Unaligned – Datasheets

Troops


3

Spindle Drones

NoNAME  M WS BS S T W A Ld Sv Base
Spindle Drone (base: 25mm)
4Spindle Drone 6" 3+ 3+ 4 4 2 2 10 4+ 25mm
This unit contains 4 Spindle Drones. Each model is equipped with a drone pulse. Only one of this unit may be included in your army.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Drone pulse
Drone pulse
18"
Pistol 1
3
0
1
-
ABILITIES
ABILITIES
Threat Level Rising: Improve the Strength, Armour Penetration and Damage characteristics of a models drone pulse by 1 for each model in its unit that has either lost wounds or been destroyed. For example, if 2 models in a unit of Spindle Drones have been destroyed and another has lost 1 wound, the 2 remaining models’ drone pulses would have a Strength characteristic of 6, an AP characteristic of -3 and a Damage characteristic of 4.
FACTION KEYWORDS: UNALIGNED, BLACKSTONE CONSTRUCT
KEYWORDS: INFANTRY, SPINDLE DRONES


Elites


4

Ambull

NoNAME  M WS BS S T W A Ld Sv Base
75
Ambull (base: 50mm)
1
75
Ambull
6" 3+ 6+ 6 6 7 4 6 3+ 50mm
An Ambull is a single model armed with enormous claws.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Enormous claws
Enormous claws
Melee
Melee
User
-3
D3
-
ABILITIES
ABILITIES
Rapid Tunnelling: At the start of your Movement phase, you can remove this model from the battlefield. At the end of your next Movement phase, set it up again, anywhere on the battlefield, more than 9" away from any enemy models.
Rad-Maggot Symbiosis: At the start of each battle round this model gains D3 lost wounds.
FACTION KEYWORDS: UNALIGNED, DREADED AMBULL
KEYWORDS: MONSTER, AMBULL


1

Borewyrm Infestation

NoNAME  M WS BS S T W A Ld Sv Base
15
Borewyrm Infestation (base: 25mm)
1‑2
15
Borewyrm Infestation
4" 4+ 6+ 3 4 2 3 5 4+ 25mm
This unit contains 1 Borewyrm Infestation. It can include up to 1 additional Borewyrm Infestation (Power Rating +1). Each model is armed with vicious jaws.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Vicious jaws
Vicious jaws
Melee
Melee
User
0
1
Each time you make a wound roll of 6+ for this weapon, that hit is resolved at AP -2 instead.
Each time you make a wound roll of 6+ for this weapon, that hit is resolved at AP -2 instead.
ABILITIES
ABILITIES
Rapid Tunnelling: At the start of your Movement phase, you can remove this model from the battlefield. At the end of your next Movement phase, set it up again, anywhere on the battlefield, more than 9" away from any enemy models.
Hard to Hit: Your opponent must subtract 1 from hit rolls for ranged weapons that target this unit.
FACTION KEYWORDS: UNALIGNED, DREADED AMBULL
KEYWORDS: SWARM, BOREWYRM INFESTATION


4

Guardian Drone

NoNAME  M WS BS S T W A Ld Sv Base
90
Guardian Drone (base: 50mm)
1
90
Guardian Drone
5" 3+ 3+ 5 6 7 4 10 3+ 50mm
A Guardian Drone is a single model equipped with: destroyer pulse, guardian salvo launchers, manipulator limbs.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Destroyer pulse
Destroyer pulse
18"
Pistol 1
9
-3
4
-
Guardian salvo launchers
Guardian salvo launchers
24"
Heavy D6
5
-3
1
-
Manipulator limbs
Manipulator limbs
Melee
Melee
User
-2
2
-
ABILITIES
ABILITIES
Drone Commander: Whilst a Spindle Drone unit is within 6" of any models with this ability, their Threat Level Rising ability has no effect. Instead, add 3 to the Strength, Armour Penetration and Damage characteristics of that unit’s drone pulse whilst it is within 6" of any models with this ability.
Hover Drones: When this model would lose a wound, roll one D6; on a 5+ that wound is not lost.
FACTION KEYWORDS: UNALIGNED, BLACKSTONE CONSTRUCT
KEYWORDS: MONSTER, GUARDIAN DRONE


5

The Archivist

NoNAME  M WS BS S T W A Ld Sv Base
90
The Archivist (base: 50mm)
1
90
The Archivist
5" 3+ 3+ 5 4 6 4 9 3+ 50mm
The Archivist is a single model equipped with: atomic disassembler, eradicator glove. You can only include one of this model in your army.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Atomic disassembler
Atomic disassembler
18"
Pistol 1
8
-3
D6
When resolving an attack made with this weapon the target does not receive the benefit of cover to its saving throw.
When resolving an attack made with this weapon the target does not receive the benefit of cover to its saving throw.
Eradicator glove
Eradicator glove
Melee
Melee
x2
-3
3
When resolving an attack made with this weapon, subtract 1 from the hit roll.
When resolving an attack made with this weapon, subtract 1 from the hit roll.
ABILITIES
ABILITIES
Disruptive Influence: Subtract 1 from the Leadership characteristic of enemy and friendly units whilst they are within 3" of any model with this ability.
FACTION KEYWORDS: UNALIGNED, ZOAT
KEYWORDS: CHARACTER, MONSTER, THE ARCHIVIST


Fortifications


14

Firestorm Redoubt

NoNAME  M WS BS S T W A Ld Sv Base
210
Firestorm Redoubt (base: Use model)
1
210
Firestorm Redoubt
- - 5+ - 8 20 - - 3+ Use model
A Firestorm Redoubt is a single model equipped with: 2 quad Icarus lascannons.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Battle cannon
Battle cannon
72"
Heavy D6
8
-2
D3
Blast
Blast
+15
Punisher gatling cannon
+15
Punisher gatling cannon
24"
Heavy 20
5
0
1
-
+60
Quad Icarus lascannon
+60
Quad Icarus lascannon
96"
Heavy 4
9
-3
D6
When resolving an attack made with this weapon, add 1 to the hit roll if the target can FLY; otherwise subtract 1 from the hit roll.
When resolving an attack made with this weapon, add 1 to the hit roll if the target can FLY; otherwise subtract 1 from the hit roll.
WARGEAR OPTIONS
WARGEAR OPTIONS
 • For each quad Icarus lascannon this model is equipped with, it can instead be equipped with one of the following: 1 battle cannon; 1 punisher gatling cannon.
ABILITIES
ABILITIES
Automated Weapons: Unless a friendly unit is embarked aboard this model, this model’s weapons can only target the closest visible enemy unit. Attacks made with a quad Icarus lascannon can instead target the closest visible enemy unit that can FLY. In either case, if two or more units are equally close, you can choose which is targeted.
Fire Points: Up to 10 models embarked aboard this model can shoot in your Shooting phase, measuring distances and drawing line of sight from any point on this model. When they do so, any restrictions and modifiers that apply to this model also apply to its embarked models.
Immobile: This model cannot move for any reason, nor can it fight in the Fight phase. When resolving an attack made against this model in the Fight phase, do not make a hit roll: it automatically scores a hit. This model can shoot in your Shooting phase even if there are enemy units within 1" of it, and friendly units can target enemy units that are within 1" of this model.
Explodes: When this model is destroyed, roll one D6 before removing it from play. On a 6 it explodes, and each unit within 2D6" suffers D3 mortal wounds.

