diff --git a/Imperium - Black Templars.cat b/Imperium - Black Templars.cat
index 8215179691..184c99358d 100644
--- a/Imperium - Black Templars.cat
+++ b/Imperium - Black Templars.cat
@@ -495,7 +495,7 @@
-
+
@@ -669,7 +669,7 @@
-
+
@@ -1547,7 +1547,7 @@
-
+
@@ -1678,7 +1678,7 @@
-
+
@@ -2204,7 +2204,7 @@ this model makes a melee attack against an enemy CHARACTER unit, you can re-roll
-
+
@@ -2807,12 +2807,12 @@ this model makes a melee attack against an enemy CHARACTER unit, you can re-roll
-
+
-
+
@@ -2909,7 +2909,7 @@ At the end of the Read Mission Briefing step, you can select one of the followin
Until the end of the battle, all units from your army with the Templar Vows ability gain the effects of the selected vow. The effects of each vow can be found on pages 44-45. Each vow provides a series of abilities as well as a passion. Each passion is a drawback that affects Black Templars units while they are under the effects of that vow.
- - You can re-roll Advance rolls and charge rolls made for units with this tactic.
+ - You can re-roll Advance rolls and charge rolls made for units with this tactic.
- Each time a model with this tactic would lose a wound as a result of a mortal wound, roll one D6; on a 5+, that wound is not lost
@@ -3303,7 +3303,7 @@ Passion:
- Once per battle, at the start of either player's Command phase, the bearer can unveil the Aurillian Shroud. If if does, until the start of your next Command phase, the bearer has the following ability:
+ Once per battle, at the start of either player's Command phase, the bearer can unveil the Aurillian Shroud. If if does, until the start of your next Command phase, the bearer has the following ability:
‘Aurillian Shroud (Aura): While a friendly BLACK TEMPLARS CORE INFANTRY unit is within 3" of this model, models in that unit have a 4+ invulnerable save.'
@@ -3553,7 +3553,7 @@ Passion:
- If this litany, select one friendly BLACK TEMPLARS CORE or BLACK TEMPLARS CHARACTER unit within 6" of this PRIEST.
+ If this litany, select one friendly BLACK TEMPLARS CORE or BLACK TEMPLARS CHARACTER unit within 6" of this PRIEST.
• If that unit or its models are being affected by any psychic powers manifested by enemy models, the effects of those psychic powers on that unit and its models end.
• Until the start of your next Command phase, that unit, and the models in contains, are not affected by any psychic power manifested by enemy units.
@@ -3608,8 +3608,8 @@ Passion:
If this litany is inspiring:
-• At the start of the Fight phase, if this PRIEST model is within Engagement Range of any enemy units, it can fight first that phase.
-• Each time this PRIEST model makes an attack with a Crozius arcanum or artificer crozius, or a Relic that replaces one of these weapons, an unmodified hit roll of 6 scores 2 additional hits.
+• At the start of the Fight phase, if this PRIEST model is within Engagement Range of any enemy units, it can fight first that phase.
+• Each time this PRIEST model makes an attack with a Crozius arcanum or artificer crozius, or a Relic that replaces one of these weapons, an unmodified hit roll of 6 scores 2 additional hits.
• Add 1 to the Strength characteristic of this PRIEST model.
@@ -3765,7 +3765,7 @@ Passion:
- Once per battle, in your Shooting phase, you can select one enemy unit that is within 6" of and visible to this model.
+ Once per battle, in your Shooting phase, you can select one enemy unit that is within 6" of and visible to this model.
• Roll one D6: on a 2+, that unit suffers D3 mortal wounds.
• Until the end of the turn, that unit is not eligible to fight until after all eligble units from your army have done so.
@@ -3802,7 +3802,7 @@ Passion:
• Add 1 to the Leadership characteristic of models in this unit.
-• This model has the following ability:
+• This model has the following ability:
'Light of the Emperor's Grace [Aura]: While an enemy psyker unit is within 12" of this model, subtract 1 from Psychic tests taken for that unit.'
@@ -3876,4 +3876,4 @@ Passion:
-
\ No newline at end of file
+
diff --git a/Imperium - Blood Angels.cat b/Imperium - Blood Angels.cat
index a7e80ea342..db481daa45 100644
--- a/Imperium - Blood Angels.cat
+++ b/Imperium - Blood Angels.cat
@@ -1771,7 +1771,7 @@
-
+
@@ -2025,7 +2025,7 @@
-
+
@@ -2102,12 +2102,12 @@
-
+
-
+
@@ -2407,7 +2407,7 @@
-
+
@@ -3413,7 +3413,7 @@
- If this litany is inspiring, select one friendly BLOOD ANGELS CORE or BLOOD ANGELS CHARACTER unit (excluding VEHICLE units) within 6" of this PRIEST model. Roll one D6 and apply the result below:
+ If this litany is inspiring, select one friendly BLOOD ANGELS CORE or BLOOD ANGELS CHARACTER unit (excluding VEHICLE units) within 6" of this PRIEST model. Roll one D6 and apply the result below:
1 Merciful Execution: One model in that unit is destroyed. Each time a model in that unit makes a melee attack, add 1 to that attack’s hit roll.
2-5 Dark Wrath: Each time a model in that unit makes a melee attack, add 1 to that hit roll.
6 Vessel of Sanguinius: Models in that unit have a 4+ invulnerable save. Each time a model in that unit makes a melee attack, add 1 to that attack’s hit roll.
@@ -3564,7 +3564,7 @@
-
+
@@ -4098,7 +4098,7 @@
-
+
@@ -5457,7 +5457,7 @@
-
+
@@ -7555,4 +7555,4 @@ Whilst the Assault Doctrine is active, if a unit with this ability makes a charg
-
\ No newline at end of file
+
diff --git a/Imperium - Dark Angels.cat b/Imperium - Dark Angels.cat
index 0eeed068f3..7061a3d769 100644
--- a/Imperium - Dark Angels.cat
+++ b/Imperium - Dark Angels.cat
@@ -8,9 +8,8 @@
-
-
-
+
+
@@ -1472,7 +1471,7 @@
-
+
@@ -1501,7 +1500,7 @@
-
+
@@ -1530,7 +1529,7 @@
-
+
@@ -1654,7 +1653,7 @@
-
+
@@ -1842,12 +1841,12 @@
-
+
-
+
@@ -2439,7 +2438,7 @@
-
+
@@ -2647,7 +2646,7 @@
-
+
@@ -2773,7 +2772,7 @@
-
+
@@ -2881,7 +2880,7 @@
-
+
@@ -3333,7 +3332,7 @@
-
+
@@ -3480,7 +3479,7 @@
-
+
@@ -3525,7 +3524,7 @@
-
+
@@ -3998,7 +3997,7 @@
-
+
@@ -4222,7 +4221,7 @@
-
+
@@ -4589,9 +4588,9 @@
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-
-
+
+
+
@@ -4795,10 +4794,10 @@
-
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+
+
-
+
@@ -4896,14 +4895,14 @@
-
+
-
+
@@ -5041,7 +5040,7 @@
-
+
@@ -5049,7 +5048,7 @@
-
+
@@ -5381,12 +5380,12 @@
-
+
-
+
@@ -5470,7 +5469,7 @@
-
+
@@ -5544,7 +5543,7 @@
-
+
@@ -5755,7 +5754,7 @@
-
+
@@ -7437,7 +7436,7 @@
-
+
@@ -7659,7 +7658,7 @@
-
+
@@ -7890,7 +7889,7 @@
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+
@@ -8266,7 +8265,7 @@
-
+
@@ -8422,8 +8421,8 @@
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-
+
+
@@ -8490,7 +8489,7 @@
-
+
@@ -9124,14 +9123,14 @@
• If your WARLORD is part of this Detachment, this Detachment's Command Benefits are changed to '+3 Command points'.
- If this unit has the Grim Resolve Chapter Tactic, or it has the Inheritors of the Primarch Successor tactic and it is using the Chapter Tactic of the Dark Angels, then:
+ If this unit has the Grim Resolve Chapter Tactic, or it has the Inheritors of the Primarch Successor tactic and it is using the Chapter Tactic of the Dark Angels, then:
• Each time a Morale test is taken for this unit, it is automatically passed.
-• While this unit is within Engagement Range of any enemy FALLEN units, unless this unit has the VEHICLE keyword, this unit cannot be selected to Fall Back.
+• While this unit is within Engagement Range of any enemy FALLEN units, unless this unit has the VEHICLE keyword, this unit cannot be selected to Fall Back.
• Each time you select this unit to Fall Back, unless it has the VEHICLE, RAVENWING or CHAPTER MASTER keywords, roll 2D6: if the result is less than or equal to the unit’s Leadership characteristic it can Fall Back, otherwise it cannot Fall Back and must Remain Stationary instead.
• Each time an attack is made against this unit, if this unit has the INFANTRY keyword, an unmodified wound roll of 1-3 always fails, irrespective of any abilities that the weapon or the model making that attack may have.
- If this unit has the Grim Resolve Chapter Tactic, or it has the Inheritors of the Primarch Successor Tactic, and it is using the Chapter Tactic of the Dark Angels, then:
+ If this unit has the Grim Resolve Chapter Tactic, or it has the Inheritors of the Primarch Successor Tactic, and it is using the Chapter Tactic of the Dark Angels, then:
• Models in this unit have a 5+ invulnerable save against ranged attacks. In your Movement phase, if this unit Remains Stationary, it loses this invulnerable save until the start of your next Movement phase.
• Each time this unit Advances, until the start of your next turn, models in this unit have a 4+ invulnerable save against ranged attacks.
@@ -9179,4 +9178,4 @@
-
\ No newline at end of file
+
diff --git a/Imperium - Deathwatch.cat b/Imperium - Deathwatch.cat
index df25420f2c..c42d8e1119 100644
--- a/Imperium - Deathwatch.cat
+++ b/Imperium - Deathwatch.cat
@@ -2175,7 +2175,7 @@
-
+
@@ -2251,12 +2251,12 @@
-
+
-
+
@@ -2533,7 +2533,7 @@
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@@ -2748,7 +2748,7 @@
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+
@@ -7982,7 +7982,7 @@
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+
@@ -9428,4 +9428,4 @@ You may only use this Stratagem once.
-
\ No newline at end of file
+
diff --git a/Imperium - FW Adeptus Astartes.cat b/Imperium - FW Adeptus Astartes.cat
index 6342b8deca..1ace39605a 100644
--- a/Imperium - FW Adeptus Astartes.cat
+++ b/Imperium - FW Adeptus Astartes.cat
@@ -1,13045 +1,2 @@
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- 6
- 6"
- D3
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- 12"
- 6+
- 3+
- 6
- 7
- 11
- 3
- 8
- 3+
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- 6"
- 6+
- 4+
- 6
- 7
- N/A
- 2
- 8
- 3+
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- 3"
- 6+
- 5+
- 6
- 7
- N/A
- 1
- 8
- 3+
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- 0-24"
- Heavy D3
- 6
- -1
- 2
- Blast
-
-
-
-
- 24-48"
- Heavy D3
- 7
- -2
- 3
- Blast
-
-
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- 48-72"
- Heavy D3
- 8
- -3
- 4
- Blast
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- 36"
- Heavy D3
- 7
- -4
- 1
- Blast
-
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- 36"
- Heavy D3
- 8
- -4
- 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.
-
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- -
- -
- -
- -
- -
- Before selecting targets, select one of the profiles below to make attacks with.
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- 5"
- 2+
- 2+
- 4
- 4
- 7
- 6
- 9
- 2+
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- While a friendly Red Scorpions unit is within 6" of this model, each time a model in that unit would lose a wound, roll one D6: on a 6, that wound is not lost.
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- 24"
- Rapid Fire 2
- 4
- -2
- 2
- This weapon is a bolt weapon.
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- Melee
- +2
- -3
- 2
- Each time an attack is made with this weapon against a MONSTER or VEHICLE, that attack ha a Strength characteristic of x2.
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- The first time you use the Orbital Bombardment Strategem, if this model is on the battlefield, that Strategem costs 0CP
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- Each time this model repairs a model using its Blessing of the Omnissiah ability, that model regains up to 3 lost wounds instead of up to D3.
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- Each time this model makes a melee attack against a Character unit, add 1 to that attack’s wound roll.
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- 6"
- 2+
- 2+
- 4
- 4
- 5
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- 9
- 2+
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- Melee
- +1
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- Each time the bearer fights, if it made a charge move this turn, it makes D3 additional attacks with this weapon.
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- While a friendly Astral Claws Core unit is within 6" of this model, each time that unit fights, you can re-roll one hit roll and you can re-roll one wound roll when resolving that unit’s attacks.
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- This model has a 5+ invulnerable save.
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- 6"
- 2+
- 2+
- 4
- 4
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- 3+
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- Melee
- Melee
- +2
- -1
- 2
- Each time an attack is made with this weapon against an Infantry unit, on an unmodified wound roll of 6, the target suffers 1 mortal wound in addition to any normal damage.
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- 2
- 2
- Smite and two psychic powers from the Librarius discipline.
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- 3"
- 1
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- 6"
- 2+
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- 6
- 7
- 9
- 5
- 10
- 3+
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- Roll a D6 each time this model loses a wound; on a 5+ the damage is ignored and that wound is not lost.
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- This model has a 3+ invulnerable save. The first time a saving throw is failed for this model, its invulnerable save is changed to 4+.
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- Melee
- Melee
- +3
- -4
- 3
- Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll.
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- 12"
- Pistol 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. This weapon is a melta weapon.
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- For each <CHAPTER> COMPANY VETERANS units included in a Detachment, one <CHAPTER> COMMAND SQUAD APOTHECARY unit can be included in that detachment without taking up a Battlefield Role slot.
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- Melee
- Melee
- +1
- -3
- 2
- -
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- 2
- 2
- Smite and 3 psychic powers from the Librarius discipline.
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- This model has a 5+ invulnerable save. The first time this model suffers Perils of the Warp, it does not lose any wounds.
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- 6"
- 3+
- 3+
- 4
- 4
- 4
- 3
- 9
- 2+
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- This model knows one additional psychic power from their chosen discipline and can attempt to deny one additional psychic power in your opponent's Psychic phase.
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- 8"
- 2+
- 2+
- 7
- 7
- 9
- 5
- 9
- 3+
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- Each time this model makes a charge move, you can select one enemy unit within Engagement Range of it. Roll one D6, adding 1 to the result if that unit has the VEHICLE keyword: on a 3-5, that enemy suffers 1 mortal wound; on a 6+, that enemy suffers D3 mortal wounds
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- This model cannot be selected to be your Warlord
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- 5"
- 6+
- 4+
- 6
- 8
- N/A
- D3
- 8
- 3+
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- 10"
- 6+
- 3+
- 6
- 8
- 11
- 3
- 8
- 3+
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- 3"
- 6+
- 5+
- 6
- 8
- N/A
- 1
- 8
- 3+
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- This model can transport 10 <CHAPTER> INFANTRY models. Each TERMINATOR, WULFEN or JUMP PACK model takes up the space of two other models, and each CENTURION model takes up the space of three models. it cannot transport PRIMARIS models.
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- 10"
- 6+
- 3+
- 8
- 8
- 16
- 6
- 9
- 2+
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- 5"
- 6+
- 4+
- 8
- 8
- N/A
- D6
- 9
- 2+
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- 3"
- 6+
- 5+
- 8
- 8
- N/A
- D3
- 9
- 2+
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- This model can transport 6 <CHAPTER> INFANTRY models. Each JUMP PACK, WULFEN or TERMINATOR model takes the space of two models, and each CENTURION model takes the space of 3 models. It cannot transport PRIMARIS models.
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- 6
- 6"
- D6
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- 10"
- 6+
- 3+
- 8
- 8
- 16
- 6
- 9
- 2+
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- 5"
- 6+
- 4+
- 8
- 8
- N/A
- D6
- 9
- 2+
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- 3"
- 6+
- 5+
- 8
- 8
- N/A
- D3
- 9
- 2+
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- This model can transport 10 <CHAPTER> INFANTRY models. Each JUMP PACK, WULFEN or TERMINATOR model takes the space of two models, and each CENTURION model takes the space of 3 models. It cannot transport PRIMARIS models.
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- 6
- 6"
- D6
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- 10"
- 6+
- 3+
- 8
- 8
- 16
- 6
- 9
- 2+
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- 5"
- 6+
- 4+
- 8
- 8
- N/A
- D6
- 9
- 2+
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- 3"
- 6+
- 5+
- 8
- 8
- N/A
- D3
- 9
- 2+
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- This model can transport 6 <CHAPTER> INFANTRY models (each TERMINATOR, WULFEN and JUMP PACK model takes up the space of two other models, and each CENTURION takes up the space of three other models). This model may not transport PRIMARIS models.
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- 5"
- 6+
- 4+
- 8
- 8
- N/A
- D6
- 9
- 2+
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- 10"
- 6+
- 3+
- 8
- 8
- 16
- 6
- 9
- 2+
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- 3"
- 6+
- 5+
- 8
- 8
- N/A
- D3
- 9
- 2+
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- 3"
- 1
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- M
- WS
- BS
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- 6-10+
- 9"
- 2+
- 2+
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- 3-5
- 6"
- 3+
- 3+
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- 3"
- 4+
- 4+
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- 3"
- D3
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- Before selecting targets, select one of the profiles below to make attacks with.
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- 0-21"
- Assault 2
- 6
- -1
- 1
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- 21-42"
- Assault 2
- 7
- -2
- 2
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- 12"
- Pistol 2
- 4
- -2
- 1
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- Heavy 2D6
- 4
- -1
- 1
- Blast
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- Heavy 2
- 8
- -3
- D6
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- Melee
- Melee
- +2
- -4
- 2
- Each time an attack is made with this weapon, you can re-roll the wound roll
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- 14"
- 6+
- 3+
- 6
- 7
- 14
- 3
- 8
- 2+
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- 7"
- 6+
- 4+
- 6
- 7
- N/A
- D3
- 8
- 2+
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- 4"
- 6+
- 5+
- 6
- 7
- N/A
- 1
- 8
- 2+
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- 14"
- 6+
- 3+
- 6
- 7
- 14
- 3
- 8
- 2+
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- 7"
- 6+
- 4+
- 6
- 7
- N/A
- D3
- 8
- 2+
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- 4"
- 6+
- 5+
- 6
- 7
- N/A
- 1
- 8
- 2+
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- 14"
- 6+
- 3+
- 6
- 7
- 14
- 3
- 8
- 2+
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- 7"
- 6+
- 4+
- 6
- 7
- N/A
- D3
- 8
- 2+
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- 4"
- 6+
- 5+
- 6
- 7
- N/A
- 1
- 8
- 2+
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- 10"
- 5+
- 3+
- 8
- 8
- 20
- 6
- 9
- 2+
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- 5"
- 5+
- 4+
- 8
- 8
- N/A
- D6
- 9
- 2+
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- 3"
- 5+
- 5+
- 8
- 8
- N/A
- D3
- 9
- 2+
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- This model has a transport capacity of 25 <CHAPTER> INFANTRY models. Each JUMP PACK, WULFEN, or TERMINATOR model takes up the space of 2 models and each CENTURION model takes up the space of 3 models. It cannot transport PRIMARIS models.
