Storm bolter used in the following datasheets:


– may take Storm bolter as an option.

Stub gun used in the following datasheets:

Twin heavy bolter used in the following datasheets:

Lords of War

Twin heavy flamer used in the following datasheets:

Lords of War

Twin heavy stubber used in the following datasheets:

Valdor neutron laser used in the following datasheets:

Lords of War
Remain Stationary
If a unit Remains Stationary, none of its models can be moved for the rest of the phase. Any units from your army that were on the battlefield and were not selected to move in the Move Units step of the Movement phase are assumed to have Remained Stationary that phase.

  • Remain Stationary: Models cannot move this phase.

Vanquisher battle cannon used in the following datasheets:

Wyvern quad stormshard mortar used in the following datasheets:

Heavy Support

Adamantium tracks used in the following datasheets:

Select Weapon
When a model makes a close combat attack, it must do so using a melee weapon (i.e. a weapon that has the ‘Melee’ type). The weapons a model is equipped with are described on its datasheet. If a model is not equipped with any melee weapons, or if it cannot make an attack with any of the melee weapons it is equipped with, then that model makes its attacks using a close combat weapon, which has the following profile:

WEAPONRANGETYPESAPD
Close combat weaponMeleeMeleeUser01

If a model has more than one melee weapon, select which it will use before resolving any attacks. If a model has more than one melee weapon and can make several attacks, it can split them between these weapons however you wish – declare which attacks are being made with which weapons before any attacks are resolved. If the selected weapon has more than one profile that you must choose between, you must declare which profile is being used at the same time. Different attacks made with such a weapon can be made using different profiles if you wish.

If your unit is making attacks with more than one melee weapon against a unit, and those weapons have different characteristics profiles, then after you have resolved an attack with one of those weapons you must, if any other weapons with the same characteristics profile are also being used to make attacks against that unit, resolve those attacks before resolving any attacks against the target with a weapon that has a different characteristics profile. Note that all the attacks you have declared are always resolved against the target unit even if, when you come to resolve an individual attack, no models in the target unit remain in range (this can happen because of models being destroyed and removed from the battlefield as the result of resolving other attacks made by the attacking model’s unit first).

  • Each close combat attack is made with a melee weapon.
  • A model makes attacks using the close combat weapon profile if it has no other melee weapons.
  • If a unit attacks with multiple weapons, all attacks made with weapons that have the same profile must be resolved before resolving attacks with the next.

Bare hands used in the following datasheets:

Befouled fangs and claws used in the following datasheets:

Brutal assault weapon used in the following datasheets:


– may take Brutal assault weapon as an option.

Brute combat weapon used in the following datasheets:

Chainsword used in the following datasheets:


– may take Chainsword as an option.

Hideous mutations used in the following datasheets:

Mauler goad used in the following datasheets:

Ogryn plague claws used in the following datasheets:

Ogryn power drill used in the following datasheets:

Ogryn weapon used in the following datasheets:

Power axe used in the following datasheets:


– may take Power axe as an option.

Power fist used in the following datasheets:


– may take Power fist as an option.

Power maul used in the following datasheets:


– may take Power maul as an option.

Power sword used in the following datasheets:


– may take Power sword as an option.

Ripper claw used in the following datasheets:

Sentinel chainsaw used in the following datasheets:

Augur array used in the following datasheets:

Dedicated Transport
Fast Attack

– may take Augur array as an option.

Banner of Hate used in the following datasheets:

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.

Banner of the Apostate used in the following datasheets:

Performing a Heroic Intervention
When a unit performs a Heroic Intervention, you can move each model in that unit up to 3" – this is a Heroic Intervention move. Each model in the unit must finish its Heroic Intervention move closer to the closest enemy model. Remember that a unit must finish any type of move in unit coherency.

  • Heroic Intervention: Move up to 3".
  • Must end closer to the closest enemy model.
Characters
Some models have the CHARACTER keyword. These models can make Heroic Interventions in Charge Phase and are not easy targets in the Shooting Phase (see Look out, Sir, rule). If your Warlord has the CHARACTER keyword he may be able to have a Warlord Trait (see Warlord Trait section on model’s faction page).

Note that CHARACTERS cannot use their Aura Abilities while performing actions.

Chaos sigil used in the following datasheets:

Dozer blade used in the following datasheets:

Dedicated Transport
Fast Attack

– may take Dozer blade as an option.

Renegade vox-caster used in the following datasheets:

Track guards used in the following datasheets:

Dedicated Transport
Fast Attack

– may take Track guards as an option.
© Vyacheslav Maltsev 2013-2021