Designer’s Note: If you cannot physically remove this model from your battlefield when it is destroyed (because, for example, it is glued to the surface) then regardless of whether it explodes or not, it is wrecked – from that point on, models can no longer target it, it can no longer shoot etc.
TRANSPORT
TRANSPORT
This model has a transport capacity of 2 INFANTRY units, up to a total of 20 models.

Designer’s Note: When you embark models onto a Firestorm Redoubt, you may find it useful to place some of them on the battlements to remind you which unit(s) are inside the fortification.
FACTION KEYWORDS: UNALIGNED
KEYWORDS: BUILDING, VEHICLE, TRANSPORT, WALL OF MARTYRS, FIRESTORM REDOUBT


7

Imperial Bunker

NoNAME  M WS BS S T W A Ld Sv Base
90
Imperial Bunker (base: Use model)
1
90
Imperial Bunker
- - 5+ - 8 12 - - 3+ Use model
An Imperial Bunker is a single model.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
+20
Icarus lascannon
+20
Icarus lascannon
96"
Heavy 1
9
-3
D6
Each time an attack is made with this weapon against an AIRCRAFT unit, add 1 to that attack’s hit roll.
Each time an attack is made with this weapon against an AIRCRAFT unit, add 1 to that attack’s hit roll.
+30
Quad gun
+30
Quad gun
48"
Heavy 8
7
-1
1
Each time an attack is made with this weapon against an AIRCRAFT unit, add 1 to that attack’s hit roll.
Each time an attack is made with this weapon against an AIRCRAFT unit, add 1 to that attack’s hit roll.
WARGEAR OPTIONS
WARGEAR OPTIONS
 • This model can be equipped with 1 Icarus lascannon or 1 quad-gun.
ABILITIES
ABILITIES
Immobile: This model cannot move for any reason, nor can it fight in the Fight phase. When resolving an attack made against this model in the Fight phase, do not make a hit roll: it automatically scores a hit. This model can shoot in your Shooting phase even if there are enemy units within 1" of it, and friendly units can target enemy units that are within 1" of this model.
Fire Points: Up to 5 models embarked aboard this model can shoot in your Shooting phase, measuring distances and drawing line of sight from any point on this model. When they do so, any restrictions and modifiers that apply to this model also apply to its embarked models.
Automated Weapons: Unless a friendly unit is embarked inside this model, each of its weapons can only target the nearest visible enemy. If two units are equally close, you may choose which is targeted.
Explodes: When this model is destroyed, roll one D6 before any embarked models disembark, and before removing it from play. On a 6 it explodes, and each unit within D6" suffers D3 mortal wounds.

Designer’s Note: If you cannot physically remove this model from your battlefield when it is destroyed (because, for example, it is glued to the surface) then regardless of whether it explodes or not, it is wrecked – from that point on, models can no longer embark inside it, it can no longer shoot etc.
TRANSPORT
TRANSPORT
This model has a transport capacity of 2 INFANTRY units, up to a total of 10 models.

Designer’s Note: When you embark models onto an Imperial Bunker, you may find it useful to place some of them on the battlements to remind you which unit(s) are inside the fortification.
FACTION KEYWORDS: UNALIGNED
KEYWORDS: BUILDING, VEHICLE, TRANSPORT, WALL OF MARTYRS, IMPERIAL BUNKER


4

Imperial Defence Line

This unit contains 2 Trench Sections and up to 4 End Sections. It can instead contain 3 Defence Emplacement Sections and up to 2 End Sections.
90
ABILITIES
ABILITIES
Static Defence Network: Every model in this unit must be set up so that it is in end-to-end contact with at least one other friendly WALL OF MARTYRS model. After it is set up, models in this unit are treated as terrain features that follow the rules for Barricades.
Stalwart Defence: Add 1 to the Leadership characteristic of models in IMPERIUM INFANTRY units whilst their unit is within an Imperial Defence Line.
FACTION KEYWORDS: UNALIGNED
KEYWORDS: WALL OF MARTYRS, IMPERIAL DEFENCE LINE


22

Macro-cannon Aquila Strongpoint

NoNAME  M WS BS S T W A Ld Sv Base
440
Macro-cannon Aquila Strongpoint (base: Use model)
1
440
Macro-cannon Aquila Strongpoint
- - 5+ - 10 30 - - 3+ Use model
A Macro-cannon Aquila Strongpoint is a single model equipped with: Aquila macro-cannon.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Aquila macro-cannon
When you choose this weapon to shoot with, select one of the profiles below.
Aquila macro-cannon
When you choose this weapon to shoot with, select one of the profiles below.
 - Macro shell
 - Macro shell
72"
Heavy D6
14
-3
D6
Blast. When resolving an attack made with this weapon, a damage roll of 1 or 2 counts as 3 instead.
Blast. When resolving an attack made with this weapon, a damage roll of 1 or 2 counts as 3 instead.
 - Quake shell
 - Quake shell
180"
Heavy 2D6
9
-2
D3
Blast
Blast
+15
Heavy bolter
+15
Heavy bolter
36"
Heavy 3
5
-1
2
-
WARGEAR OPTIONS
WARGEAR OPTIONS
 • This model can additionally be equipped with up to 4 heavy bolters.
ABILITIES
ABILITIES
Immobile: This model cannot move for any reason, nor can it fight in the Fight phase. When resolving an attack made against this model in the Fight phase, do not make a hit roll: it automatically scores a hit. This model can shoot in your Shooting phase even if there are enemy units within 1" of it, and friendly units can target enemy units that are within 1" of this model.
Fire Points: Up to 15 models embarked aboard this model can shoot in your Shooting phase, measuring distances and drawing line of sight from any point on this model. When they do so, any restrictions and modifiers that apply to this model also apply to its embarked models.
Automated Weapons: Unless a friendly unit is embarked aboard, this model’s weapons can only target the closest visible enemy unit. If two or more units are equally close, you can choose which is targeted.
Explodes: When this model is destroyed, roll one D6 before any embarked models disembark, and before removing it from play. On a 6 it explodes, and each unit within 2D6" suffers D6 mortal wounds.

Designer’s Note: If you cannot physically remove this model from your battlefield when it is destroyed (because, for example, it is glued to the surface) then regardless of whether its magazine explodes or not, it is wrecked – from that point on, models can no longer embark inside it, it can no longer shoot etc.
TRANSPORT
TRANSPORT
This model has a transport capacity of 2 INFANTRY units, up to a total of 30 models.