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- 10"
- 5+
- 3+
- 8
- 8
- 20
- 6
- 9
- 2+
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- 5"
- 5+
- 4+
- 8
- 8
- N/A
- D6
- 9
- 2+
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- 3"
- 5+
- 5+
- 8
- 8
- N/A
- D3
- 9
- 2+
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- 10"
- 5+
- 3+
- 8
- 8
- 20
- 6
- 9
- 2+
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- 5"
- 5+
- 4+
- 8
- 8
- N/A
- D6
- 9
- 2+
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- 3"
- 5+
- 5+
- 8
- 8
- N/A
- D3
- 9
- 2+
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- 10"
- 5+
- 3+
- 8
- 8
- 26
- 6
- 9
- 2+
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- 5"
- 5+
- 4+
- 8
- 8
- N/A
- D6
- 9
- 2+
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- 3"
- 5+
- 4+
- 8
- 8
- N/A
- D3
- 9
- 2+
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- 10"
- 5+
- 3+
- 8
- 8
- 26
- 6
- 9
- 2+
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- 5"
- 5+
- 4+
- 8
- 8
- N/A
- D6
- 9
- 2+
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- 3"
- 5+
- 4+
- 8
- 8
- N/A
- D3
- 9
- 2+
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- This model has a transport capacity of 40 INFANTRY models. Each JUMP PACK, WULFEN or TERMINATOR model takes up the space of 2 models and each CENTURION model takes up the space of 3 models. It can transport up to 2 DREADNOUGHT models, which each take up the space of 10 models. It cannot transport PRIMARIS, DEREDED DREADNOUGHT or LEVIATHAN DREADNOUGHT models.
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- 10"
- 5+
- 3+
- 9
- 9
- 30
- 6
- 9
- 2+
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- 5"
- 5+
- 4+
- 9
- 9
- N/A
- D6
- 9
- 2+
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- 3"
- 5+
- 5+
- 9
- 9
- N/A
- D3
- 9
- 2+
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- 8"
- 3+
- 3+
- 7
- 7
- 9
- 4
- 8
- 3+
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- 8"
- 3+
- 3+
- 6
- 7
- 12
- 4
- 8
- 3+
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- 6"
- 4+
- 4+
- 6
- 7
- N/A
- 4
- 8
- 3+
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- 4"
- 5+
- 5+
- 6
- 7
- N/A
- 4
- 8
- 3+
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- 8"
- 3+
- 3+
- 7
- 7
- 14
- 4
- 8
- 2+
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- 6"
- 4+
- 4+
- 7
- 7
- N/A
- 4
- 8
- 2+
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- 4"
- 5+
- 5+
- 7
- 7
- N/A
- 4
- 8
- 2+
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- 20-60"
- 6+
- 3+
- 6
- 7
- 12
- 3
- 8
- 3+
-
-
-
-
- 20-45"
- 6+
- 4+
- 6
- 7
- N/A
- D3
- 8
- 3+
-
-
-
-
- 20-30"
- 6+
- 5+
- 6
- 7
- N/A
- 1
- 8
- 3+
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- The Storm Eagle can transport 20 <CHAPTER> INFANTRY models. Each JUMP PACK , WULFEN or TERMINATOR model takes up the space of two other INFANTRY models and each CENTURION takes up the space of three other INFANTRY models. It cannot transport PRIMARIS models.
-
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-
- 20-35"
- 6+
- 4+
- 8
- 7
- N/A
- D6
- 9
- 3+
-
-
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-
- 20-45"
- 6+
- 3+
- 8
- 7
- 18
- 6
- 9
- 3+
-
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-
- 20-25"
- 6+
- 5+
- 8
- 7
- N/A
- D3
- 9
- 3+
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- The Storm Eagle can transport 14 MINOTAURS INFANTRY models. Each JUMP PACK , WULFEN or TERMINATOR model takes up the space of two other INFANTRY models and each CENTURION takes up the space of three other INFANTRY models. It cannot transport PRIMARIS models.
-
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-
- 20-45"
- 6+
- 3+
- 8
- 7
- 18
- 6
- 9
- 3+
-
-
-
-
- 20-35"
- 6+
- 4+
- 8
- 7
- N/A
- D6
- 9
- 3+
-
-
-
-
- 20-25"
- 6+
- 5+
- 8
- 7
- N/A
- D3
- 9
- 3+
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- 20-45"
- 6+
- 3+
- 8
- 7
- 18
- 6
- 9
- 3+
-
-
-
-
- 20-35"
- 6+
- 4+
- 8
- 7
- N/A
- D6
- 9
- 3+
-
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-
- 20-25"
- 6+
- 5+
- 8
- 7
- N/A
- D3
- 9
- 3+
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- This model can transport 10 <CHAPTER> INFANTRY models. Each JUMP PACK, WULFEN or TERMINATOR model takes the space of two models, and each CENTURION model takes the space of 3 models. It cannot transport PRIMARIS models.
-
-
-
-
- 20-45"
- 5+
- 3+
- 8
- 7
- 20
- 6
- 9
- 3+
-
-
-
-
- 20-35"
- 5+
- 4+
- 8
- 7
- N/A
- D6
- 9
- 3+
-
-
-
-
- 20-25"
- 5+
- 5+
- 8
- 7
- N/A
- D3
- 9
- 3+
-
-
-
-
- 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 6" suffers D6 mortal wounds.
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- The Thunderhawk Gunship can transport 30 <CHAPTER> INFANTRY or <CHAPTER> BIKER models. Each JUMP PACK, WULFEN, Mk X GRAVIS or TERMINATOR model takes up the space of 2 models(a PRIMARIS JUMP PACK model takes up the space of 3 models instead) Each CENTURION or BIKER model takes up the space of 3 models(a PRIMARIS BIKER model takes up the space of 4 models instead)
-
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-
- 20-50"
- 6+
- 3+
- 10
- 8
- 30
- 6
- 9
- 2+
-
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-
- 20-40"
- 6+
- 4+
- 10
- 8
- N/A
- D6
- 9
- 2+
-
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-
- 20-30"
- 6+
- 5+
- 10
- 8
- N/A
- D3
- 9
- 2+
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- This model has a transport capacity of 15 <CHAPTER> INFANTRY or <CHAPTER> BIKER models. Each WULFEN, TERMINATOR, MK X GRAVIS and JUMP PACK model takes up the space of 2 models (a PRIMARIS JUMP PACK model takes up the space of 3 models instead). Each CENTURION or BIKER model takes up the space of 3 models (a PRIMARIS BIKER model takes up the space of 4 models instead).
-This model also has a transport capacity of two <CHAPTER> VEHICLE models from the following lists (any models embarked within these VEHICLE models do not count against this Transport’s transport capacity):
-• RHINO, RAZORBACK, PREDATOR, WHIRLWIND, WHIRLWIND SCORPIUS, HUNTER, STALKER, VINDICATOR, VINDICATOR LASER DESTROYER
-• SICARAN, LAND RAIDER, SPARTAN ASSAULT TANK, CERBERUS, TYPHON (each of which take up the space of 2 models)
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-
- 20-45"
- 6+
- 3+
- 10
- 8
- 30
- 6
- 9
- 2+
-
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-
-
- 20-35"
- 6+
- 4+
- 10
- 8
- N/A
- D6
- 9
- 2+
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-
-
- 20-25"
- 6+
- 5+
- 10
- 8
- N/A
- D3
- 9
- 2+
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-
-
- When this model is destroyed, roll one D6 before removing it from play. On a 6 it explodes, and each unit within 2D6" suffers 2D6 mortal wounds.
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- The Sokar Pattern Stormbird can transport 50 <CHAPTER> INFANTRY or <CHAPTER> BIKER models. Each JUMP PACK, WULFEN, Mk X GRAVIS or TERMINATOR model takes the space of 2 models (a PRIMARIS JUMP PACK model takes up the space of 3 models instead). Each CENTURION or BIKER takes the space of 3 models (a PRIMARIS BIKER takes up the space of 4 models instead). It can transport 1 <CHAPTER> RHINO model, which (inculding any models embarked within it) take up the space of 25 models
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-
- 20-50"
- 6+
- 3+
- 10
- 8
- 40
- 6
- 9
- 2+
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-
- 20-40"
- 6+
- 4+
- 10
- 8
- N/A
- D6
- 9
- 2+
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-
- 20-30"
- 6+
- 5+
- 10
- 8
- N/A
- D3
- 9
- 2+
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- This model can transport 1 <CHAPTER> INFANTRY CHARACTER model. It may not transport TERMINATOR, JUMP PACK, WULFEN, CENTURION or PRIMARIS models.
-
-
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-
- 12"
- 6+
- 3+
- 6
- 7
- 10
- 3
- 8
- 3+
-
-
-
-
- 6"
- 6+
- 4+
- 6
- 7
- N/A
- D3
- 8
- 3+
-
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-
-
- 3"
- 6+
- 5+
- 6
- 7
- N/A
- 1
- 8
- 3+
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- 6
- 6"
- D3
-
-
-
-
- 12"
- 6+
- 3+
- 6
- 7
- 11
- 3
- 8
- 3+
-
-
-
-
- 6"
- 6+
- 4+
- 6
- 7
- N/A
- D3
- 8
- 3+
-
-
-
-
- 3"
- 6+
- 5+
- 6
- 7
- N/A
- 1
- 8
- 3+
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- 12"
- 6+
- 3+
- 6
- 7
- 11
- 3
- 8
- 3+
-
-
-
-
- 6"
- 6+
- 4+
- 6
- 7
- N/A
- D3
- 8
- 3+
-
-
-
-
- 3"
- 6+
- 5+
- 6
- 7
- N/A
- 1
- 8
- 3+
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- 4"
- 3+
- 3+
- 4
- 5
- 5
- 2
- 7
- 3+
-
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-
-
- Each Rapier Carrier and its crew are treated as a single model for all rules purposes (crew models must remain within 1" from their Rapier carrier). This means that the crew models cannot be targeted or attacked separately and that visibility and all ranges are measured to and from the Rapier Carrier's model, not the crew models. This unit cannot advance, is never eligible to charge or heroically intervene, and cannot make pile in or consolidate moves
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- This model has a transport capacity of 1 <CHAPTER> DREADNOUGHT model. It cannot transport DREADNOUGHT models that have a wounds characteristic of 10 or more.
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- If your army is battleforged, then for each DREADNOUGHT model that has a wounds characteristic of 9 or less included in a Detachment, you can include 1 DREADNOUGHT DROP POD model in that Detachment without taking up an additional Battlefield Role slot. No more than 1 DREADNOUGHT DROP POD model can be taken for each such DREADNOUGHT model.
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- In your Shooting phase, each time this model is selected to shoot, it's Deathstrom cannon array or its Deathstorm missile array can target, and resolve attacks against, every eligible enemy unit. Each time this model fires overwatch, it only resolves attacks with it's weapons against the charging unit, but when doing so the Type of it's Deathstorm cannon array is changed to Heavy 12, and the type of it's Deathstorm missile array is changed to Heavy 4.
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- After it is set up, models in this unit are treated as separate terrain features with the following Terrain Traits, as described in the Warhammer 40,000 Core Rules:
-• Defensible
-• Light Cover
-• Heavy Cover
-• Obscuring
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- In your Shooting phase, each time a model in this unit 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.
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- In your Shooting phase, up to 15 models embarked within the TACTICUS BUNKER model and up to 10 models embarked in each BUNKER ANNEX model can be selected to shoot with; measure distances and draw line of sight from any point on that model when doing so (these embarked models can still shoot while the Building is within Engagement Range of enemy units).
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- 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 its stores explode, and each unit within 6" suffers D3 mortal wounds. On any other result that 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, as described in the Warhammer 40,000 Core Rules:
-• Difficult Ground
-• Exposed Position
-• Unstable Position
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- This model has a transport capacity of 30 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.
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- -
- -
- 4+
- 8
- 8
- 20
- -
- 10
- 3+
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- This model 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.
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- -
- -
- 4+
- 8
- 8
- 12
- -
- 10
- 3+
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- When selecting to fire with this weapon, select one of the profiles from below:
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- 12"
- 5+
- 3+
- 8
- 8
- 30
- 6
- 9
- 2+
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- 6"
- 5+
- 4+
- 8
- 8
- N/A
- D6
- 9
- 2+
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- 3"
- 5+
- 5+
- 8
- 8
- N/A
- D3
- 9
- 2+
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- 8"
- 2+
- 2+
- 7
- 7
- 14
- 5
- 8
- 2+
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- This model does not suffer the penalty to hit rolls when making attacks with its heavy bolter that target units within engagement range
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- 6"
- 3+
- 3+
- 7
- 7
- N/A
- 5
- 8
- 2+
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- 4"
- 4+
- 4+
- 7
- 7
- N/A
- 5
- 8
- 2+
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- Melee
- Melee
- +1
- -3
- D3
- When resolving an attack made with this weapon against a VEHICLE or MONSTER unit, this weapon has a Strength characteristic of x2.
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- 14"
- 6+
- 3+
- 6
- 7
- 14
- 3
- 8
- 2+
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- 7"
- 6+
- 4+
- 6
- 7
- N/A
- D3
- 8
- 2+
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- 4"
- 6+
- 5+
- 6
- 7
- N/A
- 1
- 8
- 2+
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- 48"
- Heavy 2D6
- 6
- -1
- 2
- Blast. This weapon can target units that are not visible to the target
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- 14"
- 6+
- 3+
- 6
- 7
- 14
- 3
- 8
- 2+
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- 7"
- 6+
- 4+
- 6
- 7
- N/A
- D3
- 8
- 2+
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- 4"
- 6+
- 5+
- 6
- 7
- N/A
- 1
- 8
- 2+
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- Each time the bearer suffers a mortal wound, roll a D6; on a 4+, that mortal wound is ignored. Add 1 to armour saving throws made for the bearer.
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- 30"
- Assault D6
- 3
- 0
- 1
- Blast
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- 30"
- Assault 1
- 6
- -1
- D3
- -
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- Before selecting targets, select one of the following profiles to make attacks with.
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- 48"
- Heavy 1
- 9
- -3
- D6
- Each time an attack is made with this weapon against an AIRCRAFT unit, add 2 to that attack's ht roll. Each time an attack is made with this weapon is allocated to an AIRCRAFT model, that attack has a Damage characteristic of D3+3
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- 36"
- Heavy 6
- 8
- -2
- 2
- Each time an attack is made with this weapon, an unmodified wound roll of 6 inflicts 2 mortal wounds on the target in addtition to any normal damage
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- 45"
- Heavy 8
- 6
- 0
- 2
- 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
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- 30"
- Heavy 4
- 5
- 0
- 2
- 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
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- 36"
- Heavy 3D6
- 4
- 0
- 1
- Blast
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- 36"
- Heavy 3
- 8
- -2
- D6
- -
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- 45"
- Heavy 8
- 6
- 0
- 2
- 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
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- 36"
- Heavy D6
- 6
- -3
- 2
- Blast. When resolving an attack made with this weapon against a unit with a Save characteristic of 3+ or better, this weapon has a Damage characteristic of 3 instead of 2.
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- When resolving an attack made against a unit with this tactic, an unmodified wound roll of 1 or 2 always fails, irrespective of any abilities that the weapon or the model making that attack may have.
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-In addition, when a Psychic test or Deny the Witch test is taken for a PSYKER model with this tactic, re-roll any or all dice rolls of 1.
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- If your army is Battle-forged, no Detachment can contain more Relic units than it does non-Relic units of the same Battlefield Role. You can, however, include a single Relic Lord of War unit in your army even if it contains no non-Relic Lord of War units (you cannot include second and subsequent Relic Lord of War units unless they are taken in a Detachment that contains at least as many non-Relic Lord of War units). In addition, as long as a Battle-forged army included at least one RELIC unit, you gain access to the RELIC OF ANCIENT GLORY stratagem.
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-
- When this model is destroyed, roll one D6 before removing it from play. On a 6 it explodes and each unit within 3" suffers 1 mortal wound.
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- If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield and before any embarked models disembark. On a 6 it explodes, and each unit within 3" suffers D3 mortal wounds.
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- When this model is destroyed, roll one D6 before removing it from play. On a 6 it explodes and each unit within 6" suffers 1 mortal wound.
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- When this model is destroyed, roll one D6 before removing it from play. On a 6 it explodes and each unit within 6" suffers D3 mortal wounds.
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- When this model is destroyed, roll one D6 before removing it from play. On a 6 it explodes and each unit within 6" suffers D6 mortal wounds.
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- Each time this model makes a Normal Move, Advances or Falls Back, first pivot it on the spot up to 90 (this does not contribute to how far the model moves) then move the model straight forwards. It cannot pivot again after the initial pivot
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- If your army is Battle-forged, then when this unit is included in a Detachment, increase that Detachment's Command Cost by 1 CP
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- When this model is destroyed, roll one D6 before removing it from play. On a 6 it explodes and each unit within D6+6" suffers D6 mortal wounds.
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- When this model is destroyed, roll one D6 before removing it from play. On a 6 it explodes and each unit within 2D6" suffers 2D6 mortal wounds.
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- When this model is destroyed, roll one D6 before removing it from play. On a 6 it explodes and each unit within 2D6" suffers D6 mortal wounds.
-
-
- When this model is destroyed, roll one D6 before removing it from play. On a 5+ it explodes and each unit within D6+6" suffers D6 mortal wounds.
-
-
- When this model is destroyed, roll one D6 before removing it from play. On a 6 it explodes and each unit within D6+6" suffers 2D6 mortal wounds.
-
-
-
-
-
- This model has a 4+ invulnerable save.
-
-
-
-
- 12"
- Heavy D6
- 6
- -1
- 2
- Each time an attack is made with this weapon, that attack automatically hits the target.
-
-
-
-
- 48""
- Heavy 3D3
- 6
- -1
- 1
- Blast
-
-
-
-
- 48"
- Heavy D6
- 7
- -2
- 1
- Blast. Each time an attack is made with this weapon against an AIRCRAFT unit, that attack has a Damage characteristic of 2.
-
-
-
-
- 36"
- Heavy 8
- 7
- -2
- 2
- -
-
-
-
-
- 48"
- Heavy 2
- 9
- -3
- D3+3
- -
-
-
-
-
- 12"
- Assault D6
- 5
- -1
- 2
- Each time an attack is made with this weapon, that attacks automatically hits the target
-
-
-
-
- 12"
- Assault 1
- 8
- -3
- 3
- -
-
-
-
-
- 12"
- Pistol 2
- 7
- -3
- 2
- -
-
-
-
-
- 12"
- Pistol 2
- 8
- -3
- 3
- If any unmodified hit rolls of 1 are made for attacks with this weapon profile, the bearer is destroyed after shooting with this weapon.