Designer’s Note: When you embark models onto a Macro-cannon Aquila Strongpoint, you may find it useful to place some of them on the battlements to remind you which unit(s) are inside the fortification.
FACTION KEYWORDS: UNALIGNED
KEYWORDS: BUILDING, VEHICLE, TRANSPORT, WALL OF MARTYRS, AQUILA STRONGPOINT, MACRO-CANNON


11

Plasma Obliterator

NoNAME  M WS BS S T W A Ld Sv Base
210
Plasma Obliterator (base: Use model)
1
210
Plasma Obliterator
- - 5+ - 9 20 - - 3+ Use model
A Plasma Obliterator is a single model equipped with: plasma obliterator.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Plasma obliterator
Plasma obliterator
72"
Heavy 2D6
8
-3
2
Blast. For each hit roll of 1 made for attacks with this weapon, the bearer suffers 1 mortal wound after shooting with this weapon.
Blast. For each hit roll of 1 made for attacks with this weapon, the bearer suffers 1 mortal wound after shooting with this weapon.
ABILITIES
ABILITIES
Immobile: This model cannot move for any reason, nor can it fight in the Fight phase. When resolving an attack made against this model in the Fight phase, do not make a hit roll: it automatically scores a hit. This model can shoot in your Shooting phase even if there are enemy units within 1" of it, and friendly units can target enemy units that are within 1" of this model.
Automated Weapons: Unless a friendly unit is embarked aboard, this model’s weapons can only target the closest visible enemy unit. If two or more units are equally close, you can choose which is targeted.
Fire Points: Up to 10 models embarked aboard this model can shoot in your Shooting phase, measuring distances and drawing line of sight from any point on this model. When they do so, any restrictions and modifiers that apply to this model also apply to its embarked models.
Explodes: When this model is destroyed, roll one D6 before any embarked models disembark, and before removing it from play. On a 4+ it explodes, and each unit within D6" suffers D6 mortal wounds.
TRANSPORT
TRANSPORT
This model has a transport capacity of 2 INFANTRY units, up to a total of 20 models.
FACTION KEYWORDS: UNALIGNED
KEYWORDS: BUILDING, VEHICLE, TRANSPORT, PLASMA OBLITERATOR


7

Vengeance Weapon Batteries

NoNAME  M WS BS S T W A Ld Sv Base
110
Vengeance Weapon Battery (base: Use model)
1‑2
110
Vengeance Weapon Battery
- - 5+ - 8 10 - - 3+ Use model
This unit contains 1 Vengeance Weapon Battery. It can additionally contain 1 Vengeance Weapon Battery (Power Rating +7). Every model is equipped with: punisher gatling cannon.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Battle cannon
Battle cannon
72"
Heavy D6
8
-2
D3
Blast
Blast
+15
Punisher gatling cannon
+15
Punisher gatling cannon
24"
Heavy 20
5
0
1
-
+60
Quad Icarus lascannon
+60
Quad Icarus lascannon
96"
Heavy 4
9
-3
D6
When resolving an attack made with this weapon, add 1 to the hit roll if the target can FLY; otherwise subtract 1 from the hit roll.
When resolving an attack made with this weapon, add 1 to the hit roll if the target can FLY; otherwise subtract 1 from the hit roll.
WARGEAR OPTIONS
WARGEAR OPTIONS
 • Any model can be equipped with one of the following instead of 1 punisher gatling cannon: 1 battle cannon; 1 quad Icarus lascannon.
ABILITIES
ABILITIES
Immobile: This model cannot move for any reason, nor can it fight in the Fight phase. When resolving an attack made against this model in the Fight phase, do not make a hit roll: it automatically scores a hit. This model can shoot in your Shooting phase even if there are enemy units within 1" of it, and friendly units can target enemy units that are within 1" of this model.
Fully Automated Weapons: This model’s weapons can only target the closest visible enemy unit. Attacks made with a quad Icarus lascannon can instead target the closest visible enemy unit that can FLY. In either case, if two or more units are equally close, you can choose which is targeted.
Explodes: When this model is destroyed, roll one D6 before removing it from play. On a 6 it explodes, and each unit within 2D6" suffers D3 mortal wounds.

Designer’s Note: If you cannot physically remove this model from your battlefield when it is destroyed (because, for example, it is glued to the surface) then regardless of whether it explodes or not, it is wrecked – from that point on, models can no longer target it, it can no longer shoot etc.
FACTION KEYWORDS: UNALIGNED
KEYWORDS: BUILDING, VEHICLE, WALL OF MARTYRS, VENGEANCE WEAPON BATTERIES


24

Vortex Missile Aquila Strongpoint

NoNAME  M WS BS S T W A Ld Sv Base
470
Vortex Missile Aquila Strongpoint (base: Use model)
1
470
Vortex Missile Aquila Strongpoint
- - 5+ - 10 30 - - 3+ Use model
A Vortex Missile Aquila Strongpoint is a single model equipped with: vortex missile battery.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Vortex missile battery
Vortex missile battery
180"
Heavy D6
-
-
-
Blast. This weapon can target units that are not visible to the bearer, even when firing in accordance with the Automated Weapons ability. When resolving an attack made with this weapon, if a hit is scored the target suffers D6 mortal wounds. If a model in the target unit loses any wounds as a result of those mortal wounds but is not destroyed, roll another D6; on a 6 that model suffers a further D6 mortal wounds.
Blast. This weapon can target units that are not visible to the bearer, even when firing in accordance with the Automated Weapons ability. When resolving an attack made with this weapon, if a hit is scored the target suffers D6 mortal wounds. If a model in the target unit loses any wounds as a result of those mortal wounds but is not destroyed, roll another D6; on a 6 that model suffers a further D6 mortal wounds.
+15
Heavy bolter
+15
Heavy bolter
36"
Heavy 3
5
-1
2
-
WARGEAR OPTIONS
WARGEAR OPTIONS
 • This model can additionally be equipped with up to 4 heavy bolters.
ABILITIES
ABILITIES
Containment Failure: When this model is destroyed, before any embarked models disembark, its vortex missiles explode. Each unit within 2D6" suffers D6 mortal wounds. If a model loses any wounds as a result of those mortal wounds but is not destroyed, roll another D6; on a 6 that model suffers a further D6 mortal wounds.

Designer’s Note: If you cannot physically remove this model from your battlefield when it is destroyed (because, for example, it is glued to the surface) then it is wrecked – from that point on, models can no longer embark inside it, it can no longer shoot etc.
Automated Weapons: Unless a friendly unit is embarked aboard, this model’s weapons can only target the closest visible enemy unit. If two or more units are equally close, you can choose which is targeted.
Fire Points: Up to 15 models embarked aboard this model can shoot in your Shooting phase, measuring distances and drawing line of sight from any point on this model. When they do so, any restrictions and modifiers that apply to this model also apply to its embarked models.
Immobile: This model cannot move for any reason, nor can it fight in the Fight phase. When resolving an attack made against this model in the Fight phase, do not make a hit roll: it automatically scores a hit. This model can shoot in your Shooting phase even if there are enemy units within 1" of it, and friendly units can target enemy units that are within 1" of this model.
TRANSPORT
TRANSPORT
This model has a transport capacity of 2 INFANTRY units, up to a total of 30 models.

Designer’s Note: When you embark models onto a Vortex Missile Aquila Strongpoint, you may find it useful to place some of them on the battlements to remind you which unit(s) are inside the fortification.
FACTION KEYWORDS: UNALIGNED
KEYWORDS: BUILDING, VEHICLE, TRANSPORT, WALL OF MARTYRS, AQUILA STRONGPOINT, VORTEX MISSILE


5

Aegis Defence Line

NoNAME  M WS BS S T W A Ld Sv Base
Large Shield Section (base: Use model)
4Large Shield Section - - - - - - - - - Use model
Small Shield Section (base: Use model)
4Small Shield Section - - - - - - - - - Use model
Gun Emplacement (base: Use model)
0‑1Gun Emplacement - - 5+ 3 7 3 - 4 4+ Use model
If this unit contains a Gun Emplacement model, it has Power Rating 6. A Gun emplacement is equipped with: quad-gun.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
+15
Icarus lascannon
+15
Icarus lascannon
96"
Heavy 1
9
-3
D6
Each time an attack is made with this weapon against an AIRCRAFT unit, add 1 to that attack’s hit roll.
Each time an attack is made with this weapon against an AIRCRAFT unit, add 1 to that attack’s hit roll.
+20
Quad gun
+20
Quad gun
48"
Heavy 8
7
-1
1
Each time an attack is made with this weapon against an AIRCRAFT unit, add 1 to that attack’s hit roll.
Each time an attack is made with this weapon against an AIRCRAFT unit, add 1 to that attack’s hit roll.
WARGEAR OPTIONS
WARGEAR OPTIONS
 • A Gun Emplacemnt’s quad-gun can be replaced with 1 Icarus lascannon.
ABILITIES
ABILITIES
Set-up: When this unit is first set up on the battlefield, each Smail Shield Section and Large Shield Section in this unit must be set up so that it is in end-to-end contact with at least one other Small Shield Section or Large Shield Section in this unit. You do not have to set up all of the Small Shield Sections or Large Shield Sections up on the battlefield if you do not wish to (or if you have insufficient room). If this unit includes a Gun Emplacement, it must be set up wholly within 3" of any Small Shield Section or Large Shield Section in this unit (if you don’t set up any, you cannot set up the gun Emplacement either).
Terrain Feature (Shield Sections): After it is set up, this unit’s Small Shield Sections and Large Shield Sections are treated as a single Obstacles terrain feature with the following terrain traits:
  • Defence Line
  • Defensible
  • Light Cover
  • Heavy Cover
  • Unstable Position
  • Difficult Ground
Terrain Feature (Gun Emplacement): After it is set up, this unit’s Gun Emplacement (if any) is a Building terrain feature.
Automated Weapons: In your Shooting phase, each time a Gun Emplacement from your army is selected to shoot, you can only select one of the following targets for its attacks:
  • The closest eligible enemy unit.
  • The closest eligible enemy AIRCRAFT unit.
Operate Gun Emplacement: While there are any Gun Emplacements from your army on the battlefield, INFANTRY units in your army can attempt the following action:
Operate Gun Emplacement (Action): At the end of your Command phase, one INFANTRY unit from your army that is within 1" of a Gun Emplacement that is not being operated (see below) can start to perform this action. The action is completed at the end of your Movement phase. Once completed, until the end of the turn, this Gun Emplacement loses its Automated Weapons ability, has a Ballistic Skill characteristic of 4+ and is treated as being operated.
FACTION KEYWORDS: UNALIGNED
KEYWORDS (Shield Sections): TERRAIN, OBSTACLE, AEGIS DEFENCE LINE
KEYWORDS (Gun Emplacement): TERRAIN, VEHICLE, BUILDING, GUN EMPLACEMENT


10

Bastion

NoNAME  M WS BS S T W! A Ld Sv Base
180
Bastion (base: Use model)
1
180
Bastion
- - 4+ 6 8 10-18 - 7 3+ Use model
- - 5+ 6 8 6-9 - 7 3+
- - 6+ 6 8 1-5 - 7 3+
A Bastion is equipped with: 4 heavy bolters; roof hatch.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Heavy bolter
Heavy bolter
36"
Heavy 3
5
-1
2
-
+15
Icarus lascannon
+15
Icarus lascannon
96"
Heavy 1
9
-3
D6
Each time an attack is made with this weapon against an AIRCRAFT unit, add 1 to that attack’s hit roll.
Each time an attack is made with this weapon against an AIRCRAFT unit, add 1 to that attack’s hit roll.
+20
Quad gun
+20
Quad gun
48"
Heavy 8
7
-1
1
Each time an attack is made with this weapon against an AIRCRAFT unit, add 1 to that attack’s hit roll.
Each time an attack is made with this weapon against an AIRCRAFT unit, add 1 to that attack’s hit roll.
OTHER WARGEAR
ABILITIES 
+5
Comms antenna
In your Command phase, if one or more CHARACTER units are embarked within this Building model, roll one D6: on a 5+, you gain one Command point.
+5
Comms antenna
In your Command phase, if one or more CHARACTER units are embarked within this Building model, roll one D6: on a 5+, you gain one Command point.
Roof hatch
Each time this model is selected to shoot, up to 15 embarked models can be selected to shoot using its Fire Points ability, instead of 10.
Roof hatch
Each time this model is selected to shoot, up to 15 embarked models can be selected to shoot using its Fire Points ability, instead of 10.
WARGEAR OPTIONS
WARGEAR OPTIONS
 • This model’s roof hatch can be replaced with one of the following: 1 Icarus lascannon; 1 quad-gun; 1 comms antenna.
ABILITIES
ABILITIES
Fire Points: In your Shooting phase, up to 10 models embarked within this model can be selected to shoot with; measure distances and draw line of sight from any point on this building when doing so (embarked models can make attacks with ranged weapons even while this building is within Engagement Range of enemy units, just as if they had the Big Guns Never Tire rule like a VEHICLE).
Automated Weapons: In your Shooting phase, each time this model is selected to shoot, if no friendly units are embarked within it then its heavy bolters can only target the closest eligible enemy unit and, if it is equipped with either an Icarus lascannon or a quad-gun, you can only select one of the following targets forthat weapon’s attacks:
  • The closest eligible enemy unit.
  • The closest eligible enemy AIRCRAFT unit.
Wrecked: When this building is destroyed, roll one D6 before any embarked models disembark and before removing it from play. On a 6 its magazine explodes, and each unit within 6" suffers D6 mortal wounds. On any other result, this building is wrecked; though the model counts as destroyed for all rules purposes, do not remove it from the battlefield. Instead, forthe remainder of the battle it is treated as an Obstacles terrain feature with the following terrain traits:
  • Difficult Ground
  • Exposed Position
  • Unstable Position
TRANSPORT
TRANSPORT
This building has a transport capacity of 15 INFANTRY models. Each model with a Wounds characteristic of 3 or more takes up the space of 2 models, and each model with a Wounds characteristic of 4 or more takes up the space of 3 models. It cannot transport non-CHARACTER models with a Wounds characteristic of 5 or more. No more than two units can be embarked within this building.