-
-
-
-
- 3"
- Assault 2D6
- 4
- 0
- 1
- Each time an attack is made with this weapon, that atttack automatically hits the target
-
-
-
-
- 48"
- Heavy 2D3
- 8
- -2
- 3
- Each time an attack is made with this weapon against an AIRCRAFT unit, add 2 to that attack’s hit roll.
-
-
-
-
- 72"
- Heavy D6
- 9
- -3
- 3
- Blast
-
-
-
-
- 12"
- Pistol 1
- 8
- -4
- D6
- If the target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result.
-
-
-
-
- 18"
- Heavy D6
- 9
- -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
-
-
-
-
- 18"
- Heavy 6
- 6
- -1
- 1
- -
-
-
-
-
- 18"
- Heavy 2
- 8
- -2
- D6
- -
-
-
-
-
- 12"
- Heavy D6
- 6
- -2
- 2
- Each time an attack is made with this weapon, that atttack automatically hits the target
-
-
-
-
- 24"
- Heavy 2D6
- 10
- -4
- 3
- Blast
-
-
-
-
- 72"
- Heavy 2D6
- 8
- -3
- 2
- Blast
-
-
-
-
- 72"
- Heavy 2
- 14
- -4
- 6
- -
-
-
-
-
- 36"
- Heavy 2D3
- 6
- -2
- 1
- Blast
-
-
-
-
- 24"
- Heavy 2D3
- 8
- -3
- 2
- Blast. Each time an attack made with this weapon is allocated to a model with a save characteristic of 3+, that attack has a Damage characteristic of 3
-
-
-
-
- 18"
- Assault 2
- 5
- -3
- 1
- Each time an attack made with this weapon is allocated to a model with a Save characteristic of 3+ or better, that attack has a Damage characteristic of 2
-
-
-
-
- 12"
- Grenade D6
- 3
- 0
- 1
- Blast
-
-
-
-
- 12"
- Grenade 1
- 6
- -1
- D3
- -
-
-
-
-
- 48"
- Heavy 4
- 14
- -4
- 2D3
- 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
-
-
-
-
- 48"
- Heavy D3
- 7
- -2
- 2
- Blast. Each time an attack is made with this weapon against an AIRCRAFT unit, add 1 to that attack’s hit roll.
-
-
-
-
- 36"
- Heavy 6
- 7
- -3
- 2
- -
-
-
-
-
- 72"
- Heavy 4
- 8
- -3
- 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 made with this weapon is allocated to an AIRCRAFT model, that attack has a Damage characteristic of D3+3.
-
-
-
-
- 48"
- Heavy 2D3
- 7
- -2
- 1
- Blast. This weapon can target units that are not visible to the bearer. 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 made with this weapon is allocated to an AIRCRAFT model, that attack has a Damage characteristic of 2.
-
-
-
-
- 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.
-
-
-
-
- 18"
- Heavy 2D6
- 6
- -1
- 1
- Each time an attack is made with this weapon, that attack automatically hits the target.
-
-
-
-
- 12"
- Pistol 1
- 7
- -3
- 2
- -
-
-
-
-
- 12"
- Pistol 1
- 8
- -3
- 3
- If any unmodified hit rolls of 1 are made for attacks with this weapon profile, the bearer is destroyed after shooting with this weapon.
-
-
-
-
- 24"
- Heavy 6
- 7
- -1
- 1
- -
-
-
-
-
- 36"
- Heavy 3
- 10
- -4
- D3+3
- -
-
-
-
-
- 36"
- Heavy 3
- 9
- -3
- D3+3
- -
-
-
-
-
- 36"
- Heavy 3
- 10
- -4
- 6
- Each time an unmodified hit roll of 1 is made for an attack with this weapon profile, if the bearer did not Remain Stationary in your previous movement phase, it suffers 1 mortal wound after shooting with this weapon.
-
-
-
-
- 36"
- Heavy 2D3
- 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.
-
-
-
-
- 30"
- Assault 3
- 5
- -4
- D3
- Each time an attack is made with this weapon, the target does not receive the benefit of cover to its saving throw against that attack.
-
-
-
-
- 12"
- Assault 1
- 7
- -3
- 2
- -
-
-
-
-
- 12"
- Assault 1
- 8
- -3
- 3
- If any unmodified hit rolls of 1 are made for attacks with this weapon profile, the bearer is destroyed after shooting with this weapon.
-
-
-
-
- 48"
- Heavy 3
- 12
- -3
- D6
- Each time an attack is 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
-
-
-
-
- 18"
- Assault 2
- 7
- -3
- 1
- -
-
-
-
-
- 18"
- Assault 2
- 8
- -3
- 2
- Each time an unmodified hit roll of 1is made for an attack with this weapon profile, the bearer suffers 1 mortal wound after shooting with this weapon.
-
-
-
-
- 12"
- Pistol 3
- 6
- -3
- 1
- -
-
-
-
-
- 12"
- Pistol 3
- 7
- -3
- 2
- 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.
-
-
-
-
- 36"
- Heavy 18
- 6
- -1
- 1
- -
-
-
-
-
- 12"
- Pistol 1
- 6
- -1
- 2
- -
-
-
-
-
- 36"
- Heavy 12
- 5
- -1
- 2
- -
-
-
-
-
- 48"
- Heavy 4
- 9
- -3
- D6
- -
-
-
-
-
- 24"
- Heavy 4
- 8
- -2
- 3
- -
-
-
-
-
- 60"
- Heavy 4D3
- 4
- 0
- 1
- Blast. This weapon can target units not visible to the firing model.
-
-
-
-
- 24"
- Rapid Fire 2
- 4
- -1
- 2
- -
-
-
-
-
- 48"
- Heavy 8
- 8
- -2
- 2
- -
-
-
-
-
- 48"
- Heavy 3D3
- 6
- -2
- 2
- Blast. This weapon can target units not visible to the firing model.
-
-
-
-
- 24"
- Heavy 6
- 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.
-
-
-
-
- 48"
- Heavy 8
- 7
- -2
- 2
- 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 made with this weapon is allocated to an AIRCRAFT model, that attack has a Damage characteristic of 4.
-
-
-
-
- 36"
- Heavy 8
- 7
- -1
- 2
- -
-
-
-
-
- 48"
- Heavy 2D6
- 8
- -2
- D3+2
- Blast
-
-
-
-
- 24"
- Assault D3
- 7
- -2
- 1
- Blast
-
-
-
-
- 96"
- Heavy 3
- 16
- -5
- 6
- -
-
-
-
-
- 48"
- Heavy 6
- 7
- -2
- 3
- -
-
-
-
-
- 36"
- Heavy 10
- 6
- -2
- 2
- -
-
-
-
-
- 72"
- Heavy 2
- 8
- -3
- 3
- Each time an attack is made with this weapon against an AIRCRAFT unit, add 1 to that attacks hit roll. Each time an attack made with this weapon is allocated to an AIRCRAFT mode, that attack has a Damage characteristic of D3+3
-
-
-
-
- 24"
- Heavy 2D3
- 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.
-
-
-
-
- 120"
- Heavy 2D3
- 14
- -5
- 6
- Blast. Each time an attack is made with weapon against a TITANIC unit, you can re-roll the wound roll
-
-
-
-
- 48"
- Heavy 2D6
- 6
- -1
- 1
- Blast
-
-
-
-
- 60"
- Heavy 3
- 7
- -2
- 3
- Each time an attack is made with this weapon against an AIRCRAFT unit, add 1 to that attacks hit roll
-
-
-
-
- Melee
- Melee
- +1
- -2
- 2
- -
-
-
-
-
- Melee
- Melee
- +2
- -3
- 3
- -
-
-
-
-
- Melee
- Melee
- User
- -3
- D6
- Add 3 to all hit rolls made with this weapon when targeting BUILDINGS if the Caestus Assault Ram charged this turn.
-
-
-
-
- Melee
- Melee
- +1
- -3
- 3
- -
-
-
-
-
- Melee
- Melee
- +2
- -1
- 2
- Each time an attack is made with this weapon, invulnerable saving throws cannot be taken against that attack.
-
-
-
-
- Melee
- Melee
- User
- -2
- D3
- -
-
-
-
-
- Melee
- Melee
- x2
- -4
- 4
- -
-
-
-
-
- Melee
- Melee
- x2
- -4
- 2D3
- Each time an attack is made with the weapon is allocated to a Vehicle model, that attack has a damage characteristic of 6.
-
-
-
-
- Melee
- Melee
- x2
- -4
- 3
- Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll.
-
-
-
-
- Melee
- Melee
- +1
- -3
- 2
- Each time an attack is made with this weapon, you can re-roll the wound roll.
-
-
-
-
- Melee
- Melee
- +3
- -4
- D3
- When attacking with this weapon, you must subtract 1 from the hit roll.
-
-
-
-
- Melee
- Melee
- x2
- -3
- D3
- Each time an attack made with this weapon is allocated to a PSYKER or DAEMON model, that attack has a Damage characteristic of 3.
-
-
-
-
- Melee
- Melee
- x2
- -4
- 3
- When attacking with this weapon, you must subtract 1 from the hit roll.
-
-
-
-
- Melee
- Melee
- +1
- -1
- 1
- Each time the bearer fights, it makes 2 additional attacks with this weapon.
-
-
-
-
- Melee
- Melee
- x2
- -3
- 3
- Each time the bearer fights, it makes 1 additional attack with this weapon
-
-
-
-
- Melee
- Melee
- x2
- -4
- 2D3
- Each time an attack made with this weapon is allocated to a VEHICLE mode, that attack has a Damage characteristic of 6
-
-
-
-
- Melee
- Melee
- +2
- -3
- 2
- Each time an attack made with this weapon is allocated to a CHARACTER model, that attack has a Damage characteristic of 3.
-
-
-
-
- Melee
- Melee
- +2
- -2
- 3
- Each time an attack is made with this weapon against a Psyker unit, if the saving throw is failed, the target suffers 1 mortal wound in addition to any normal damage
-
-
-
-
- Melee
- Melee
- x2
- -2
- 3
- -
-
-
-
-
- Melee
- Melee
- +1
- -3
- 2
- -
-
-
-
-
- Melee
- Melee
- User
- -3
- 2
- You can re-roll failed wound rolls for this weapon.
-
-
-
-
- Melee
- Melee
- User
- 0
- 1
- Each time the bearer is selected to fight, it makes a number of additional attacks with this weapon equal to the number of enemy models within Engagement Range of it.
-
-
-
-
- Melee
- Melee
- x2
- -3
- 3
- Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll.
-
-
-
-
- Melee
- Melee
- +1
- -3
- 2
- Each time an attack is made with this weapon, you can re-roll the wound roll.
-
-
-
-
- Melee
- Melee
- +1
- -3
- 1
- Each time an attack is made with this weapon, on an unmodified wound roll of 6, the target suffers 1 mortal wound in addition to any normal damage.
-
-
-
-
- If equipped with an atomantic pavaise, all friendly <CHAPTER> units that are wholly within 6" of the Relic Deredeo Dreadnought gain a 5+ invulnerable save. This invulnerable save does not stack with or improve existing invulnerable saves.
-
-
-
-
- You can add 1 to any Deny the Witch tests you take for this model against enemy PSYKERS within 12".
-
-
-
-
- 6"
- 3+
- 2+
- 4
- 4
- 5
- 3
- 8
- 2+
-
-
-
-
- 6"
- 2+
- 2+
- 8
- 7
- 8
- 6
- 9
- 2+
-
-
-
-
- Once per game, instead of shooting any weapon in the Shooting phase, this model can use its smoke launchers. Until the controlling player's next Shooting phase, any enemy units targeting this unit subtract 1 from all hit rolls for Shooting attacks made against this unit.
-
-
-
-
- 5"
- 2+
- 2+
- 4
- 4
- 6
- 4
- 9
- 2+
-
-
-
-
- 6"
- 2+
- 2+
- 4
- 4
- 5
- 4
- 9
- 3+
-
-
-
-
- 6"
- 2+
- 2+
- 5
- 4
- 5
- 4
- 9
- 3+
-
-
-
-
- 6"
- 2+
- 2+
- 4
- 4
- 5
- 4
- 9
- 3+
-
-
-
-
- 6"
- 2+
- 2+
- 4
- 4
- 5
- 4
- 9
- 3+
-
-
-
-
- This model has a 4+ invulnerable save.
-
-
-
-
- 6"
- 2+
- 3+
- 4
- 4
- 5
- 4
- 9
- 3+
-
-
-
-
- 6"
- 3+
- 3+
- 4
- 4
- 4
- 3
- 8
- 3+
-
-
-
-
- 9"
- *
- *
- 7
- 7
- 13
- *
- 9
- 2+
-
-
-
-
- 6"
- 2+
- 3+
- 4
- 4
- 4
- 4
- 9
- 3+
-
-
-
-
- 12"
- 2+
- 2+
- 4
- 4
- 5
- 4
- 9
- 3+
-
-
-
-
- 7"
- 2+
- 2+
- 4
- 4
- 6
- 5
- 9
- 3+
-
-
-
-
- 6"
- 2+
- 2+
- 4
- 4
- 5
- 4
- 9
- 3+
-
-
-
-
- 5"
- 2+
- 2+
- 4
- 4
- 7
- 5
- 9
- 2+
-
-
-
-
- 5"
- 2+
- 2+
- 4
- 4
- 7
- 6
- 9
- 2+
-
-
-
-
- 6"
- 3+
- 3+
- 4
- 4
- 6
- 3
- 9
- 2+
-
-
-
-
- 5"
- 2+
- 2+
- 4
- 4
- 6
- 6
- 9
- 2+
-
-
-
-
- 6"
- 2+
- 2+
- 4
- 4
- 6
- 5
- 9
- 2+
-
-
-
-
- *
- 6+
- *
- 6
- 8
- 12
- *
- 8
- 3+
-
-
-
-
- Enemy units that are set up on the battlefield as reinforcements cannot be set up within 12" of the bearer. The bearer has a transport capacity of 6 <CHAPTER> INFANTRY models instead of 10
-
-
-
-
- A model with this ability has a 5+ invulnerable save.
-
-
-
-
- *
- 6+
- *
- 8
- 8
- 16
- *
- 9
- 2+
-
-
-
-
- Enemy units do not receive the benefit to their saving throws for being in cover against attacks made by a unit with this ability.
-
-
-
-
- This model has a 5+ invulnerable save.
-
-
-
-
- *
- 6+
- *
- 8
- 8
- 19
- *
- 9
- 2+
-
-
-
-
- 6"
- 3+
- 3+
- 6
- 7
- 8
- 4
- 8
- 3+
-
-
-
-
- *
- *
- *
- 7
- 7
- 10
- 4
- 8
- 3+
-
-
-
-
- This model has a 5+ invulnerable save.
-
-
-
-
- 6"
- 2+
- 2+
- 6
- 7
- 8
- 5
- 10
- 3+
-
-
-
-
- This model has a 5+ invulnerable save.
-
-
-
-
- If this model is equipped with two Dreadnought close combat weapons, add 1 to the Attacks characteristic
-
-
-
-
- All friendly models with the <CHAPTER> keyword in combat with the same unit as a model with this ability add +1 to their Strength characteristic for the duration of the Fight phase.
-
-
-
-
- Roll a D6 each time this model loses a wound; on a 6 the damage is ignored and that wound is not lost.
-
-
-
-
- *
- 6+
- *
- 6
- 7
- 14
- *
- 8
- 3+
-
-
-
-
- *
- 6+
- *
- 6
- 7
- 14
- *
- 8
- 3+
-
-
-
-
- *
- 6+
- *
- 6
- 7
- 14
- *
- 8
- 3+
-
-
-
-
- If the Sicaran Punisher does not move or Advance in the Movement phase, it may re-roll all failed hit rolls of '1' for the Punisher rotary cannon in the Shooting phase of that turn.
-
-
-
-
- *
- 5+
- *
- 8
- 8
- 20
- *
- 9
- 2+
-
-
-
-
- This model may Fall Back in the Movement phase and still shoot and/or charge during the controlling player's turn. It can, except when firing Overwatch, also still fire its weapons if enemy units are within 1” of it. In addition, this model only gains a bonus to its save in cover if at least half of the model is obscured from the firer.
-
-
-
-
- *
- 5+
- *
- 8
- 9
- 22
- *
- 9
- 2+
-
-
-
-
- *
- 5+
- *
- 8
- 9
- 22
- *
- 9
- 2+
-
-
-
-
- *
- 5+
- *
- 9
- 9
- 26
- *
- 9
- 2+
-
-
-
-
- *
- 5+
- *
- 9
- 9
- 26
- *
- 9
- 2+
-
-
-
-
- *
- 5+
- *
- 9
- 9
- 30
- *
- 9
- 2+
-
-
-
-
- This model has 2 Void shields. Each void shield has 3 shield points. While this model has any void shields, it has a 5+ invulnerable save against ranged attacks.
-
-Each time a saving throw is failed for this model against a ranged attack, if it has any void shields, it does not suffer any damage. Instead, for each point of damage inflicted, one of its void shields loses 1 shield point. Once a void shield has lost a shield point, it must continue to lose shield points due to any further damage inflicted until it collapses. Each an attack causes a void shield to be reduced to 0 shield points, that void shield collapses: this model loses that void shield and any excess damage inflicted by that attack is lost. Void shields can never be used to prevent mortal wounds (each mortal wound inflicted on a model with void shields causes that model to lose one wound as normal)
-
-At the start of your command phase, if this model has a void shield that has fewer than 3 shield points remaining, that void shield is restored to 3 shield points.
-
-
-
-
- 9"
- *
- *
- 7
- 7
- 12
- *
- 8
- 2+
-
-
-
-
- Roll a D6 each time this model loses a wound; on the roll of a '6' that damage is ignored and that wound is not lost.
-
-
-
-
- *
- *
- *
- 7
- 7
- 14
- 2
- 8
- 3+
-
-
-
-
- A unit with this ability has a 5+ invulnerable save against Shooting or Overwatch attacks, and a 4+ invulnerable save against Melee attacks in the Fight phase.
-
-
-
-
- At the beginning of any turn, the controlling player may declare that its helical targeting array is active. While it is active, this model may not move and adds +1 to its hit rolls against models with the FLY keyword.
-
-
-
-
- *
- *
- *
- 8
- 8
- 14
- 2
- 8
- 2+
-
-
-
-
- This model has a 4+ invulnerable save.