Designer’s Note: When you embark models onto a Bastion, you may find it useful to place some of them on the battlements to remind you which unit(s) are inside the fortification.
FACTION KEYWORDS: UNALIGNED
KEYWORDS: TERRAIN, BUILDING, VEHICLE, TRANSPORT, BASTION


24

Fortress of Redemption

NoNAME  M WS BS S T W! A Ld Sv Base
440
Fortress of Redemption (base: Use model)
1
440
Fortress of Redemption
- - 4+ 6 8 16-30 - 7 3+ Use model
- - 5+ 6 8 9-15 - 7 3+
- - 6+ 6 8 1-8 - 7 3+
A Fortress of Redemption is equipped with: Redemption lascannons; Redemption missile silo.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
+15
Heavy bolter
+15
Heavy bolter
36"
Heavy 3
5
-1
2
-
Redemption lascannons
Redemption lascannons
96"
Heavy 2
9
-3
D3+3
Each time an attack is made with this weapon against an AIRCRAFT unit, add 1 to that attack’s hit roll.
Each time an attack is made with this weapon against an AIRCRAFT unit, add 1 to that attack’s hit roll.
Redemption missile silo
Before selecting targets, select one of the profiles below to make attacks with. Units that are wholly within 12" of the firing model are not eligible targets for this weapon.
Redemption missile silo
Before selecting targets, select one of the profiles below to make attacks with. Units that are wholly within 12" of the firing model are not eligible targets for this weapon.
 - Fragstorm missile
 - Fragstorm missile
96"
Heavy 2D6
4
-1
-
Blast
Blast
 - Krakstorm missile
 - Krakstorm missile
96"
Heavy D6
8
-3
3
Blast
Blast
WARGEAR OPTIONS
WARGEAR OPTIONS
 • This model can be equipped with up to 4 heavy bolters.
ABILITIES
ABILITIES
Fire Points: In your Shooting phase, up to 20 models embarked within this building can be selected to shoot with; measure distances and draw line of sight from any point on this building when doing so (embarked models can make attacks with ranged weapons even while this building is within Engagement Range of enemy units, just as if they had the Big Guns Never Tire rule like a VEHICLE).
Automated Weapons: In your Shooting phase, each time this model is selected to shoot, if no friendly units are embarked within it, its Redemption missile silo can not be fired, its heavy bolters can only target the closest eligible enemy unit, and its Redemption lascannons can only select one of the following targets for that weapon’s attacks:
  • The closest eligible enemy unit.
  • The closest eligible enemy AIRCRAFT unit.
Wrecked: When this building is destroyed, roll one D6 before any embarked models disembark and before removing it from play. On a 6 its magazine explodes, and each unit within 9" suffers D6 mortal wounds. On any other result, this building is wrecked; though the model counts as destroyed for all rules purposes do not remove it from the battlefield. Instead, for the remainder of the battle, it is treated as an Obstacle terrain feature with the following terrain traits:
  • Difficult Ground
  • Exposed Position
  • Unstable Position
TRANSPORT
TRANSPORT
This building has a transport capacity of 30 INFANTRY models. Each model with a Wounds characteristic of 3 takes up the space of 2 models, and each model with a Wounds characteristic of 4 or more takes up the space of 3 models. It cannot transport non-CHARACTER models with a Wounds characteristic of 5 or more. No more than two units can be embarked within this building.

Designer’s Note: When you embark models onto a Fortress of Redemption, you may find it useful to place some of them on the battlements to remind you which unit[s] are inside the fortification.
FACTION KEYWORDS: UNALIGNED
KEYWORDS: TERRAIN, BUILDING, VEHICLE, TRANSPORT, TITANIC, FORTRESS OF REDEMPTION


7

Skyshield Landing Pad

NoNAME  M WS BS S T W A Ld Sv Base
140
Skyshield Landing Pad (base: Use model)
1
140
Skyshield Landing Pad
- - - - - - - - - Use model
A Skyshield Landing Pad is a single model.
ABILITIES
ABILITIES
Terrain Feature: After this model is setup, it is treated as an Obstacle terrain feature with the following terrain traits:
  • Light Cover
  • Heavy Cover
  • Scalable
  • Exposed Position
Landing Pad Configuration: When this model is set up, select either the Shielded or Unfurled configuration to be in effect (see below). While there are any Skyshield Landing Pads on the battlefield, Infantry units in your army can attempt the following action:
Change Configuration (Action): At the end of your Movement phase, one INFANTRY unit from your army that is within 3" a Skyshield Landing Pad terrain feature can start to perform this action provided no enemy units are within 3" of that terrain feature. The action is completed at the end of your turn. Once completed, you can change the configuration that is in effect for this terrain feature.

Shielded: While this configuration is in effect, this terrain feature loses its Exposed Position terrain trait and all models on top of this terrain feature receive a 6+ invulnerable save against ranged attacks. This invulnerable save does not apply if the firing model is also on top of this terrain feature.

Unfurled: While this configuration is in effect, AIRCRAFT units from your army can perform the following action, even though AIRCRAFT cannot normally perform actions:
Repair and Rearm (Action): At the end of your Shooting phase, one AIRCRAFT unit from your army (excluding those with the Airborne ability) that is on top of a friendly SKYSHIELD LANDING PAD with the Unfurled configuration in effect can start to perform this action. The action is completed at the end of your next Movement phase provided that AIRCRAFT is still on top of the same SKYSHIELD LANDING PAD. Once completed, that model:
  • Is repaired, and regains 3 lost wounds (a model can only be repaired once per turn).
  • Is re-armed, and can use any ‘one use only’ weapons and abilities it has on its datasheet that it has already used during this battle one additional time. In addition, the next time this model is selected to shoot, until the end of the phase, each time it makes a ranged attack, add 1 to that attack’s hit roll.
Each AIRCRAFT model can only perform this action once during a battle.
FACTION KEYWORDS: UNALIGNED
KEYWORDS: TERRAIN, OBSTACLE, SKYSHIELD LANDING PAD


10

Void Shield Generator

NoNAME  M WS BS S T W A Ld Sv Base
200
Void Shield Generator (base: Use model)
1
200
Void Shield Generator
- - - 6 8 16 - 7 4+ Use model
A Void Shield generator is a single model.
ABILITIES
ABILITIES
Projected Void Shields (Aura): While a friendly unit is wholly within aura range of this model, models in that unit have a 5+ invulnerable save against ranged attacks. The aura range of this ability changes as this building suffers damage as follows:

Remaining WoundsAura Range
8+12"
4-79"
1-36"
Wrecked: When this model is destroyed, roll one D6 before any embarked models disembark and before removing it from play. On a 6 its generators explode, and each unit within 6" suffers D3 mortal wounds. On any other result, this model is wrecked; though the model counts as destroyed for all rules purposes, do not remove it from the battlefield. Instead, for the remainder of the battle it is treated as an Obstacle terrain feature with the following terrain traits:
  • Difficult Ground
  • Exposed Position
  • Unstable Position
FACTION KEYWORDS: UNALIGNED
KEYWORDS: TERRAIN, BUILDING, VEHICLE, VOID SHIELD GENERATOR


50

Imperial Fortress Walls

NoNAME  M WS BS S T W A Ld Sv Base
Gate Section (base: Use model)
1Gate Section - - - 10 10 8 - 10 2+ Use model
Gate Tower Section (base: Use model)
2Gate Tower Section - - 4+ 10 10 16 - 10 2+ Use model
Tower Section (base: Use model)
2Tower Section - - 4+ 10 10 12 - 10 2+ Use model
Wall Section (base: Use model)
2Wall Section - - - 10 10 12 - 10 2+ Use model
Each Gate Tower Section is equipped with: twin heavy bolter. Each Tower Section is equipped with: twin long-barrelled autocannon.
• This model can include any number of extra wall sections (Power Rating +6).
○ For each extra wall section this model includes, it can include 1 extra tower section (Power Rating +7).
• This model can include any number of extra gate sections (Power Rating +4).
○ For each extra gate section this model includes, it must include 2 extra gate tower sections (Power Rating +10).
880
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
+30
Twin heavy bolter
+30
Twin heavy bolter
36"
Heavy 6
5
-1
2
-
Twin long-barrelled autocannon
Twin long-barrelled autocannon
72"
Heavy 4
7
-1
2
-
+40
Twin lascannon
+40
Twin lascannon
48"
Heavy 2
9
-3
D6
-
WARGEAR OPTIONS
WARGEAR OPTIONS
 • This model’s twin heavy bolters can each be replaced with 1 twin lascannon.
 • This model’s tower sections can each be equipped with one of the following: 1 twin lascannon; 1 twin heavy bolter.
ABILITIES
ABILITIES
Fortress Set-up: When this Fortification is first set up on the battlefield, each model in this unit must be set up so that it is in end-to-end contact with at least one other friendly Imperial Fortress Walls model. Each Gate Section model must be in end-to-end contact with 2 Gate Tower Section models. You do not have to set up all of the models in this unit in the battlefield if you do not wish to (or if you have insufficient room). This unit can be set up within 3" of other terrain features. After it is set up, models in this unit are treated as a single terrain feature with the following Terrain Traits:
  • Defensible
  • Light Cover
  • Heavy Cover
Gates: When this Fortification is first set up on the battlefield, each Gate Section model can be set up with its gate open or closed. In your Command phase, you can open or close the gate each of this unit’s Gate Section models. While a Gate Section’s gate is open, it is no longer an Obstacle and does not have any Terrain Traits.
Automated Weapons: Each time this unit is selected to shoot, for each Tower Section or Gate Tower Section model in this unit, if no friendly units are embarked within that model, you can only select one of the following targets for that section’s attacks:
  • The closest eligible enemy unit.
  • The closest eligible enemy AIRCRAFT unit.
Fire Points: In your Shooting phase, up to 8 models embarked within each Tower Section or Gate Tower Section model can be selected to shoot with; measure distances and draw line of sight from any point on that section when doing so (these embarked models can still shoot while the building is within Engagement Range of enemy units).
Wrecked: Each time a model in this unit is destroyed, roll one D6 before any embarked models disembark and before removing it from play. On a 6 it explodes, and each unit within 9" suffers D6 mortal wounds. On any other result that model is wrecked; though the model counts as destroyed for all rules purposes do not remove it from the battlefield. Instead, for the remainder of the battle it is treated as an Obstacles terrain feature with the following terrain traits:
  • Difficult Ground
  • Exposed Position
  • Unstable Position
TRANSPORT
TRANSPORT
Gate Tower Section: This building has a transport capacity of 12 INFANTRY models. Each model with a Wounds characteristic of 3 or more takes up the space of 2 models. It cannot transport non-CHARACTER models with a Wounds characteristic of 4 or more. No more than two units can be embarked within this building.

Tower Section: This building has a transport capacity of 20 INFANTRY models. Each model with a Wounds characteristic of 3 or more takes up the space of 2 models. It cannot transport non-CHARACTER models with a Wounds characteristic of 4 or more. No more than two units can be embarked within this building.
FACTION KEYWORDS: UNALIGNED
KEYWORDS (Gate Section): TERRAIN, OBSTACLES, BUILDING, IMPERIAL FORTRESS WALLS, GATE SECTION
KEYWORDS (Gate Tower Section): TERRAIN, BUILDING, VEHICLE, TRANSPORT, IMPERIAL FORTRESS WALLS, GATE TOWER SECTION
KEYWORDS (Tower Section): TERRAIN, BUILDING, VEHICLE, TRANSPORT, IMPERIAL FORTRESS WALLS, TOWER SECTION
KEYWORDS (Wall Section): TERRAIN, OBSTACLES, BUILDING, IMPERIAL FORTRESS WALLS, WALL SECTION


42

Primaris Redoubt

NoNAME  M WS BS S T W A Ld Sv Base
750
Primaris Redoubt (base: Use model)
1
750
Primaris Redoubt
- - 4+ 8 8 20 - 10 3+ Use model
A Primaris Redoubt is equipped with: Primaris redoubt turbo-laser destructor.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
+20
Battle cannon
+20
Battle cannon
72"
Heavy D6
8
-2
D3
Blast
Blast
+25
Multi-melta
+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.
+30
Twin heavy bolter
+30
Twin heavy bolter
36"
Heavy 6
5
-1
2
-
+30
Twin heavy flamer
+30
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.
+40
Twin lascannon
+40
Twin lascannon
48"
Heavy 2
9
-3
D6
-
+15
Heavy bolter
+15
Heavy bolter
36"
Heavy 3
5
-1
2
-
+20
Primaris air defence missiles
+20
Primaris air defence missiles
48"
Heavy D3
8
-2
D3
Each time an attack is made with this weapon against an AIRCRAFT unit, add 2 to that attack’s hit roll.
Each time an attack is made with this weapon against an AIRCRAFT unit, add 2 to that attack’s hit roll.
+30
Primaris castellan launcher
+30
Primaris castellan launcher
72"
Heavy 2D6
6
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.
+25
Primaris Icarus lascannon
+25
Primaris Icarus lascannon
96"
Heavy 1
9
-3
D6
Each time an attack is made with this weapon against an AIRCRAFT unit, add 2 to that attack’s hit roll.
Each time an attack is made with this weapon against an AIRCRAFT unit, add 2 to that attack’s hit roll.
+100
Primaris Icarus quad lascannon
+100
Primaris Icarus quad lascannon
96"
Heavy 4
9
-3
D6
Each time an attack is made with this weapon against an AIRCRAFT unit, add 2 to that attack’s hit roll.
Each time an attack is made with this weapon against an AIRCRAFT unit, add 2 to that attack’s hit roll.
+30
Primaris quad gun
+30
Primaris quad gun
48"
Heavy 8
7
-1
1
Each time an attack is made with this weapon against an AIRCRAFT unit, add 2 to that attack’s hit roll.
Each time an attack is made with this weapon against an AIRCRAFT unit, add 2 to that attack’s hit roll.
Primaris Redoubt turbo-laser destructor
Primaris Redoubt turbo-laser destructor
96"
Heavy 2D3
16
-3
2D6
Blast. Each time an attack is made with this weapon, on an unmodified wound roll of 6, the target suffers D3 mortal wounds in addition to the normal damage.
Blast. Each time an attack is made with this weapon, on an unmodified wound roll of 6, the target suffers D3 mortal wounds in addition to the normal damage.
+40
Primaris vengeance launcher
+40
Primaris vengeance launcher
72"
Heavy 2D3
7
-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.
WARGEAR OPTIONS
WARGEAR OPTIONS
 • This model can be equipped with up to 4 heavy bolters.
 • This model can be equipped with one of the following: 1 Primaris air defence missiles; 1 battle cannon; 1 Primaris Icarus lascannon; 1 Primaris Icarus quad lascannon; 1 multi-melta; 1 Primaris quad gun; 1 twin heavy bolter; 1 twin heavy flamer; 1 twin lascannon; 1 Primaris castellan launcher; 1 Primaris vengeance launcher.
ABILITIES
ABILITIES
Automated Weapons: In your Shooting phase, each time this model is selected to shoot, if no friendly units are embarked within it, you can only select one of the following targets for that weapon’s attacks:
  • The closest eligible enemy unit.
  • The closest eligible enemy AIRCRAFT unit.
Force Dome: This model has a 5+ invulnerable save.
Wrecked: When this building is destroyed, roll one D6 before any embarked models disembark and before removing it from play. On a 6 it explodes, and each unit within 6" suffers D3 mortal wounds. On any other result this building is wrecked; though the model counts as destroyed for all rules purposes do not remove the model from the battlefield. Instead, for the remainder of the battle it is treated as an Obstacle terrain feature with the following terrain traits:
  • Difficult Ground
  • Exposed Position
  • Unstable Position
TRANSPORT
TRANSPORT
This model has a transport capacity of 15 INFANTRY models. Each model with a Wounds characteristic of 3 or more takes up the space of 2 models. It cannot transport non-CHARACTER models with a Wounds characteristic of 4 or more. No more than two units can be embarked within this model.
FACTION KEYWORDS: UNALIGNED
KEYWORDS: TERRAIN, BUILDING, TITANIC, VEHICLE, TRANSPORT, PRIMARIS REDOUBT
Price per unit
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.

The BLACKSTONE CONSTRUCT keyword is used in the following Unaligned 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.

The DREADED AMBULL keyword is used in the following Unaligned datasheets:

The MONSTER keyword is used in the following Unaligned datasheets:

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.
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.
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.
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).
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.

Battle cannon used in the following datasheets:

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.

Punisher gatling cannon used in the following datasheets:

Quad Icarus lascannon used in the following datasheets:

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.
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.
Transport Capacity
All TRANSPORT models have a transport capacity listed on their datasheet. This determines how many friendly models, and of what type, can embark within them. A model’s transport capacity can never be exceeded.

Units can start the battle embarked within a TRANSPORT instead of being set up separately – declare what units are embarked within a TRANSPORT model before you set it up.

  • Transport capacity: Maximum number of models that can embark within the Transport.
  • Units can start the battle embarked in a TRANSPORT.
Embark
If a unit makes a Normal Move, an Advance or it Falls Back, and every model in that unit ends that move within 3" of a friendly TRANSPORT model they can embark within it. A unit cannot embark within a TRANSPORT model that is within Engagement Range of enemy models, and it cannot embark if it has already disembarked from a TRANSPORT model in the same phase. Remove the unit from the battlefield and place it to one side – it is now embarked within the model.

Units cannot normally do anything or be affected in any way while they are embarked. Unless specifically stated, other units’ abilities have no effect on units while they are embarked, and Stratagems cannot be used to affect units while they are embarked. For all rules purposes, units that are embarked within a TRANSPORT model that has made a Normal Move, Advanced, Fallen Back or Remained Stationary also count as having made the same kind of move that turn.

  • Units can embark in a friendly TRANSPORT if every model ends a Normal Move, an Advance or a Fall Back within 3" of it.
  • A unit cannot embark within a TRANSPORT that is within Engagement Range of any enemy models.
  • A unit cannot embark and disembark in the same phase.
  • Units cannot do anything, or be affected in any way, while they are embarked within a TRANSPORT.

Icarus lascannon used in the following datasheets:

Quad gun used in the following datasheets:

Disembark
If a unit starts its Movement phase embarked within a TRANSPORT model, that unit can disembark in that phase so long as the model itself has not yet made a Normal Move, an Advance or has Fallen Back that phase.

When a unit disembarks, set it up on the battlefield so that it is wholly within 3" of the TRANSPORT model and not within Engagement Range of any enemy models.

Units that disembark can then act normally (move, shoot, charge, fight, etc.) in the remainder of the turn, but its models count as having moved that turn, even if they are not moved further (i.e. they never count as having Remained Stationary).

  • Units that start their Movement phase embarked in a TRANSPORT can disembark this phase.
  • A unit must disembark before their TRANSPORT moves.
  • Disembarking units must be set up wholly within 3" of their TRANSPORT and not within Engagement Range of any enemy models.
  • Units that have disembarked count as having moved this turn.

The AQUILA STRONGPOINT keyword is used in the following Unaligned datasheets:

Defence Line
If an enemy unit is within 1" of this terrain feature, you can still make a charge move against it so long as the charging unit ends its charge move touching that terrain feature and within 2" of the target unit. Units are eligible to fight, and models can make attacks with melee weapons, if their target is on the opposite side of this terrain feature and within 2".

  • Can make a charge move against a unit within 1” of this terrain feature.
  • Can fight if within 2” of enemy.
Overwatch
Certain rules enable units to fire Overwatch at an enemy unit before it can charge. If an enemy unit declares a charge that targets one or more units from your army that have such a rule, each of those units can fire Overwatch before the charge roll is made. A unit cannot fire Overwatch if there are any enemy units within Engagement Range of it. Overwatch is resolved like a normal shooting attack (albeit one resolved in the Charge phase) and uses all the normal rules, except that an unmodified hit roll of 6 is always required for a successful hit roll, irrespective of the firing model’s Ballistic Skill or any hit roll modifiers. In addition, when a model fires Overwatch, it does so at the charging unit. Any rule that states the unit cannot be targeted unless it is the closest target (e.g. Look Out, Sir) does not apply when firing Overwatch.