-
-
-
-
- 16"
- 6+
- 3+
- 4
- 6
- 7
- 2
- 7
- 3+
-
-
-
-
- 16"
- 3+
- 3+
- 4
- 6
- 9
- 2
- 7
- 3+
-
-
-
-
- When a unit with this ability Advances, all models in the unit must move between 20"-35". If the unit has used its ramjet thrusters then the enemy player must subtract -1 from hit rolls made against them in the next Shooting phase, and the unit can only charge or be charged by units that can FLY during the Fight phase until it is the unit's turn to move again.
-
-
-
-
- *
- 6+
- *
- 6
- 7
- 11
- 2
- 8
- 3+
-
-
-
-
- This model cannot charge, can only be charged by units that can FLY, and can only attack or be attacked in the Fight phase by units that can FLY.
-
-
-
-
- Your opponent must subtract 1 from hit rolls for attacks that target this model in the Shooting phase.
-
-
-
-
- Each time this model moves, first pivot it on the spot up to 90° (this does not contribute to how far the model moves) and then move the model straight forwards. Not that it cannot pivot again after the initial pivot. When this model Advances, increase its Move characteristic by 20" until the end of the phase - do not roll a dice.
-
-
-
-
- This model does not suffer the penalty to hit rolls for moving and firing Heavy weapons.
-
-
-
-
- When targeting units that can FLY, add 1 to your hit rolls for this model.
-
-
-
-
- *
- 6+
- *
- 8
- 7
- 16
- *
- 9
- 3+
-
-
-
-
- *
- 6+
- *
- 8
- 7
- 16
- *
- 9
- 3+
-
-
-
-
- Before this model moves in your Movement phase, you can declare it will hover. Its Move characteristic becomes 20" until the end of the phase, and it loses the Airborne, Hard to Hit and Supersonic abilities until the beginning of your next Movement phase.
-
-
-
-
- *
- 6+
- *
- 8
- 7
- 16
- *
- 9
- 3+
-
-
-
-
- This model can only declare charges in the Charge phase against units that can FLY, and may only attack or be attacked in the Fight phase by units that can FLY.
-
-
-
-
- *
- 6+
- *
- 10
- 9
- 30
- *
- 9
- 3+
-
-
-
-
- *
- 6+
- *
- 10
- 9
- 40
- *
- 9
- 3+
-
-
-
-
- Distances are always measured to and from this model's hull
-
-
-
-
- This model has a 5+ invulnerable save.
-
-
-
-
- Once per battle, after the bearer has moved, you can select one unit the bearer moved across. Roll six D6's for each Vehicle or Monster model in that unit and roll 1 D6 for each other model in that unit to a maximum of eighteen D6s: for each 4+, that unit suffers 1 mortal wound
-
-
-
-
- This model is protected by specialised void shield generators, near-impenetrable barriers of force projected out at a distance from its hull in layers, designed to deflect and absorb the impact of high-energy attacks and missiles against them. In game terms, void shields are represented by a unique kind of saving throw shown in the Damage box, which the controlling player can opt to use instead of their normal save or invulnerable save against any form of attack except from weapons with the Melee type. Like invulnerable saves, void shield saves are unaffected by the AP of an attack, but unlike invulnerable saves they may also be used to negate mortal wounds. In this case however, roll one dice for each mortal wound that has been inflicted on the model, with the mortal wound being ignored if the save roll indicated in the Damage box is passed. Void shields must be continuously re-energised and renewed in combat operations and so as the unit is damaged, the defensive potential of its void shields is reduced (see the Damage table).
-
-
-
-
- As long as this model's controlling player has chosen to make it hover (as described previously) and does not move at all during the turn, you may declare that this model is projecting its void shields beyond its hull at the start of the Movement phase. If this is the case, the void shields' save is extended to all models and BUILDING within 8" of this model.
-
-
-
-
- Roll a D6 at the start of each of your turns; on a 6 this model regains one lost wound.
-
-
-
-
- At the start of your Command phase, if this model is on the battlefield, roll one D6: on a 5+, you gain 1 command point
-
-
-
-
- While a friendly unit is within 6" of this model, that unit is always considered to be within range of the following aura abilities of any friendly <CHAPTER> units that are on the battlefield: Rites of Battle, Tactical Precision
-
-
-
-
- *
- 6+
- *
- 6
- 7
- 11
- *
- 8
- 3+
-
-
-
-
- On any turn in which the Scorpius does not move during the Movement phase, you may fire its Scorpius multi-launcher twice in the following Shooting phase.
-
-
-
-
- 3"
- 6+
- 3+
- 3
- 5
- 4
- 1
- 7
- 3+
-
-
-
-
- 6"
- 3+
- 3+
- 4
- 4
- 1
- 1
- 7
- 3+
-
-
-
-
- When a Rapier Carrier is set up on the battlefield, its Space Marine Gunners are set up in unit coherency with it. From that point onwards the Space Marine Gunners are treated as one unit and the Rapier Carrier as another. The Space Marine Gunners may only be chosen as a target in the Shooting phase if they are the closest visible enemy unit to the firer.
-
-
-
-
- The Rapier Carrier can only fire its weapon if at least one of the Space Marine Gunners it was deployed with is within 3". If both of the Space Marine Gunners the Rapier Carrier was deployed with are slain, the Rapier Carrier is also removed as slain.
-
-
-
-
- -
- -
- 4+
- 4
- 5
- 4
- -
- 7
- 3+
-
-
-
-
- -
- -
- 4+
- 4
- 5
- 4
- -
- 7
- 3+
-
-
-
-
- 36"
- Heavy 2D3
- 4
- 0
- 1
- Blast
-
-
-
-
- 36"
- Heavy 2
- 8
- -2
- D6
- -
-
-
-
-
- This model cannot move for any reason, nor can it fight in the Fight phase. Enemy models automatically hit this model in the Fight phase - do not make hit rolls. However, this model can still shoot if there are enemy models within 1" of it, and friendly units can still target enemy units that are within 1" of this model.
-
-
-
-
- Each time a model in this unit select one of the following keywords: INFANTRY; VEHICLE. Until those shots are resolved, when selecting targets for that model's attacks, you must select the closest eligible enemy unit with that keyword. If there are no eligible units with either keyword, that model must target the closest eligible unit instead. This unit is never eligible to charge or Heroically intervene, and cannot make pile in or consolidate moves.
-
-
-
-
- Each time a model in this unit shoots, when selecting targets for that model’s attacks, you must select the closest eligible enemy unit that can FLY. If there are no eligible units that can FLY, that model must target the closest eligible unit instead. This unit is never eligible to charge or Heroically Intervene, and cannot make pile-in or consolidation moves.
-
-
-
-
- After this model has been set up on the battlefield it cannot move for any reason, and no units can embark upon it.
-
-
-
-
- -
- -
- -
- 6
- 6
- 8
- -
- 8
- 3+
-
-
-
-
- -
- -
- 4+
- 6
- 6
- 8
- -
- 8
- 3+
-
-
-
-
- In your Command phase, if your WARLORD is embarked within the bearer, you gain 1CP.
-
-
-
-
- If your army is Battle-forged, you receive an additional 1 Command point if Lugft Huron is your Warlord.
-
-
-
-
- The first time this model is destroyed, you can choose to roll one D6 at the end of the phase instead of using any rules that are triggered when a model is destroyed. If you do, then on a 4+, set this model back up on the battlefield as close as possible to where they were destroyed and more than 1" away from any enemy models, with D3 wounds remaining.
-
-
-
-
- In your Command phase, this model can perform alchemy on one friendly ASTRAL CLAWS CORE unit (Exluding Primaris units) within 3" of it. Until the start of your next Command Phase, each time a model in that unit, makes a ranged attack with a bolt weapon, add 1 to that attacks Strength Characteristic
-
-
-
-
- While a friendly MINOTAURS CORE or MINOTAURS CHARACTER unit is within 6" of this model you can re-roll charges rolls made for that unit
-
-
-
-
- If Lord Asterion Molo is slain in the fight phase before he has fought, he immediately piles in and makes his attacks before being removed.
-
-
-
-
- In your command phase, selecte one friendly RED SCORPIONS CORE unit within 6" of this model, until the start of your next command phase, each time a model in that unit makes an attack against a PSYKER unit you can re-roll the wound roll.
-
-
-
-
- This model has a 4+ invulnerable save.
-
-
-
-
- Tyberos the Red Wake has a 4+ invulnerable save.
-
-
-
-
- You can re-roll failed hit rolls for friendly CARCHARODONS units within 6" of Tyberos the Red Wake.
-
-
-
-
- While a friendly CARCHARODONS CORE or CARCHARODONS CHARACTER unit is within 6" of this model, each time a model in that unit makes a melee attack, add 1 to the Strength characteristic of that attack.
-
-
-
-
- All friendly models with the HOWLING GRIFFONS keyword in combat with the same unit as a model with this ability add +1 to their Strength characteristic for the duration of the Fight phase.
-
-
-
-
- While a friendly Fire Angels Vehicle model is within 6" of this model, that model has a 6+ invulnerable save.
-
-
-
-
- This model is eligible to shoot in a turn in which it Fell Back.
-
-
-
-
- While a friendly RAPTORS CORE INFANTRY unit is within 6" of this model, add 1 to charge rolls made for that unit, and each time that unit is selected to make a Normal Move, Advance or Fall Back, until the end of the phase, add 1" to the Move characteristic of models in that unit.
-
-
-
-
- Each time a ranged attack is allocated to this model while it is receiving the benefits of cover, add an additional 1 to any armour saving throw made against that attack.
-
-
-
-
- Each time this model makes an attack, re-roll a wound roll of 1.
-
-
-
-
- This model is eligible to charge in a turn in which it Fell Back.
-
-
-
-
- 6"
- 2+
- 2+
- 4
- 4
- 6
- 5
- 9
- 3+
-
-
-
-
- While a friendly NOVAMARINES CORE INFANTRY unit is within 6" of this model, each time an attack with an Armour Penetration characteristic of -1 is allocated to a model in that unit, that attack has an Armour Penetration characteristic of 0 instead.
-
-
-
-
- At the start of the Fight phase, if this model is within Engagement Range of any enemy CHARACTER units, until the end of the phase, add 2 to this model’s Attacks characteristic.
-
-
-
-
- If your army is Battle-forged, then Bray'arth Ashmantle may only be your Warlord if no other HQ units are present.
-
-
-
-
- This model has a 5+ invulnerable save. Each time this model would lose a wound, roll one D6; on a 5+ that wound is not lost
-
-
-
-
- At the end of any of your Movement phases, Harath Shen can attempt to heal or revive a single model. Select a friendly SALAMANDERS INFANTRY or BIKER unit within 3" of the Harath Shen. If that unit contains a wounded model, it immediately regains D3+1 lost wounds. If the chosen unit contains no wounded models but one or more of its models have been slain during the battle, roll a D6. On a 3+, a single slain model is returned to the unit with 1 wound remaining. If Harath Shen fails to revive a model, he can do nothing else for the remainder of the turn (shoot, charge, fight, etc.) as he recovers the gene-seed of the fallen warrior. A unit can only be the target of the Narthecium/Master of Chirurgery ability once in each turn.
-
-
-
-
- Each time a melee attack is made against this model, subtract 1 from that attack’s hit roll.
-
-
-
-
- While this model is on the battlefield, each time you spend 1 or more Command points to use a Stratagem, you can roll one D6: on a 6, 1 Command point is refunded.
-
-
-
-
- In your opponent’s Psychic phase, this model can attempt to deny one psychic power as if it were a Psyker.
-
-
-
-
- You must always direct Knight-Captain Elam Courbray's attacks against enemy CHARACTERS if any are within 1" (if more than one is present, you may choose which).
-
-
-
-
- You can re-roll failed hit rolls for friendly SONS OF MEDUSA units within 6" of Vaylund Cal.
-
-
-
-
- This model has a 4+ invulnerable save.
-
-
-
-
- Hecaton Aiakos may not be chosen as an army's Warlord.
-
-
-
-
- 6"
- 3+
- 3+
- 4
- 3
- 5
- 3
- 9
- 2+
-
-
-
-
- 6"
- 3+
- 3+
- 3
- 3
- 5
- 4
- 9
- 3+
-
-
-
-
- 6
- 18"
- Veil of Time has a warp charge value of 6. If manifested, pick an ADEPTUS ASTARTES unit within 18" of the psyker. Until the start of your next Psychic phase, you can re-roll charge rolls and Advance rolls for that unit and they always fight first in the Fight phase, even if they didn't charge. If the enemy also has units that have charged, or that have a similar ability, then alternate choosing units to fight with, starting with the player whose turn is taking place.
-
-
-
-
- 6
- 12"
- Might of Heroes has a warp charge value of 6. If manifested, select an ADEPTUS ASTARTES model within 12" of the psyker. Until the start of your next Psychic phase, add 1 to that model's Strength, Toughness and Attacks characteristics.
-
-
-
-
- 8
- 6"
- Null Zone has a warp charge value of 8. If manifested, then until the start of your next Psychic phase, while they are within 6" of the psyker, enemy models cannot take invulnerable saves and must halve the result of any Psychic tests (rounding up) that they take.
-
-
-
-
- After this model finishes a charge move, you can select one enemy unit within engagement range and roll one D6; on a 4+ that enemy unit suffers D3 mortal wounds.
-
-
-
-
- Melee
- Melee
- x2
- -3
- 3
- Each time an attack is made with this profile, subtract 1 from that attacks hit roll. 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
-
-
-
-
- Melee
- Melee
- +2
- -1
- 1
- When this profile is selected, make 3 additional attacks with this weapon
-
-
-
-
- 5"
- 2+
- 2+
- 4
- 4
- 7
- 5
- 9
- 2+
-
-
-
-
- *
- 5+
- *
- 9
- 8
- 24
- *
- 9
- 2+
-
-
-
-
- 36"
- Heavy D6
- 7
- -4
- 2
- Blast
-
-
-
-
- 36"
- Heavy D6
- 8
- -4
- 3
- Blast. Each time an unmodified hit roll of 1is made for an attack with this weapon profile, the bearer suffers 1 mortal wound after shooting with this weapon.
-
-
-
-
- 36"
- Heavy 2
- 9
- -3
- D6
- -
-
-
-
-
- 72"
- Heavy 12
- 8
- -2
- 3
- -
-
-
-
-
- Melee
- Melee
- User
- -2
- D3
- -
-
-
-
-
- Instead of measuring distances and ranges to and from this model's base, measure to and from this model's Hull
-
-
-
-
- Your opponent must subtract 3 from any charge rolls made for units that declare a charge against an Astraeus Super-heavy Tank.
-
-
-
-
- This model may Fall Back in the Movement phase and still shoot and/or charge during the controlling player's turn. It may fire its weapons if enemy units are within 1" of it (except for its twin macro-accelerator cannon which may still fire but must target units that are not within 1").. In addition, this model only gains a bonus to its save in cover if at least half of the model is obscured from the firer.
-
-
-
-
- 36"
- Heavy 3
- 4
- -1
- 1
- -
-
-
-
-
- *
- *
- *
- 8
- 8
- 15
- 4
- 9
- 2+
-
-
-
-
- Melee
- Melee
- x2
- -3
- 4
-
-
-
-
-
- 6"
- 2+
- 2+
- 4
- 4
- 6
- 5
- 9
- 2+
-
-
-
-
- In your Command phase, select one friendly RED SCORPIONS CORE or RED SCORPIONS CHARACTER unit within 6" of this model. Until the start of your next Command phase, add 1 to the attacks characteristics of models in that unit.
-
-
-
-
- 6"
- 3+
- 3+
- 4
- 4
- 4
- 3
- 9
- 2+
-
-
-
-
- RED SCORPIONS units within 6" of any friendly RED SCORPIONS ANCIENTS add 1 to their Leadership. In addition, roll a D6 each time a RED SCORPIONS INFANTRY model is destroyed within 6" of any friendly RED SCORPIONS ANCIENTS, before removing the model as a casualty. On a 4+ that model musters one last surge of strength before succumbing to its wounds; it can either shoot with one of its weapons as if it were the Shooting phase, or make a single attack as if it were the Fight phase.
-
-
-
-
- *
- 6+
- *
- 6
- 7
- 14
- *
- 8
- 3+
-
-
-
-
- 36"
- Heavy 6
- 8
- -3
- 2
- -
-
-
-
-
- 36"
- Heavy 6
- 9
- -3
- 3
- 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.
-
-
-
-
- *
- 6+
- *
- 6
- 7
- 14
- *
- 8
- 3+
-
-
-
-
- 24"
- Heavy 2D6
- 5
- -2
- 1
- Units attacked by this weapon do not gain any bonus to their saving throws for being in cover. When targeting INFANTRY units, any wound rolls of 6 inflict a single mortal wound in addition to any other damage.
-
-
-
-
- When you shoot with this model's rotary missile launcher, you can choose to change its Type to Heavy 4D6, but if you do then you cannot fire this weapon again until after the end of your next turn.
-
-
-
-
- 6"
- *
- *
- 7
- 8
- 10
- A
- 8
- 3+
-
-
-
-
- 8"
- Pistol 1
- 8
- -4
- D6
- If the target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result.
-
-
-
-
- During deployment, you can set up this model along with any units embarked within it underground, instead of placing it on the battlefield. At the end of any of your Movement phases, this model can perform a subterranean assault - set it up anywhere on the battlefield that is more than 9" away from any enemy models.
-
-
-
-
- When this model arrives on the battlefield by performing a subterranean assault, enemy units within 12" suffer a single mortal wound.
-
-
-
-
- While a friendly <CHAPTER> CORE unit is within 6" of this model, each time a model in that unit makes an attack, re-roll a hit roll of 1
-
-
-
-
- Each time an attack is allocated to this model, subtract 1 from the Damage characteristic of that attack(to a minimum of 1)
-
-
-
-
- In your Command phase select one friendly <CHAPTER> CORE or <CHAPTER> CHARACTER within 6" of this model. Until the start of your next Command phase, each time a model in that unit makes an attack, you can re-roll the hit roll.
-
-
-
-
- During deployment, you can set up this model in a teleportarium chamber instead of placing it on the battlefield. At the end of any of your Movement phases this model can teleport into battle - set it up anywhere on the battlefield that is more than 9" away from any enemy models.
-
-
-
-
- In your command phase, this model can awaken one friendly <CHAPTER> VEHICLE model within 3" of it. Until the start of your next command phase, each time that VEHICLE model makes a ranged attack, add 1 to that attack's hit roll. Each model can only be awakened once per turn.
-
-
-
-
- At the end of your Movement phase this model can repair a one <CHAPTER> VEHICLE within 3". That VEHICLE regains D3 lost wounds. Each model can only be repaired once per turn.
-
-
-
-
- While a friendly <CHAPTER> CORE unit is within 6" of this model, models in that unit can use this model's Leadership characteristic instead of their own
-
-
-
-
- 36"
- Heavy 6
- 8
- -3
- 3
- 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.
-
-
-
-
- This transport must start the battle set up high in the skies (see Death From Above pg 125) but neither it, nor any units embarked within it, are counted towards any limits that the mission you are playing places on the maximum number of Reinforcements units you can have in your army. This trasnport can be set up in the Reinforcements step of your first, second or third Movement phase, regardless of any mission rules, and they must set up more than 9" away from any enemy models. After this trasnport has been set up on the battlefield, no units can embark within it.
-
-
-
-
- During deployment, if every model in this unit has this ability, then you can set up this unit high in the skies instead of setting it up on the battlefield. If you do, then in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" away from enemy models.
-
-
-
-
\ No newline at end of file
+
\ No newline at end of file
diff --git a/Imperium - Imperial Fists.cat b/Imperium - Imperial Fists.cat
index 4b377c1656..1d65d3dd34 100644
--- a/Imperium - Imperial Fists.cat
+++ b/Imperium - Imperial Fists.cat
@@ -177,7 +177,7 @@
-
+
@@ -719,7 +719,7 @@
-
+
@@ -1009,7 +1009,7 @@
-
+
@@ -1168,7 +1168,7 @@
-
+
@@ -1190,12 +1190,12 @@
-
+
-
+
@@ -1878,7 +1878,7 @@
- Before the battle, select one unit in your opponent's army. Until the end of the battle, this Warlord has the following ability:
+ Before the battle, select one unit in your opponent's army. Until the end of the battle, this Warlord has the following ability:
Know Thy Enemy (Aura): While a friendly EXORCISTS CORE or EXORCISTS CHARACTER unit is within 6" of this Warlord, each time a model in that unit makes an attaack against the enemy unit you selected, add 1 to the hit roll.
@@ -2220,7 +2220,7 @@ Know Thy Enemy (Aura): While a friendly EXORCISTS CORE or EXORCISTS CHARACTER un
-
+
@@ -2567,4 +2567,4 @@ Know Thy Enemy (Aura): While a friendly EXORCISTS CORE or EXORCISTS CHARACTER un
-
\ No newline at end of file
+
diff --git a/Imperium - Iron Hands.cat b/Imperium - Iron Hands.cat
index 303106c3a8..01e66eda1f 100644
--- a/Imperium - Iron Hands.cat
+++ b/Imperium - Iron Hands.cat
@@ -62,7 +62,7 @@
-
+
@@ -537,7 +537,7 @@
-
+
@@ -910,7 +910,7 @@
-
+
@@ -1145,7 +1145,7 @@
-
+
@@ -1167,12 +1167,12 @@
-
+
-
+
@@ -2079,4 +2079,4 @@
-
\ No newline at end of file
+
diff --git a/Imperium - Raven Guard.cat b/Imperium - Raven Guard.cat
index e259265874..568a8f439a 100644
--- a/Imperium - Raven Guard.cat
+++ b/Imperium - Raven Guard.cat
@@ -55,7 +55,7 @@
-
+
@@ -202,7 +202,7 @@
-
+
@@ -625,7 +625,7 @@
-
+
@@ -925,7 +925,7 @@
-
+
@@ -1156,7 +1156,7 @@
-
+
@@ -1178,12 +1178,12 @@
-
+
-
+
@@ -2076,4 +2076,4 @@
-
\ No newline at end of file
+
diff --git a/Imperium - Salamanders.cat b/Imperium - Salamanders.cat
index ccffcb3a4f..1d8b91408b 100644
--- a/Imperium - Salamanders.cat
+++ b/Imperium - Salamanders.cat
@@ -50,7 +50,7 @@
-
+
@@ -211,7 +211,7 @@
-
+
@@ -635,7 +635,7 @@
-
+
@@ -935,7 +935,7 @@
-
+
@@ -1210,7 +1210,7 @@
-
+
@@ -1232,12 +1232,12 @@
-
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@@ -2241,4 +2241,4 @@
-
\ No newline at end of file
+
diff --git a/Imperium - Space Marines.cat b/Imperium - Space Marines.cat
index ffd9d1fadf..8a1fca0c9b 100644
--- a/Imperium - Space Marines.cat
+++ b/Imperium - Space Marines.cat
@@ -1,7 +1,10 @@
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@@ -9,6 +12,22 @@
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@@ -16,16 +35,14 @@
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-
-
+
@@ -38,13 +55,8 @@
-
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-
-
-
@@ -56,9 +68,7 @@
-
-
@@ -68,24 +78,16 @@
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-
-
-
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@@ -100,18 +102,6 @@
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-
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@@ -153,7 +143,6 @@
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@@ -190,18 +179,11 @@
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-
@@ -246,6 +228,156 @@
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@@ -304,7 +436,7 @@
-
+
@@ -434,7 +566,7 @@
-
+
@@ -941,7 +1073,7 @@
-
+
@@ -1399,7 +1531,7 @@ This ability cannot be used with a Relic which replaces any of these weapons.
-
+
@@ -1455,7 +1587,7 @@ This ability cannot be used with a Relic which replaces any of these weapons.
-
+
@@ -1532,7 +1664,7 @@ This ability cannot be used with a Relic which replaces any of these weapons.
-
+
@@ -1591,8 +1723,8 @@ This ability cannot be used with a Relic which replaces any of these weapons.
-
-
+
+
@@ -1699,7 +1831,7 @@ This ability cannot be used with a Relic which replaces any of these weapons.
-
+
@@ -1839,8 +1971,8 @@ This ability cannot be used with a Relic which replaces any of these weapons.
-
-
+
+
@@ -1917,7 +2049,7 @@ This ability cannot be used with a Relic which replaces any of these weapons.
-
+
@@ -2071,7 +2203,6 @@ This ability cannot be used with a Relic which replaces any of these weapons.
-
@@ -2174,7 +2305,7 @@ This ability cannot be used with a Relic which replaces any of these weapons.
-
+
@@ -2413,8 +2544,8 @@ This ability cannot be used with a Relic which replaces any of these weapons.
-
-
+
+
@@ -2518,8 +2649,8 @@ This ability cannot be used with a Relic which replaces any of these weapons.
-
-
+
+
@@ -2587,7 +2718,7 @@ This ability cannot be used with a Relic which replaces any of these weapons.
-
+
@@ -2689,11 +2820,11 @@ This ability cannot be used with a Relic which replaces any of these weapons.
-
+
-
+
@@ -2768,7 +2899,7 @@ This ability cannot be used with a Relic which replaces any of these weapons.
-
+
@@ -2852,12 +2983,12 @@ This ability cannot be used with a Relic which replaces any of these weapons.
-
+
-
+
@@ -2963,7 +3094,7 @@ This ability cannot be used with a Relic which replaces any of these weapons.
-
+
@@ -3059,7 +3190,7 @@ This ability cannot be used with a Relic which replaces any of these weapons.
-
+
@@ -3858,7 +3989,7 @@ This ability cannot be used with a Relic which replaces any of these weapons.
-
+
@@ -4801,7 +4932,7 @@ This ability cannot be used with a Relic which replaces any of these weapons.
-
+
@@ -5479,11 +5610,11 @@ This ability cannot be used with a Relic which replaces any of these weapons.
-
+
-
+
@@ -5555,12 +5686,12 @@ This ability cannot be used with a Relic which replaces any of these weapons.
-
+
-
+
@@ -5709,11 +5840,11 @@ This ability cannot be used with a Relic which replaces any of these weapons.
-
+
-
+
@@ -5836,7 +5967,7 @@ This ability cannot be used with a Relic which replaces any of these weapons.
-
+
@@ -5892,8 +6023,8 @@ This ability cannot be used with a Relic which replaces any of these weapons.
-
-
+
+
@@ -5950,7 +6081,7 @@ This ability cannot be used with a Relic which replaces any of these weapons.
-
+
@@ -5987,7 +6118,7 @@ This ability cannot be used with a Relic which replaces any of these weapons.
-
+
@@ -6139,7 +6270,7 @@ This ability cannot be used with a Relic which replaces any of these weapons.
-
+
@@ -6168,7 +6299,7 @@ This ability cannot be used with a Relic which replaces any of these weapons.
-
+
@@ -6344,7 +6475,7 @@ This ability cannot be used with a Relic which replaces any of these weapons.
-
+
@@ -6398,7 +6529,7 @@ This ability cannot be used with a Relic which replaces any of these weapons.
-
+
@@ -7163,7 +7294,7 @@ This ability cannot be used with a Relic which replaces any of these weapons.
-
+
@@ -7410,7 +7541,7 @@ This ability cannot be used with a Relic which replaces any of these weapons.
-
+
@@ -7791,7 +7922,7 @@ This ability cannot be used with a Relic which replaces any of these weapons.
-
+
@@ -7928,7 +8059,7 @@ This ability cannot be used with a Relic which replaces any of these weapons.
-
+
@@ -7960,7 +8091,7 @@ This ability cannot be used with a Relic which replaces any of these weapons.
-
+
@@ -7985,7 +8116,7 @@ This ability cannot be used with a Relic which replaces any of these weapons.
-
+
@@ -8217,8 +8348,8 @@ This ability cannot be used with a Relic which replaces any of these weapons.
-
-
+
+
@@ -8315,7 +8446,7 @@ This ability cannot be used with a Relic which replaces any of these weapons.
-
+
@@ -9298,8 +9429,8 @@ This ability cannot be used with a Relic which replaces any of these weapons.
-
-
+
+
@@ -9436,8 +9567,8 @@ This ability cannot be used with a Relic which replaces any of these weapons.
-
-
+
+
@@ -9555,9 +9686,9 @@ This ability cannot be used with a Relic which replaces any of these weapons.
-
+
-
+
@@ -9667,7 +9798,7 @@ This ability cannot be used with a Relic which replaces any of these weapons.
-
+
@@ -9768,7 +9899,7 @@ This ability cannot be used with a Relic which replaces any of these weapons.
-
+
@@ -9884,7 +10015,7 @@ This ability cannot be used with a Relic which replaces any of these weapons.
-
+
@@ -10040,11 +10171,11 @@ This ability cannot be used with a Relic which replaces any of these weapons.
-
+
-
-
+
+
@@ -10169,13 +10300,13 @@ This ability cannot be used with a Relic which replaces any of these weapons.
-
+
-
-
-
+
+
+
@@ -10299,13 +10430,13 @@ This ability cannot be used with a Relic which replaces any of these weapons.
-
+
-
-
-
+
+
+
@@ -10444,7 +10575,7 @@ This ability cannot be used with a Relic which replaces any of these weapons.
-
+
@@ -10612,7 +10743,7 @@ This ability cannot be used with a Relic which replaces any of these weapons.
-
+
@@ -11066,7 +11197,7 @@ This ability cannot be used with a Relic which replaces any of these weapons.
-
+
@@ -11114,7 +11245,7 @@ This ability cannot be used with a Relic which replaces any of these weapons.
-
+
@@ -11418,11 +11549,11 @@ This ability cannot be used with a Relic which replaces any of these weapons.
-
+
-
+
@@ -11509,7 +11640,7 @@ This ability cannot be used with a Relic which replaces any of these weapons.
-
+
@@ -11920,7 +12051,7 @@ This ability cannot be used with a Relic which replaces any of these weapons.
-
+
@@ -12130,8 +12261,8 @@ This ability cannot be used with a Relic which replaces any of these weapons.
-
-
+
+
@@ -12267,7 +12398,7 @@ This ability cannot be used with a Relic which replaces any of these weapons.
-
+
@@ -12808,7 +12939,7 @@ This ability cannot be used with a Relic which replaces any of these weapons.
-
+
@@ -13056,7 +13187,7 @@ This ability cannot be used with a Relic which replaces any of these weapons.
-
+
@@ -13103,7 +13234,7 @@ This ability cannot be used with a Relic which replaces any of these weapons.
-
+
@@ -13170,7 +13301,7 @@ This ability cannot be used with a Relic which replaces any of these weapons.
-
+
@@ -13779,8 +13910,8 @@ This ability cannot be used with a Relic which replaces any of these weapons.
-
-
+
+
@@ -14113,6 +14244,9 @@ Weapon: Purgatorus
+
+
+
@@ -14199,7 +14333,7 @@ Weapon: Purgatorus
-
+
@@ -14226,8 +14360,8 @@ Weapon: Purgatorus
-
-
+
+
@@ -14517,7 +14651,7 @@ Weapon: Purgatorus
-
+
@@ -15249,7 +15383,7 @@ Weapon: Purgatorus
-
+
@@ -16654,7 +16788,7 @@ Weapon: Purgatorus
-
+
@@ -16824,7 +16958,7 @@ Weapon: Purgatorus
-
+
@@ -17137,7 +17271,7 @@ Weapon: Purgatorus
-
+
@@ -17190,7 +17324,7 @@ Weapon: Purgatorus
-
+
@@ -17740,7 +17874,7 @@ Weapon: Purgatorus
-
+
@@ -17764,7 +17898,7 @@ Weapon: Purgatorus
-
+
@@ -17842,7 +17976,7 @@ Weapon: Purgatorus
-
+
@@ -17866,7 +18000,7 @@ Weapon: Purgatorus
-
+
@@ -17998,7 +18132,7 @@ Weapon: Purgatorus
-
+
@@ -18141,9 +18275,9 @@ Weapon: Purgatorus
-
+
-
+
@@ -18607,10 +18741,10 @@ Weapon: Purgatorus
-
+
-
+
@@ -18686,7 +18820,7 @@ Weapon: Purgatorus
-
+
@@ -19381,7 +19515,7 @@ Weapon: Purgatorus
-
+
@@ -19479,7 +19613,7 @@ Weapon: Purgatorus
-
+
@@ -19576,7 +19710,7 @@ Weapon: Purgatorus
-
+
@@ -19834,7 +19968,7 @@ Weapon: Purgatorus
-
+
@@ -20033,7 +20167,7 @@ Weapon: Purgatorus
-
+
@@ -20171,7 +20305,7 @@ Weapon: Purgatorus
-
+
@@ -20445,7 +20579,7 @@ Weapon: Purgatorus
-
+
@@ -21196,7 +21330,7 @@ Weapon: Purgatorus
-
+
@@ -21492,769 +21626,1419 @@ Weapon: Purgatorus
-
-
-
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 6
+ 6"
+ D3
+
+
+
+
+ 12"
+ 6+
+ 3+
+ 6
+ 7
+ 11
+ 3
+ 8
+ 3+
+
+
+
+
+ 6"
+ 6+
+ 4+
+ 6
+ 7
+ N/A
+ 2
+ 8
+ 3+
+
+
+
+
+ 3"
+ 6+
+ 5+
+ 6
+ 7
+ N/A
+ 1
+ 8
+ 3+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
-
+
-
+
+
-
-
-
-
-
-
+
+
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+
+
+
+
+
+
+
+
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+
+
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+
+
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+
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+
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+
-
-
-
-
-
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+
-
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-
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-
-
-
-
+
-
-
-
-
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-
-
-
-
+
+
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+
+
+
+
+
+
+
+
+
+
+
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+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
-
+
+
+
+
-
+
-
+
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 0-24"
+ Heavy D3
+ 6
+ -1
+ 2
+ Blast
+
+
+
+
+ 24-48"
+ Heavy D3
+ 7
+ -2
+ 3
+ Blast
+
+
+
+
+ 48-72"
+ Heavy D3
+ 8
+ -3
+ 4
+ Blast
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 36"
+ Heavy D3
+ 7
+ -4
+ 1
+ Blast
+
+
+
+
+ 36"
+ Heavy D3
+ 8
+ -4
+ 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.
+
+
+
+
+ -
+ -
+ -
+ -
+ -
+ Before selecting targets, select one of the profiles below to make attacks with.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
+
+
+
+
+
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
+
+
+
+
+
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
+
+
+
+
+
+
+
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 5"
+ 2+
+ 2+
+ 4
+ 4
+ 7
+ 6
+ 9
+ 2+
+
+
+
+
+ While a friendly Red Scorpions unit is within 6" of this model, each time a model in that unit would lose a wound, roll one D6: on a 6, that wound is not lost.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 24"
+ Rapid Fire 2
+ 4
+ -2
+ 2
+ This weapon is a bolt weapon.
+
+
+
-
+
+
+
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
+
+
+
+
+
+
+
+
+
+ Melee
+ Melee
+ +2
+ -3
+ 2
+ Each time an attack is made with this weapon against a MONSTER or VEHICLE, that attack ha a Strength characteristic of x2.
+
+
+
-
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ The first time you use the Orbital Bombardment Strategem, if this model is on the battlefield, that Strategem costs 0CP
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
-
-
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Each time this model repairs a model using its Blessing of the Omnissiah ability, that model regains up to 3 lost wounds instead of up to D3.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
-
+
-
+
+
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
+
-
+
+
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
+
-
+
+
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
+
+
-
+
+
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Each time this model makes a melee attack against a Character unit, add 1 to that attack’s wound roll.
+
+
+
+
+ 6"
+ 2+
+ 2+
+ 4
+ 4
+ 5
+ 4
+ 9
+ 2+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
-
+
+
+
+
+
+ Melee
+ Melee
+ +1
+ -3
+ 2
+ Each time the bearer fights, if it made a charge move this turn, it makes D3 additional attacks with this weapon.
+
+
+
-
+
+
+
+
+
+
+
+
+
+
+
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
+
-
+
+
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ While a friendly Astral Claws Core unit is within 6" of this model, each time that unit fights, you can re-roll one hit roll and you can re-roll one wound roll when resolving that unit’s attacks.
+
+
+
+
+ This model has a 5+ invulnerable save.
+
+
+
+
+ 6"
+ 2+
+ 2+
+ 4
+ 4
+ 4
+ 3
+ 8
+ 3+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
-
+
+
+
+
+
+ Melee
+ Melee
+ +2
+ -1
+ 2
+ Each time an attack is made with this weapon against an Infantry unit, on an unmodified wound roll of 6, the target suffers 1 mortal wound in addition to any normal damage.
+
+
+
-
+
+
+
-
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-
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-
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-
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-
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+
-
-
+
+
+
+
+ 2
+ 2
+ Smite and two psychic powers from the Librarius discipline.
+
+
+
+
+
+
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+
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-
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-
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-
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-
+
+
-
-
-
- 6
- 18"
- Details: Blessing: Veil of Time has a warp charge vale of 6. If manifested, select one friendly <Chapter> unit within 18" of this Psyker.
-- Until the start of your next Psychic phase, you can re-roll Advances rolls and charge rolls made for that unit.
-- Until the start of your next Psychic phase, if that unit starts the Fight phase within Engagement Range of an enemy unit, it fights first that phase.
-
-
-
-
-
-
-
-
-
-
+
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+
+
+ 6
+ 3"
+ 1
+
+
+
+
+ 6"
+ 2+
+ 2+
+ 6
+ 7
+ 9
+ 5
+ 10
+ 3+
+
+
+
+
+ Roll a D6 each time this model loses a wound; on a 5+ the damage is ignored and that wound is not lost.