  • Overwatch: Before charge roll made, all charge targets that can fire Overwatch can do so.
  • Can never fire Overwatch while enemy units are in Engagement Range.
  • When firing Overwatch, shoot with unit, but attacks only hit on unmodified 6s.
Defensible (Set to Defend/Hold Steady)
If every model in an INFANTRY unit is on or in an Area Terrain feature with this trait, then it can either Hold Steady or it can Set to Defend (see below) when an enemy unit declares a charge against it.

If every model in an INFANTRY unit is within 3" of an Obstacle terrain feature with this trait, then it can either Hold Steady or it can Set to Defend (see below) when an enemy unit declares a charge against it if, were you to draw a straight line, 1mm in thickness, between the closest parts of the bases (or hulls) of the two closest models in the two units, that line would pass over or through that terrain feature.

A unit cannot Hold Steady or Set to Defend while it is within Engagement Range of any enemy units.

If a unit Holds Steady, any Overwatch attacks made by that unit this phase will score hits on rolls of 5+. If a unit Sets to Defend, it cannot fire Overwatch this phase, but you add 1 to hit rolls when resolving attacks made with melee weapons by models in that unit until the end of the next Fight phase.

  • INFANTRY units can Hold Steady or Set to Defend (if no enemy within Engagement Range}.
  • Hold Steady: Overwatch attacks hit on 5+.
  • Set to Defend: Cannot fire Overwatch but add 1 to hit rolls in next Fight phase.
Light Cover
When an attack made with a ranged weapon wounds a model that is receiving the benefits of cover from this terrain feature, add 1 to the saving throw made against that attack (invulnerable saving throws are not affected).

  • +1 to saving throws against ranged weapons.
  • Invulnerable saving throws unaffected.
Heavy Cover
When an attack made with a melee weapon wounds a model that is receiving the benefits of cover from this terrain feature, add 1 to the saving throw made against that attack unless the model that the attack is allocated to made a charge move this turn (invulnerable saving throws are not affected).

  • +1 to saving throws against melee weapons unless model has made a charge move this turn.
  • Invulnerable saving throws unaffected.
Unstable Position
Models cannot be set up or end a move on top of this terrain feature (they can move up, over and down this terrain feature, but they cannot end a move on top of it).

  • Cannot be set up or end a move on top of this terrain feature.
Normal Move
When a unit makes a Normal Move, each model in that unit can move a distance in inches equal to or less than the Move (M) characteristic shown on its datasheet, but no model can be moved within Engagement Range of enemy models.

  • Normal Move: Models move up to M".
  • Cannot move within Engagement Range of any enemy models.
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.
Fall Back
When a unit Falls Back, each model in that unit can move a distance in inches equal to or less than the Move (M) characteristic shown on its datasheet, and when doing so you can move it within Engagement Range of enemy models, but it cannot end its move within Engagement Range of any enemy models – if it cannot do this then it cannot Fall Back. A unit cannot declare a charge in the same turn that it Fell Back. A unit cannot shoot or attempt to manifest a psychic power in the same turn that it Fell Back unless it is TITANIC.

  • Fall Back: Models move up to M".
  • Units that Fall Back cannot charge this turn.
  • Units that Fall Back cannot shoot or manifest psychic powers this turn unless they are TITANIC.
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.
Difficult Ground
If a unit makes a Normal Move, Advances or Falls Back, and any of its models wish to move over any part of this terrain feature, subtract 2" from the Move characteristic of every model in that unit (to a minimum of 0), even if every part of this terrain feature is 1" or less in height. If a unit declares a charge, and any of its models wish to move over any part of this terrain feature as part of its subsequent charge move, subtract 2 from that unit’s charge roll, even if every part of this terrain feature is 1" or less in height. These modifiers do not apply if every model in the moving unit can FLY. These modifiers do not apply if every model in the moving unit is TITANIC and this terrain feature is less than 3" in height. The height of a terrain feature is measured from the highest point on that terrain feature.

  • Subtract 2" when making a Normal Move, Advance, Fall Back or charge move over this terrain feature (unless the moving unit can FLY, or if the moving unit is TITANIC and the terrain feature is less than 3" in height).

The OBSTACLE keyword is used in the following Unaligned datasheets:

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.
Command Points
The starting number of CPs each player starts with for Battle-forging their army depends on the size of the battle you are playing. This is usually defined in the mission pack that is being played, but if one is not presented in the mission pack, use the following table. Note that the total Power Level is based on the combined power of all the models used in the battle (so the combined Power Level of both your and your opponent's armies). If you are using a game that uses points values, then the points limit is the maximum points limit per side.

COMMAND POINTS
BATTLE SIZETOTAL POWER LEVELPOINTS LIMITCOMMAND POINTS
Combat PatrolUp to 50Up to 5003
Incursion51-100501-10006
Strike Force101-2001001-200012
Onslaught201-3002001-300018

  • Starting number of Command points varies with battle size.
Exposed Position
Models never receive the benefits of cover while they are on top of this terrain feature, but they can gain the benefits of cover while they are behind it.

  • Models do not receive benefits of cover while on top of this terrain feature.

The TITANIC keyword is used in the following Unaligned datasheets:

Scaleable
Only INFANTRY, BEASTS and SWARM models, and models that can FLY, can be set up or end a move on top of an Obstacles terrain feature with this trait. Only INFANTRY, BEASTS and SWARM models, and models that can FLY, can be set up or end a move on the upper floors of an Area Terrain feature with this trait (other models can be set up or end a move on the ground floor). INFANTRY, BEASTS and SWARM models can move through the floors, ceilings, and gantries of this terrain feature without impediment.

  • Only INFANTRY, BEAST, SWARM and FLY models can be set up or end a move on top of this terrain feature (excluding ground floor).
  • INFANTRY, BEAST and SWARM models can move through the floors, ceilings and gantries.
Invulnerable Saves
Some models have an invulnerable save. Each time an attack is allocated to a model with an invulnerable save, you can choose to use either its normal Save (Sv) characteristic or its invulnerable save, but not both. If a model has more than one invulnerable save, it can only use one of them – choose which it will use. If you use a model’s invulnerable save, it is never modified by a weapon’s Armour Penetration value.

  • Invulnerable save: Saving throw that is never modified by attacking weapon’s AP.
  • A model with an invulnerable save can use it instead of its normal Sv.
Extra gate section
Extra gate tower section
Extra tower section
Extra wall section

Twin heavy bolter used in the following datasheets:

Twin lascannon used in the following datasheets:

The OBSTACLES keyword is used in the following Unaligned datasheets:

Faction Rules
© Vyacheslav Maltsev 2013-2021