+
+
+
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+
+ This model has a 3+ invulnerable save. The first time a saving throw is failed for this model, its invulnerable save is changed to 4+.
+
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-
+
- 6
- 12"
- Details: Blessing: Might of Heroes has a warp charge value of 6. If manifested, select one friendly <Chapter> Core or <Chapter> Character model within 12" of this Psyker. Until the start of your next Psychic phase, add 1 to that model's Strength, Toughness, and Attacks characteristics (if a unit has more than one Toughness characteristic, use the lowest Toughness characteristic when resolving any rules).
+ Melee
+ Melee
+ +3
+ -4
+ 3
+ Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll.
@@ -22264,18 +23048,20 @@ Weapon: Purgatorus
-
+
-
+
+
-
+
- 7
- Self
- Details: Blessing (Aura): Null Zone has a warp charge value of 7. If manifested, then:
-- Until the start of your next Psychic phase, while a unit is within 6" of this Psyker, each time an attack is made against that unit, invulnerable saving throws cannot be made against that attack.
-- Until the start of your next Psychic phase, while an enemy Psyker unit is within 6" of this Psyker, halve the total of Psychic tests taken for that unit.
+ 12"
+ Pistol 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. This weapon is a melta weapon.
@@ -22285,133 +23071,267 @@ Weapon: Purgatorus
-
+
+
+
-
+
+
-
-
-
- 6
- 18"
- Details: Witchfire: Psychic Scourge has a warp charge value of 6. If manifested, select one enemy unit within 18" of and visible to this Psyker. Then, roll one D6 and add this Psyker's leadership characteristic to the result. Your opponent then rolls one D6 and adds that unit's Leadership characteristic to the result. If your total is higher than your opponent's, the selected unit suffers D3 mortal wounds; if it is equal to your opponent's total, the selected unit suffers 1 mortal wound; if it is less than your opponent's total, nothing happens.
-
-
-
-
-
-
-
-
-
-
+
+
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+
+
+
+
+
+
+
+
-
+
+
-
-
-
- 6
- 18"
- Details: Witchfire: Fury of the Ancients has a warp charge value of 6. If manifested, select one enemy model that is within 18" of and visible to this Psyker. Draw a line between any part of this Psyker's base and any part of the selected model's base (or hull); the selected model's unit, and every other enemy unit that this line passes over or through, suffers 1 mortal wound.
-
-
-
-
-
-
-
-
-
-
+
+
-
+
+
-
-
-
- 6
- 18"
- Details: Blessing (Aura): Psychic Fortress has a warp charge value of 6. If manifested, then until the start of your next Psychic phase, while a friendly <Chapter> unit is within 6" of this Psyker, models in that nit have a 5+ invulnerable save.
-
-
-
-
-
-
-
-
-
-
-
-
+
+
+
+
+
+
+
+
+
+
+
-
-
-
-
-
-
-
-
+
+
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-
-
+
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-
-
-
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+
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-
-
-
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-
-
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-
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-
-
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+
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+
+
+
+
+
+
+ For each <CHAPTER> COMPANY VETERANS units included in a Detachment, one <CHAPTER> COMMAND SQUAD APOTHECARY unit can be included in that detachment without taking up a Battlefield Role slot.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
-
+
-
+
+
-
+
- 6
- 18"
- Details: Blessing: Shrouding has a warp charge value of 6. If manifested, select one friendly <Chapter> Phobos unit within 18" of this Psyker. Until the start of your next Psychic phase, unless that unit is the closest eligible target, enemy models cannot target that unit with ranged attacks.
+ Melee
+ Melee
+ +1
+ -3
+ 2
+ -
@@ -22421,2535 +23341,11939 @@ Weapon: Purgatorus
-
+
+
+
-
+
+
-
-
-
- 6
- 18"
- Details: Blessing: Soul Sight has a warp charge value of 6. If manifested, select one Friendly <Chapter> Phobos unit within 18" of this Psyker. Until the start of your next Psychic phase, each time a model in that unit makes a ranged attack, you can re-roll the hit roll and the target does not receive the benefits of cover against that attack.
-
-
-
-
-
-
-
-
-
-
+
+
-
+
+
-
-
-
- 5
- 3"
- Details: Blessing: Temporal Corridor has a warp charge value of 5. If manifested, select one friendly <Chapter> Phobos unit within 6" of this Psyker.
-- That unit cannot shoot or fight this turn.
-- If that unit is not within Engagement Range of any enemy models, it can either make a Normal Move or it can Advance as if it were your Movement phase (if it Advances, do not make an Advance roll: instead, util the end of the phase, add 6" to the Move characteristic of models in that unit).
-
-
-
-
-
-
-
-
-
-
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 2
+ 2
+ Smite and 3 psychic powers from the Librarius discipline.
+
+
+
+
+
+ This model has a 5+ invulnerable save. The first time this model suffers Perils of the Warp, it does not lose any wounds.
+
+
+
+
+ 6"
+ 3+
+ 3+
+ 4
+ 4
+ 4
+ 3
+ 9
+ 2+
+
+
+
+
+ This model knows one additional psychic power from their chosen discipline and can attempt to deny one additional psychic power in your opponent's Psychic phase.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
-
+
+
-
-
-
- 6
- 18"
- Details: Malediction: Hallcination has a warp charge value of 6. If manifested, select one enemy unit within 18" of and visible to this Psyker.
-- Until the start of your next Psychic phase, subtract 1 from the Leadership characteristic of models in that unit.
-- Until the start of your next Psychic phase, each time a model in that unit makes an attack, subtract 1 from that attack's hit roll.
-
-
-
-
-
-
-
-
-
-
+
+
-
+
+
-
-
-
- 7
- 18"
- Details: Malediction: Tenebrous Curse has a warp charge value of 7. If manifested, select one enemy unit that cannot Fly and is within 18" of and visible to this Psyker.
-- That unit suffers 1 mortal wound.
-- Malediction: Tenebrous Curse has a warp charge value halve that unit's Move characteristic and subtract 2 from Advance rolls and charge rolls made for it.
-
-
-
-
-
-
-
-
-
-
+
+
-
+
+
-
-
-
- 6
- 18"
- Details: Witchfire: Mind Raid has a warp charge value of 6. If manifested, select one enemy model within 18" of and visible to this Psyker.
-- That model's unit suffers 1 mortal wound.
-- If that model is a Character, roll 3D6: if the result is equal to or greater than that model's Leadership characteristic, you gain 1 Command Point.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
+
+
+
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-
-
+
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+
+
+
+
+
+
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-
+
+
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+
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+
+
+
+
+
+
+
+
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+
-
-
+
+
+
+
+
+
+
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
+
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-
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-
+
-
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-
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-
-
+
-
-
-
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-
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-
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-
-
-
-
-
-
-
-
-
- 12"
- Pistol 2
- 8
- -3
- 2
- -
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- When you give a model this Relic, select one bolt weapon (see Codex: Space Marines) that model is equipped with. When the bearer shoots with that weapon, you can choose for it to fire a hellfury bolt. If you do, you can only make one attack with that weapon, but when resolving that attack, if it scores a hit it inflicts 1 mortal wound on the target and the attack sequence ends.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- At the start of the first battle round, before the first turn begins, select one enemy unit. Until the end of the battle, the bearer has the following ability: ‘Seal of Oath (Aura): While a friendly Ultramarines Core or Ultramarines Character unit is within 6" of the bearer, each
-time a model in that unit makes an attack against the enemy unit you selected at the start of the first battle round, you can re-roll that attack’s hit roll and you can re-roll that attack’s wound roll.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- Once per battle, at the start of the Fight phase, a model with this Relic can reveal the reliquary.‘When it does, until the end of the phase, the bearer has the following ability: ‘Reliquary of Vengeance (Aura): While a friendly Ultramarines Core or Ultramarines Character unit is within 6" of the bearer, add 1 to the Attacks characteristic of models in that unit.'
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
+
+
+
+
+
+
+
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+
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+
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-
+
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-
-
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+
+
+
+
+
+
+
+
+
+
+
+
+
-
+
+
-
-
-
- Subtract 1 from the Leadership characteristic of enemy units whilst they are within 6" of a model from your army with this Relic.
-
-
-
-
-
-
-
-
-
-
+
+
-
+
+
-
-
-
- When you give a model this Relic, select one bolt weapon (see Codex: Space Marines) that model is equipped with. When the bearer shoots with that weapon, you can choose for it to fire a stormwrath bolt. If you do, you can only make one attack with that weapon, but the weapon has a Strength characteristic of 7 and an Armour Penetration characteristic of -1 for that attack. If the target of that attack is a MONSTER, the weapon has a Damage characteristic of D6 for that attack.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
+
+
-
+
+
-
-
-
- 12"
- Pistol 5
- 4
- -1
- 1
- -
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- When resolving an Overwatch attack made by a model in a friendly<CHAPTER> unit within 6" of a model from your army with this Relic, a hit roll of 5 or 6 scores a hit.
-
-
-
-
-
-
-
-
-
-
-
-
+
+
+
+
+
+
+
+
+
+
+
-
+
+
-
-
-
-
-
-
-
-
- When a model with this Relic fights, it can make 1 additional attack using the close combat weapon profile (see the Warhammer 40,000 rulebook). When resolving that attack, if a hit is scored the target suffers 1 mortal wound and the attack sequence ends.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- When you give a model this Relic, select one weapon that model is equipped with (this cannot be a weapon whose profile includes the word ‘master-crafted’). Add 1 to the Damage characteristic of that weapon. That weapon is considered to be a Chapter Relic.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- When a model with this Relic would lose a wound, roll one D6; on a 5+ that wound is not lost.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- A model with this Relic has a Save characteristic of 2+ and a 5+ invulnerable save.
-
-
-
-
-
-
-
-
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-
+
+
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-
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+
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+
-
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-
- If a model with this Relic has lost any wounds, at the start of your turn it regains up to D3 lost wounds
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-
-
- Melee
- Melee
- User
- -2
- 2
- When the bearer fights, it makes 1 additional attack with this weapon. When resolving an attack made with this weapon against a VEHICLE unit, this weapon has a Strength characteristic of x2 for that attack
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- When you give a model this Relic, select one bolt weapon (see Codex: Space Marines) that model is equipped with. When the bearer shoots with that weapon, you can choose for it to fire a haywire bolt. If you do, you can only make one attack with that weapon, but when resolving that attack, if it is made against a VEHICLEunit, an unmodified wound roll of 4-5 inflicts D3 mortal wounds on the target in addition to any other damage, and an unmodified wound roll of 6 inflicts 3 mortal wounds on the target in addition to any other damage
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-
- TECHMARINE only. When a model with this Relic uses their Blessing of the Omnissiah ability, roll two dice when determining how many lost wounds are regained and discard one of the results
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-
+
+ 8"
+ 2+
+ 2+
+ 7
+ 7
+ 9
+ 5
+ 9
+ 3+
+
+
+
+
+ Each time this model makes a charge move, you can select one enemy unit within Engagement Range of it. Roll one D6, adding 1 to the result if that unit has the VEHICLE keyword: on a 3-5, that enemy suffers 1 mortal wound; on a 6+, that enemy suffers D3 mortal wounds
+
+
+
+
+ This model cannot be selected to be your Warlord
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
-
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+
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+
+
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- Add 1 to the Attacks characteristic of a model with this Relic. In addition, when a Morale test is taken for a <CHAPTER>unit within 6" of a friendly model with this Relic, do not roll the dice; it is automatically passed
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- When you give a model this Relic, select one bolt weapon (see Codex: Space Marines) that model is equipped with. When that model is chosen to shoot with, you can choose for that weapon to fire a korvidari bolt. If you do, when choosing targets for that model and when choosing ranged weapons, that weapon’s Range characteristic is increased by 6" and it can target units that are not visible to the bearer, but only one attack can be made with that weapon
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- 12"
- Pistol 2
- 5
- -2
- 2
- Each time you select a target for this weapon, you can ignore the Look Out, Sir rule. When resolving an attack made with this weapon, you can add 1 to the hit roll
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- A model with this Relic has a 3+ invulnerable save whilst they are wholly on or in a terrain feature
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+
+
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- Melee
- Melee
- x2
- -3
- 2
- When the bearer fights, it makes 1 additional attack with this weapon
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- When you give a model this Relic, select one bolt weapon (see Codex: Space Marines) that model is equipped with. When the bearer shoots with that weapon, you can choose for it to fire a gatebreaker bolt. If you do, you can only make one attack with that weapon, but if that attack hits, make D3 wound rolls instead of one (each successful wound roll results in a wound that must be allocated). When resolving that attack, the weapon has an Armour Penetration characteristic of -5 and a Damage characteristic of 1 for that attack.
-
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-
+
+
+
+
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+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 5"
+ 6+
+ 4+
+ 6
+ 8
+ N/A
+ D3
+ 8
+ 3+
+
+
+
+
+ 10"
+ 6+
+ 3+
+ 6
+ 8
+ 11
+ 3
+ 8
+ 3+
+
+
+
+
+ 3"
+ 6+
+ 5+
+ 6
+ 8
+ N/A
+ 1
+ 8
+ 3+
+
+
+
+
+
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+
+
+
+
+
+
+ This model can transport 10 <CHAPTER> INFANTRY models. Each TERMINATOR, WULFEN or JUMP PACK model takes up the space of two other models, and each CENTURION model takes up the space of three models. it cannot transport PRIMARIS models.
+
+
+
+
+ 10"
+ 6+
+ 3+
+ 8
+ 8
+ 16
+ 6
+ 9
+ 2+
+
+
+
+
+ 5"
+ 6+
+ 4+
+ 8
+ 8
+ N/A
+ D6
+ 9
+ 2+
+
+
+
+
+ 3"
+ 6+
+ 5+
+ 8
+ 8
+ N/A
+ D3
+ 9
+ 2+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
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+
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+
+
-
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-
+
-
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-
- A model with this Relic has a 4+ invulnerable save. When a model with this Relic would lose a wound as a result of a mortal wound in the Psychic phase, roll one D6; on a 5+ that wound is not lost.
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+
+
-
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+
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- Add 1 to the Wounds characteristic of a model with this Relic.
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+
+
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+
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- While a friendly SALAMANDERS CORE unit is within 6" of the bearer, roll one D6 each time a model in that unit would lose a wound: on a 6, that wound is not lost.
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+
+
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+
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- When resolving an attack made against a model with this Relic, an unmodified wound roll of 1, 2 or 3 always fails, irrespective of any abilities that the weapon or the model making that attack may have.
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- When you give a model this Relic, select one bolt weapon (see Codex: Space Marines) that model is equipped with. When the bearer shoots with that weapon, you can choose for it to fire a dragonrage bolt. If you do, you can only make one attack with that weapon, but if that attack hits, make D6 wound rolls instead of one (each successful wound roll results in a wound that must be allocated). When resolving that attack, the target does not receive the benefit of cover to its saving throw, and that weapon has a Damage characteristic of 1 and an Armour Penetration characteristic of -1 for that attack.
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- Melee
- Melee
- +1
- -4
- 2
- When resolving an attack made with this weapon, on an unmodified wound roll of 6 the target suffers 1 mortal wound in addition to any normal damage.
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+
+
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+
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- 6"
- Grenade D3
- 5
- -3
- 2
- Blast. Each time an attack is made with this weapon, the target does not receive the benefits of Light Cover against that attack.
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-
- When you give a model this Relic, select one bolt weapon that model is equipped with. When that model is chosen to shoot with, you can choose for that weapon to fire a quake bolt. If you do, you can only make one attack with that weapon, but if a hit is scored, the target unit is felled until the end of the turn in addition to any normal damage. Each time a melee attack is made against a unit that is felled, add 1 to that attack's hit roll.
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- Melee
- Melee
- +2
- -4
- 2
- Each time an attack made with this weapon is allocated to a model in a CHAOS unit, that attack has a Damage characteristic of 3. Each time an attack made with this weapon is allocated to a model in a CHAOS MONSTER unit, that attack has a Damage characteristic of 4.
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- - The bearer is eligible to charge in a turn in which it Fell Back.
-- You can re-roll charge rolls made for the bearer.
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+
+
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+
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-
- When you give a model this Relic, select one bolt weapon (see Codex: Space Marines) that model is armed with. When that model is chosen to shoot with, you can choose for that weapon to fire a Morkai’s Teeth bolt. If you do, you can only make one attack with that weapon, but if a hit is scored, that unit is marked by Morkai until the end of the turn and the attack sequence ends. Each time an attack is made against a unit that is marked by Morkai, re-roll a wound roll of 1.
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- In the Psychic phase, each time a model in the bearer's unit would lose a wound as a result of a mortal wound, roll one D6; on a 4+, that wound is not lost.
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-
- - Add 1 to Deny the Witch tests taken forthe bearer.
-- When you give a model this Relic, select one of the following weapons that model is equipped with: force axe, force stave, force sword. Add 1 to the Strength characteristic of that weapon. That weapon is considered to be a Chapter Relic.
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- When you give a model this Relic, select one of the following weapons that the model is equipped with: lightning claw, master-crafted power axe, master-crafted power sword, power axe, power sword. Add 1 to the Strength and Damage characteristics of that weapon (if the model is equipped with two lightning claws, improve the characteristics of both weapons). That weapon (or weapons, if the model is equipped with two lightning claws) is considered to be a Chapter Relic.
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+
+
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+
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-
- When you select this Relic, select one bolt weapon (see Codex: Space Marines) the bearer is equipped with. When that model is chosen to shoot with, if it does not fire special-issue ammunition (pg 50), you can choose for that weapon to fire a Banebolt of Eryxia. If you do, you can only make one attack with that weapon, but that attack has a Strength characteristic of 6, an AP characteristic of -2 and a Damage of 3.
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-
- Bolt weapons (see Codex: Space Marines) that the bearer is equipped with gain the Special-issue Ammunition ability.
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+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ This model can transport 6 <CHAPTER> INFANTRY models. Each JUMP PACK, WULFEN or TERMINATOR model takes the space of two models, and each CENTURION model takes the space of 3 models. It cannot transport PRIMARIS models.
+
+
+
+
+ 6
+ 6"
+ D6
+
+
+
+
+ 10"
+ 6+
+ 3+
+ 8
+ 8
+ 16
+ 6
+ 9
+ 2+
+
+
+
+
+ 5"
+ 6+
+ 4+
+ 8
+ 8
+ N/A
+ D6
+ 9
+ 2+
+
+
+
+
+ 3"
+ 6+
+ 5+
+ 8
+ 8
+ N/A
+ D3
+ 9
+ 2+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
-
+
-
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-
- Melee
- Melee
- +2
- -4
- 2
- Each time the bearer fights, it can make one additional attack with this weapon.
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- • Each time the bearer makes an attack, a hit roll of 2+ is always successful (including when firing Overwatch), irrespective of any modifiers or abilities the target may have.
-• Each time the bearer makes an attack, the target does not receive the benefits of cover against that attack.
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- 18"
- Pistol 1
- 9
- -4
- 3
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-
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-
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-
-
- When you give a model this Relic, select one bolt weapon (see Codex: Space Marines) that model is equipped with. Each time the bearer shoots with that weapon, you can choose for it to fire a bolt of judgement. If you do, you can only make one attack with that weapon, but that attack has an Armour Penetration characteristic of -2 and a Damage characteristic of 3. When making that attack, unless the target is a VEHICLE or MONSTER unit, a wound roll of 2+ is always successful.
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-
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
-
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-
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+
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-
-
- While a friendly <CHAPTER> CORE unit is within 6" of this WARLORD, that unit has the Objective Secured ability. If a model in such a unit already has this ability, that model counts as one additional model when determining control of an objective marker
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-
-
-
-
-
-
-
-
-
-
-
-
-
+
-
+
-
-
+
+
+
+ This model can transport 10 <CHAPTER> INFANTRY models. Each JUMP PACK, WULFEN or TERMINATOR model takes the space of two models, and each CENTURION model takes the space of 3 models. It cannot transport PRIMARIS models.
+
+
+
+
+ 6
+ 6"
+ D6
+
+
+
+
+ 10"
+ 6+
+ 3+
+ 8
+ 8
+ 16
+ 6
+ 9
+ 2+
+
+
+
+
+ 5"
+ 6+
+ 4+
+ 8
+ 8
+ N/A
+ D6
+ 9
+ 2+
+
+
+
+
+ 3"
+ 6+
+ 5+
+ 8
+ 8
+ N/A
+ D3
+ 9
+ 2+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
-
+
+
+
+
+
+
-
-
-
- Each time this WARLORD uses its Combat Restoratives ability, the model being healed regains up to 3 lost wounds instead of D3
-Each time this WARLORD is selected to return a destroyed model to a unit by using the Combat Revival Stratagem, that Stratagem costs 0 command points
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-
-
-
-
-
+
-
-
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-
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
-
+
-
+
-
-
-
-
-
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-
-
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-
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-
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-
-
-
-
-
-
- While an enemy unit within 6" of this WARLORD
- Subtract 1 from the Leadership characteristic of models in that unit
- Each time a Combat Attrition test is taken for that unit, subtract 1 from that Combat Attrition test
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-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- Each time this WARLORD is within engagement range of any enemy CHARACTER units, then until that fight is resolved, add 1 to this WARLORD's Attacks characteristic
-Each time this WARLORD makes a melee attack against a CHARACTER unit, add 1 to that attacks hit roll and wound roll
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-
-
-
-
-
-
-
-
-
+
+
+
+ This model can transport 6 <CHAPTER> INFANTRY models (each TERMINATOR, WULFEN and JUMP PACK model takes up the space of two other models, and each CENTURION takes up the space of three other models). This model may not transport PRIMARIS models.
+
+
+
+
+ 5"
+ 6+
+ 4+
+ 8
+ 8
+ N/A
+ D6
+ 9
+ 2+
+
+
+
+
+ 10"
+ 6+
+ 3+
+ 8
+ 8
+ 16
+ 6
+ 9
+ 2+
+
+
+
+
+ 3"
+ 6+
+ 5+
+ 8
+ 8
+ N/A
+ D3
+ 9
+ 2+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
-
-
+
+
-
-
-
- Add 1 to the Wounds characteristic of your warlord.
-Each time your warlord loses a wound, roll one D6, on a 6 that wound is not lost
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-
-
-
-
-
-
-
-
-
+
+
+
+
+
+
+
+
+
+
+
+
-
-
+
-
-
-
- While a friendly <CHAPTER> CORE or <CHAPTER> CHARACTER unit is within 6" of this WARLORD, that unit has the Objective Secured ability.
-
-
-
-
-
-
+
-
-
+
+
-
-
+
-
-
-
- While a friendly <CHAPTER> CORE is within 6" of this WARLORD, each time a model in that unit makes a ranged attack, on an unmodified wound roll of 6, improve the armour penetration characteristic of that attack by 1
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-
-
-
-
-
-
-
-
-
+
+
-
-
+
+
-
-
-
- You can re-roll charge rolls made for this WARLORD
-Each time this WARLORD fights, if it made a charge move or performed a Heroic Intervention this turn, then until that fight phase is resolved, add 1 to its Strength and Attacks characteristics
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-
-
-
-
-
-
-
-
-
-
-
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
-
-
-
-
-
-
-
-
-
-
-
+
-
-
-
-
-
-
-
-
-
- Each time this WARLORD recites a Litany, add 1 to the roll to see if it is inspiring.
-Each time this WARLORD is selected to use the Commanding Oratory stratagem, that stratagem costs 1 command point.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
+
-
+
-
-
+
+
+
+ 6
+ 3"
+ 1
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
-
+
+
-
-
-
- While a friendly <CHAPTER> DREADNOUGHT is within 6" of this WARLORD, add 1 to its strength and Attacks characteristics
-
-
-
-
-
-
-
-
-
-
-
-
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
-
+
-
-
-
-
-
-
-
-
-
-
- Once per turn, in your shooting phase, after shooting with a <CHAPTER> PHOBOS unit within 6" of this WARLORD, that unit can make a Normal Move or it can Advance, in either case, if it does, that unit is not eligible to delcare a charge with this turn.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- After both players have deployed their armies, select up to three <CHAPTER> PHOBOS units from your army and redploy them. If the mission uses Strategic Reserves, any of those units can be placed into Strategic Reserves without having to spend any additional CPs, regardless of how many units are already in Strategic Reserves. If both players have abilties that redeploy units, roll off, the winner chooses who redeploys their units first.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- While a friendly <CHAPTER> PHOBOS unit is within 6" of this WARLORD
- Add 1 to charge rolls made for that unit
- Each time that unit is selected to make a Normal move, Advance or Fall Back add 1" to that unit's Movement characteristic until the end of the turn
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- Unless this WARLORD is the closest eligible target, enemy models cannot target it with ranged attacks
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- In your Command phase you can select one friendly <CHAPTER> PHOBOS unit within 6" of this WARLORD. Until the start of your next Command phase, each time a model in that unit makes a ranged attack, add 1 to that attacks hit roll
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- Add 1 to the Damage characteristic of ranged weapons this Warlord is equipped with. (Excluding Grenades and Relics)
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
+
+
+
-
-
-
-
-
-
-
-
-
- Each time a friendly model is destroyed and makes attacks as a result of the bearer's Astartes Banner ability, that model can make 2 attacks with one of its melee weapons instead of 1
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
+
+
+
+
+ M
+ WS
+ BS
+
+
+
+
+ 6-10+
+ 9"
+ 2+
+ 2+
+
+
+
+
+ 3-5
+ 6"
+ 3+
+ 3+
+
+
+
+
+ 1-2
+ 3"
+ 4+
+ 4+
+
+
+
+
+ 6
+ 3"
+ D3
+
+
+
+
+
+
+
-
-
+
-
-
-
-
-
-
-
-
-
-
-
-
-
- Melee
- Melee
- +3
- -3
- 3
-
-
-
-
-
-
-
-
-
-
-
-
-
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
-
+
-
-
-
-
-
-
-
-
-
-
- 18"
- Pistol 1
- 5
- -3
- 2
- Each time and attack is made with this weapon against an INFANTRY unit, that attack always wounds on an unmodified roll of 2+ and has a damage characteristic of 4
-
-
-
-
-
-
-
-
-
-
-
-
-
-
+
+
+
+
+
+
-
-
-
-
-
-
-
-
-
- Increase the range of the bearer's Psychic Hood ability to 24"
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- - Add 1 to the Wounds characteristic of the bearer.
-- The bearer has a save of 2+
-- Once per battle, before making a saving throw for the bearer, it can activate its armour's force field. If it does, the until the end of the phase, the bearer has a 3+ invulnerable save.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- Librarian model only. The bearer knows one additional psychic power from any discipline it has access to.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- Primaris model Only. The bearer has the following ability: `Reliquary of Gathalamor (Aura): When an enemy Psyker unit is within 18" of the bearer, subtract 1 from Psychic tests taken for that unit, and each time a Psychic test is failed for that unit, roll one D6: on a 4+, that unit suffers D3 mortal wounds.`
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 24"
- Assault 4
- 5
- -1
- 2
- -
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- 36"
- Heavy 1
- 5
- -2
- 3
- Each time an attack is made with this weapon, if the attack successfully wounds the target, it inflicts 1 mortal wont on the target in addition to any normal damage
-
-
-
-
-
-
-
-
-
-
+
+
+
+ This unit cannot be upgraded to be a MASTER OF SANCTITY.
+
+
+
+
+
-
-
-
-
+
+
+
+
+
-
-
-
-
-
-
-
-
- Phobos model with a camo cloak only.
-- Each time the bearer makes a Normal Move, Advances, or Falls Back, it can move across models as if they were not there.
-- Each time an attack is made against the bearer, subtract 1 from that attack's hit roll.
-
-
-
-
-
-
-
-
-
-
-
-
+
-
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
-
-
+
+
-
-
-
- Melee
- Melee
- +2
- -2
- 3
- 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.
-
-
-
-
-
-
-
-
-
-
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
-
-
+
+
-
-
-
- While a friendly <Chapter> Core unit is within 6" of the bearer, each time that unit fights, until that fight is resolved, add 1 to the Attacks characteristic of models in that unit. This is not cumulative with the additional attack granted by the Shock Assault ability (pg 125).`
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- Primaris model only. Add 3" to the range of the bearer's aura abilities (to a maximum of 9"). This does not increase the range of aura abilities that are psychic powers.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
-
+
-
-
-
-
-
-
-
-
-
- Each time an attack is made against the bearer, your opponent cannot reroll the hit roll, cannot reroll the wound roll and cannot reroll the damage roll.
-The bearer has the follwing ability: The Emperor's Judgement [Aura]: While an enemy unit is within 6" of the bearer, each time a Morale test is taken for that unit, roll one addtional D6 and discard the lowest result
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- Melee
- Melee
- +3
- -2
- 3
- Each time an attack is made with this weapon against a VEHICLE unit, if the saving throw is failed, the target suffers 1 mortal wound in addition to any normal damage
-
-
-
-
-
-
-
-
-
-
-
-
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ -
+ -
+ -
+ -
+ -
+ Before selecting targets, select one of the profiles below to make attacks with. This weapon is a plasma weapon.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
-
-
-
-
-
-
-
-
-
-
-
+
-
-
-
-
-
-
-
-
- While a friendly <CHAPTER> CORE or <CHAPTER> CHARACTER unit is within 6" of this WARLORD, you can re-roll charge rolls made for that unit
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- This model knows the Litany of Hate (see below) and one litany from the Litanies of Battle (pg 188). At the start of your Command Phase, this model can recite one litany it knows that has not already been recited by a friendly model that battle round. Roll one D6; on a 3+ the recited litany is inspiring and takes effect until your next Command Phase.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ -
+ -
+ -
+ -
+ -
+ Before selecting targets, select one of the profiles below to make attacks with.
-
-
-
-
-
-
-
-
- If this litany is inspiring, then while a friendly CORE or CHARACTER unit is within 6" of this PRIEST, each time a model that unit would lose a wound as the result of a mortal wound, roll one D6: on a 5+, that wound is not lost.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- If this litany is inspiring, select one friendly CORE or CHARACTER unit is within 6" of this PRIEST. Each time a model in that unit makes a ranged attack against the closest eligible target, add 1 to that attack's wound roll.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- If this litany is inspiring, select one friendly CORE or CHARACTER unit within 6" of this PRIEST. Each time a model in that unit makes a melee attack, add 1 to that attack's wound roll.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- If this litany is inspiring:
-- Add 1 to this PRIEST'S Attacks and Strength characteristics.
-- Add 1 to the Damage characteristic of melee weapons this PRIEST is equipped with.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- If this litany is inspiring, select one friendly CORE or CHARACTER unit within 6" of this PRIEST.. Each time a model in that unit makes a ranged attack, add 1 to that attack's hit roll.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- If this litany is inspiring, then while a friendly CORE or CHARACTER unit within 6" of this PRIEST:
-- Add 2 to charge rolls made for that unit. This is not cumulative with any other rule that adds to a unit's charge roll.
-- Each time a model in that unit makes a pile-in or consolidation move, it can move up to an additional 3". This is not cumulative with any other rule that increases the distance models can pile in or consolidate.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ -
+ -
+ -
+ -
+ -
+ Before selecting targets, select one of the profiles below to make attacks with.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 0-21"
+ Assault 2
+ 6
+ -1
+ 1
+ -
+
+
+
+
+ 21-42"
+ Assault 2
+ 7
+ -2
+ 2
+ -
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 12"
+ Pistol 2
+ 4
+ -2
+ 1
+ -
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 36"
+ Heavy 2D6
+ 4
+ -1
+ 1
+ Blast
+
+
+
+
+ 36"
+ Heavy 2
+ 8
+ -3
+ D6
+ -
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Melee
+ Melee
+ +2
+ -4
+ 2
+ Each time an attack is made with this weapon, you can re-roll the wound roll
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 14"
+ 6+
+ 3+
+ 6
+ 7
+ 14
+ 3
+ 8
+ 2+
+
+
+
+
+ 7"
+ 6+
+ 4+
+ 6
+ 7
+ N/A
+ D3
+ 8
+ 2+
+
+
+
+
+ 4"
+ 6+
+ 5+
+ 6
+ 7
+ N/A
+ 1
+ 8
+ 2+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 14"
+ 6+
+ 3+
+ 6
+ 7
+ 14
+ 3
+ 8
+ 2+
+
+
+
+
+ 7"
+ 6+
+ 4+
+ 6
+ 7
+ N/A
+ D3
+ 8
+ 2+
+
+
+
+
+ 4"
+ 6+
+ 5+
+ 6
+ 7
+ N/A
+ 1
+ 8
+ 2+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 14"
+ 6+
+ 3+
+ 6
+ 7
+ 14
+ 3
+ 8
+ 2+
+
+
+
+
+ 7"
+ 6+
+ 4+
+ 6
+ 7
+ N/A
+ D3
+ 8
+ 2+
+
+
+
+
+ 4"
+ 6+
+ 5+
+ 6
+ 7
+ N/A
+ 1
+ 8
+ 2+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 10"
+ 5+
+ 3+
+ 8
+ 8
+ 20
+ 6
+ 9
+ 2+
+
+
+
+
+ 5"
+ 5+
+ 4+
+ 8
+ 8
+ N/A
+ D6
+ 9
+ 2+
+
+
+
+
+ 3"
+ 5+
+ 5+
+ 8
+ 8
+ N/A
+ D3
+ 9
+ 2+
+
+
+
+
+ This model has a transport capacity of 25 <CHAPTER> INFANTRY models. Each JUMP PACK, WULFEN, or TERMINATOR model takes up the space of 2 models and each CENTURION model takes up the space of 3 models. It cannot transport PRIMARIS models.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 10"
+ 5+
+ 3+
+ 8
+ 8
+ 20
+ 6
+ 9
+ 2+
+
+
+
+
+ 5"
+ 5+
+ 4+
+ 8
+ 8
+ N/A
+ D6
+ 9
+ 2+
+
+
+
+
+ 3"
+ 5+
+ 5+
+ 8
+ 8
+ N/A
+ D3
+ 9
+ 2+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 10"
+ 5+
+ 3+
+ 8
+ 8
+ 20
+ 6
+ 9
+ 2+
+
+
+
+
+ 5"
+ 5+
+ 4+
+ 8
+ 8
+ N/A
+ D6
+ 9
+ 2+
+
+
+
+
+ 3"
+ 5+
+ 5+
+ 8
+ 8
+ N/A
+ D3
+ 9
+ 2+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 10"
+ 5+
+ 3+
+ 8
+ 8
+ 26
+ 6
+ 9
+ 2+
+
+
+
+
+ 5"
+ 5+
+ 4+
+ 8
+ 8
+ N/A
+ D6
+ 9
+ 2+
+
+
+
+
+ 3"
+ 5+
+ 4+
+ 8
+ 8
+ N/A
+ D3
+ 9
+ 2+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 10"
+ 5+
+ 3+
+ 8
+ 8
+ 26
+ 6
+ 9
+ 2+
+
+
+
+
+ 5"
+ 5+
+ 4+
+ 8
+ 8
+ N/A
+ D6
+ 9
+ 2+
+
+
+
+
+ 3"
+ 5+
+ 4+
+ 8
+ 8
+ N/A
+ D3
+ 9
+ 2+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ This model has a transport capacity of 40 INFANTRY models. Each JUMP PACK, WULFEN or TERMINATOR model takes up the space of 2 models and each CENTURION model takes up the space of 3 models. It can transport up to 2 DREADNOUGHT models, which each take up the space of 10 models. It cannot transport PRIMARIS, DEREDED DREADNOUGHT or LEVIATHAN DREADNOUGHT models.
+
+
+
+
+ 10"
+ 5+
+ 3+
+ 9
+ 9
+ 30
+ 6
+ 9
+ 2+
+
+
+
+
+ 5"
+ 5+
+ 4+
+ 9
+ 9
+ N/A
+ D6
+ 9
+ 2+
+
+
+
+
+ 3"
+ 5+
+ 5+
+ 9
+ 9
+ N/A
+ D3
+ 9
+ 2+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 8"
+ 3+
+ 3+
+ 7
+ 7
+ 9
+ 4
+ 8
+ 3+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 8"
+ 3+
+ 3+
+ 6
+ 7
+ 12
+ 4
+ 8
+ 3+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 6"
+ 4+
+ 4+
+ 6
+ 7
+ N/A
+ 4
+ 8
+ 3+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 4"
+ 5+
+ 5+
+ 6
+ 7
+ N/A
+ 4
+ 8
+ 3+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 8"
+ 3+
+ 3+
+ 7
+ 7
+ 14
+ 4
+ 8
+ 2+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 6"
+ 4+
+ 4+
+ 7
+ 7
+ N/A
+ 4
+ 8
+ 2+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 4"
+ 5+
+ 5+
+ 7
+ 7
+ N/A
+ 4
+ 8
+ 2+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 20-60"
+ 6+
+ 3+
+ 6
+ 7
+ 12
+ 3
+ 8
+ 3+
+
+
+
+
+ 20-45"
+ 6+
+ 4+
+ 6
+ 7
+ N/A
+ D3
+ 8
+ 3+
+
+
+
+
+ 20-30"
+ 6+
+ 5+
+ 6
+ 7
+ N/A
+ 1
+ 8
+ 3+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ The Storm Eagle can transport 20 <CHAPTER> INFANTRY models. Each JUMP PACK , WULFEN or TERMINATOR model takes up the space of two other INFANTRY models and each CENTURION takes up the space of three other INFANTRY models. It cannot transport PRIMARIS models.
+
+
+
+
+ 20-35"
+ 6+
+ 4+
+ 8
+ 7
+ N/A
+ D6
+ 9
+ 3+
+
+
+
+
+ 20-45"
+ 6+
+ 3+
+ 8
+ 7
+ 18
+ 6
+ 9
+ 3+
+
+
+
+
+ 20-25"
+ 6+
+ 5+
+ 8
+ 7
+ N/A
+ D3
+ 9
+ 3+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ The Storm Eagle can transport 14 MINOTAURS INFANTRY models. Each JUMP PACK , WULFEN or TERMINATOR model takes up the space of two other INFANTRY models and each CENTURION takes up the space of three other INFANTRY models. It cannot transport PRIMARIS models.
+
+
+
+
+ 20-45"
+ 6+
+ 3+
+ 8
+ 7
+ 18
+ 6
+ 9
+ 3+
+
+
+
+
+ 20-35"
+ 6+
+ 4+
+ 8
+ 7
+ N/A
+ D6
+ 9
+ 3+
+
+
+
+
+ 20-25"
+ 6+
+ 5+
+ 8
+ 7
+ N/A
+ D3
+ 9
+ 3+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 20-45"
+ 6+
+ 3+
+ 8
+ 7
+ 18
+ 6
+ 9
+ 3+
+
+
+
+
+ 20-35"
+ 6+
+ 4+
+ 8
+ 7
+ N/A
+ D6
+ 9
+ 3+
+
+
+
+
+ 20-25"
+ 6+
+ 5+
+ 8
+ 7
+ N/A
+ D3
+ 9
+ 3+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ This model can transport 10 <CHAPTER> INFANTRY models. Each JUMP PACK, WULFEN or TERMINATOR model takes the space of two models, and each CENTURION model takes the space of 3 models. It cannot transport PRIMARIS models.
+
+
+
+
+ 20-45"
+ 5+
+ 3+
+ 8
+ 7
+ 20
+ 6
+ 9
+ 3+
+
+
+
+
+ 20-35"
+ 5+
+ 4+
+ 8
+ 7
+ N/A
+ D6
+ 9
+ 3+
+
+
+
+
+ 20-25"
+ 5+
+ 5+
+ 8
+ 7
+ N/A
+ D3
+ 9
+ 3+
+
+
+
+
+ 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 6" suffers D6 mortal wounds.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ The Thunderhawk Gunship can transport 30 <CHAPTER> INFANTRY or <CHAPTER> BIKER models. Each JUMP PACK, WULFEN, Mk X GRAVIS or TERMINATOR model takes up the space of 2 models(a PRIMARIS JUMP PACK model takes up the space of 3 models instead) Each CENTURION or BIKER model takes up the space of 3 models(a PRIMARIS BIKER model takes up the space of 4 models instead)
+
+
+
+
+ 20-50"
+ 6+
+ 3+
+ 10
+ 8
+ 30
+ 6
+ 9
+ 2+
+
+
+
+
+ 20-40"
+ 6+
+ 4+
+ 10
+ 8
+ N/A
+ D6
+ 9
+ 2+
+
+
+
+
+ 20-30"
+ 6+
+ 5+
+ 10
+ 8
+ N/A
+ D3
+ 9
+ 2+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ This model has a transport capacity of 15 <CHAPTER> INFANTRY or <CHAPTER> BIKER models. Each WULFEN, TERMINATOR, MK X GRAVIS and JUMP PACK model takes up the space of 2 models (a PRIMARIS JUMP PACK model takes up the space of 3 models instead). Each CENTURION or BIKER model takes up the space of 3 models (a PRIMARIS BIKER model takes up the space of 4 models instead).
+This model also has a transport capacity of two <CHAPTER> VEHICLE models from the following lists (any models embarked within these VEHICLE models do not count against this Transport’s transport capacity):
+• RHINO, RAZORBACK, PREDATOR, WHIRLWIND, WHIRLWIND SCORPIUS, HUNTER, STALKER, VINDICATOR, VINDICATOR LASER DESTROYER
+• SICARAN, LAND RAIDER, SPARTAN ASSAULT TANK, CERBERUS, TYPHON (each of which take up the space of 2 models)
+
+
+
+
+ 20-45"
+ 6+
+ 3+
+ 10
+ 8
+ 30
+ 6
+ 9
+ 2+
+
+
+
+
+ 20-35"
+ 6+
+ 4+
+ 10
+ 8
+ N/A
+ D6
+ 9
+ 2+
+
+
+
+
+ 20-25"
+ 6+
+ 5+
+ 10
+ 8
+ N/A
+ D3
+ 9
+ 2+
+
+
+
+
+ When this model is destroyed, roll one D6 before removing it from play. On a 6 it explodes, and each unit within 2D6" suffers 2D6 mortal wounds.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ The Sokar Pattern Stormbird can transport 50 <CHAPTER> INFANTRY or <CHAPTER> BIKER models. Each JUMP PACK, WULFEN, Mk X GRAVIS or TERMINATOR model takes the space of 2 models (a PRIMARIS JUMP PACK model takes up the space of 3 models instead). Each CENTURION or BIKER takes the space of 3 models (a PRIMARIS BIKER takes up the space of 4 models instead). It can transport 1 <CHAPTER> RHINO model, which (inculding any models embarked within it) take up the space of 25 models
+
+
+
+
+ 20-50"
+ 6+
+ 3+
+ 10
+ 8
+ 40
+ 6
+ 9
+ 2+
+
+
+
+
+ 20-40"
+ 6+
+ 4+
+ 10
+ 8
+ N/A
+ D6
+ 9
+ 2+
+
+
+
+
+ 20-30"
+ 6+
+ 5+
+ 10
+ 8
+ N/A
+ D3
+ 9
+ 2+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ This model can transport 1 <CHAPTER> INFANTRY CHARACTER model. It may not transport TERMINATOR, JUMP PACK, WULFEN, CENTURION or PRIMARIS models.
+
+
+
+
+ 12"
+ 6+
+ 3+
+ 6
+ 7
+ 10
+ 3
+ 8
+ 3+
+
+
+
+
+ 6"
+ 6+
+ 4+
+ 6
+ 7
+ N/A
+ D3
+ 8
+ 3+
+
+
+
+
+ 3"
+ 6+
+ 5+
+ 6
+ 7
+ N/A
+ 1
+ 8
+ 3+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 6
+ 6"
+ D3
+
+
+
+
+ 12"
+ 6+
+ 3+
+ 6
+ 7
+ 11
+ 3
+ 8
+ 3+
+
+
+
+
+ 6"
+ 6+
+ 4+
+ 6
+ 7
+ N/A
+ D3
+ 8
+ 3+
+
+
+
+
+ 3"
+ 6+
+ 5+
+ 6
+ 7
+ N/A
+ 1
+ 8
+ 3+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 12"
+ 6+
+ 3+
+ 6
+ 7
+ 11
+ 3
+ 8
+ 3+
+
+
+
+
+ 6"
+ 6+
+ 4+
+ 6
+ 7
+ N/A
+ D3
+ 8
+ 3+
+
+
+
+
+ 3"
+ 6+
+ 5+
+ 6
+ 7
+ N/A
+ 1
+ 8
+ 3+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 4"
+ 3+
+ 3+
+ 4
+ 5
+ 5
+ 2
+ 7
+ 3+
+
+
+
+
+ Each Rapier Carrier and its crew are treated as a single model for all rules purposes (crew models must remain within 1" from their Rapier carrier). This means that the crew models cannot be targeted or attacked separately and that visibility and all ranges are measured to and from the Rapier Carrier's model, not the crew models. This unit cannot advance, is never eligible to charge or heroically intervene, and cannot make pile in or consolidate moves
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ This model has a transport capacity of 1 <CHAPTER> DREADNOUGHT model. It cannot transport DREADNOUGHT models that have a wounds characteristic of 10 or more.
+
+
+
+
+ If your army is battleforged, then for each DREADNOUGHT model that has a wounds characteristic of 9 or less included in a Detachment, you can include 1 DREADNOUGHT DROP POD model in that Detachment without taking up an additional Battlefield Role slot. No more than 1 DREADNOUGHT DROP POD model can be taken for each such DREADNOUGHT model.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ In your Shooting phase, each time this model is selected to shoot, it's Deathstrom cannon array or its Deathstorm missile array can target, and resolve attacks against, every eligible enemy unit. Each time this model fires overwatch, it only resolves attacks with it's weapons against the charging unit, but when doing so the Type of it's Deathstorm cannon array is changed to Heavy 12, and the type of it's Deathstorm missile array is changed to Heavy 4.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ After it is set up, models in this unit are treated as separate terrain features with the following Terrain Traits, as described in the Warhammer 40,000 Core Rules:
+• Defensible
+• Light Cover
+• Heavy Cover
+• Obscuring
+
+
+
+
+ In your Shooting phase, each time a model in this unit 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.
+
+
+
+
+ In your Shooting phase, up to 15 models embarked within the TACTICUS BUNKER model and up to 10 models embarked in each BUNKER ANNEX model can be selected to shoot with; measure distances and draw line of sight from any point on that model when doing so (these embarked models can still shoot while the Building is within Engagement Range of enemy units).
+
+
+
+
+ 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 its stores explode, and each unit within 6" suffers D3 mortal wounds. On any other result that 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, as described in the Warhammer 40,000 Core Rules:
+• Difficult Ground
+• Exposed Position
+• Unstable Position
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ This model has a transport capacity of 30 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.
+
+
+
+
+ -
+ -
+ 4+
+ 8
+ 8
+ 20
+ -
+ 10
+ 3+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ This model 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.
+
+
+
+
+ -
+ -
+ 4+
+ 8
+ 8
+ 12
+ -
+ 10
+ 3+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ When selecting to fire with this weapon, select one of the profiles from below:
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 12"
+ 5+
+ 3+
+ 8
+ 8
+ 30
+ 6
+ 9
+ 2+
+
+
+
+
+ 6"
+ 5+
+ 4+
+ 8
+ 8
+ N/A
+ D6
+ 9
+ 2+
+
+
+
+
+ 3"
+ 5+
+ 5+
+ 8
+ 8
+ N/A
+ D3
+ 9
+ 2+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 8"
+ 2+
+ 2+
+ 7
+ 7
+ 14
+ 5
+ 8
+ 2+
+
+
+
+
+ This model does not suffer the penalty to hit rolls when making attacks with its heavy bolter that target units within engagement range
+
+
+
+
+ 6"
+ 3+
+ 3+
+ 7
+ 7
+ N/A
+ 5
+ 8
+ 2+
+
+
+
+
+ 4"
+ 4+
+ 4+
+ 7
+ 7
+ N/A
+ 5
+ 8
+ 2+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Melee
+ Melee
+ +1
+ -3
+ D3
+ When resolving an attack made with this weapon against a VEHICLE or MONSTER unit, this weapon has a Strength characteristic of x2.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 14"
+ 6+
+ 3+
+ 6
+ 7
+ 14
+ 3
+ 8
+ 2+
+
+
+
+
+ 7"
+ 6+
+ 4+
+ 6
+ 7
+ N/A
+ D3
+ 8
+ 2+
+
+
+
+
+ 4"
+ 6+
+ 5+
+ 6
+ 7
+ N/A
+ 1
+ 8
+ 2+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 48"
+ Heavy 2D6
+ 6
+ -1
+ 2
+ Blast. This weapon can target units that are not visible to the target
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 14"
+ 6+
+ 3+
+ 6
+ 7
+ 14
+ 3
+ 8
+ 2+
+
+
+
+
+ 7"
+ 6+
+ 4+
+ 6
+ 7
+ N/A
+ D3
+ 8
+ 2+
+
+
+
+
+ 4"
+ 6+
+ 5+
+ 6
+ 7
+ N/A
+ 1
+ 8
+ 2+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Each time the bearer suffers a mortal wound, roll a D6; on a 4+, that mortal wound is ignored. Add 1 to armour saving throws made for the bearer.
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 30"
+ Assault D6
+ 3
+ 0
+ 1
+ Blast
+
+
+
+
+ 30"
+ Assault 1
+ 6
+ -1
+ D3
+ -
+
+
+
+
+
+ Before selecting targets, select one of the following profiles to make attacks with.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 48"
+ Heavy 1
+ 9
+ -3
+ D6
+ Each time an attack is made with this weapon against an AIRCRAFT unit, add 2 to that attack's ht roll. Each time an attack is made with this weapon is allocated to an AIRCRAFT model, that attack has a Damage characteristic of D3+3
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 36"
+ Heavy 6
+ 8
+ -2
+ 2
+ Each time an attack is made with this weapon, an unmodified wound roll of 6 inflicts 2 mortal wounds on the target in addtition to any normal damage
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 45"
+ Heavy 8
+ 6
+ 0
+ 2
+ 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
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 30"
+ Heavy 4
+ 5
+ 0
+ 2
+ 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
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 36"
+ Heavy 3D6
+ 4
+ 0
+ 1
+ Blast
+
+
+
+
+ 36"
+ Heavy 3
+ 8
+ -2
+ D6
+ -
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 45"
+ Heavy 8
+ 6
+ 0
+ 2
+ 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
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 36"
+ Heavy D6
+ 6
+ -3
+ 2
+ Blast. When resolving an attack made with this weapon against a unit with a Save characteristic of 3+ or better, this weapon has a Damage characteristic of 3 instead of 2.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 6
+ 18"
+ Details: Blessing: Veil of Time has a warp charge vale of 6. If manifested, select one friendly <Chapter> unit within 18" of this Psyker.
+- Until the start of your next Psychic phase, you can re-roll Advances rolls and charge rolls made for that unit.
+- Until the start of your next Psychic phase, if that unit starts the Fight phase within Engagement Range of an enemy unit, it fights first that phase.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 6
+ 12"
+ Details: Blessing: Might of Heroes has a warp charge value of 6. If manifested, select one friendly <Chapter> Core or <Chapter> Character model within 12" of this Psyker. Until the start of your next Psychic phase, add 1 to that model's Strength, Toughness, and Attacks characteristics (if a unit has more than one Toughness characteristic, use the lowest Toughness characteristic when resolving any rules).
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 7
+ Self
+ Details: Blessing (Aura): Null Zone has a warp charge value of 7. If manifested, then:
+- Until the start of your next Psychic phase, while a unit is within 6" of this Psyker, each time an attack is made against that unit, invulnerable saving throws cannot be made against that attack.
+- Until the start of your next Psychic phase, while an enemy Psyker unit is within 6" of this Psyker, halve the total of Psychic tests taken for that unit.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 6
+ 18"
+ Details: Witchfire: Psychic Scourge has a warp charge value of 6. If manifested, select one enemy unit within 18" of and visible to this Psyker. Then, roll one D6 and add this Psyker's leadership characteristic to the result. Your opponent then rolls one D6 and adds that unit's Leadership characteristic to the result. If your total is higher than your opponent's, the selected unit suffers D3 mortal wounds; if it is equal to your opponent's total, the selected unit suffers 1 mortal wound; if it is less than your opponent's total, nothing happens.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 6
+ 18"
+ Details: Witchfire: Fury of the Ancients has a warp charge value of 6. If manifested, select one enemy model that is within 18" of and visible to this Psyker. Draw a line between any part of this Psyker's base and any part of the selected model's base (or hull); the selected model's unit, and every other enemy unit that this line passes over or through, suffers 1 mortal wound.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 6
+ 18"
+ Details: Blessing (Aura): Psychic Fortress has a warp charge value of 6. If manifested, then until the start of your next Psychic phase, while a friendly <Chapter> unit is within 6" of this Psyker, models in that nit have a 5+ invulnerable save.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 6
+ 18"
+ Details: Blessing: Shrouding has a warp charge value of 6. If manifested, select one friendly <Chapter> Phobos unit within 18" of this Psyker. Until the start of your next Psychic phase, unless that unit is the closest eligible target, enemy models cannot target that unit with ranged attacks.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 6
+ 18"
+ Details: Blessing: Soul Sight has a warp charge value of 6. If manifested, select one Friendly <Chapter> Phobos unit within 18" of this Psyker. Until the start of your next Psychic phase, each time a model in that unit makes a ranged attack, you can re-roll the hit roll and the target does not receive the benefits of cover against that attack.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 5
+ 3"
+ Details: Blessing: Temporal Corridor has a warp charge value of 5. If manifested, select one friendly <Chapter> Phobos unit within 6" of this Psyker.
+- That unit cannot shoot or fight this turn.
+- If that unit is not within Engagement Range of any enemy models, it can either make a Normal Move or it can Advance as if it were your Movement phase (if it Advances, do not make an Advance roll: instead, util the end of the phase, add 6" to the Move characteristic of models in that unit).
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 6
+ 18"
+ Details: Malediction: Hallcination has a warp charge value of 6. If manifested, select one enemy unit within 18" of and visible to this Psyker.
+- Until the start of your next Psychic phase, subtract 1 from the Leadership characteristic of models in that unit.
+- Until the start of your next Psychic phase, each time a model in that unit makes an attack, subtract 1 from that attack's hit roll.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 7
+ 18"
+ Details: Malediction: Tenebrous Curse has a warp charge value of 7. If manifested, select one enemy unit that cannot Fly and is within 18" of and visible to this Psyker.
+- That unit suffers 1 mortal wound.
+- Malediction: Tenebrous Curse has a warp charge value halve that unit's Move characteristic and subtract 2 from Advance rolls and charge rolls made for it.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 6
+ 18"
+ Details: Witchfire: Mind Raid has a warp charge value of 6. If manifested, select one enemy model within 18" of and visible to this Psyker.
+- That model's unit suffers 1 mortal wound.
+- If that model is a Character, roll 3D6: if the result is equal to or greater than that model's Leadership characteristic, you gain 1 Command Point.
+
+
+
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+
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+
+
+
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+
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+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 12"
+ Pistol 2
+ 8
+ -3
+ 2
+ -
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ When you give a model this Relic, select one bolt weapon (see Codex: Space Marines) that model is equipped with. When the bearer shoots with that weapon, you can choose for it to fire a hellfury bolt. If you do, you can only make one attack with that weapon, but when resolving that attack, if it scores a hit it inflicts 1 mortal wound on the target and the attack sequence ends.
+
+
+
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+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ At the start of the first battle round, before the first turn begins, select one enemy unit. Until the end of the battle, the bearer has the following ability: ‘Seal of Oath (Aura): While a friendly Ultramarines Core or Ultramarines Character unit is within 6" of the bearer, each
+time a model in that unit makes an attack against the enemy unit you selected at the start of the first battle round, you can re-roll that attack’s hit roll and you can re-roll that attack’s wound roll.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Once per battle, at the start of the Fight phase, a model with this Relic can reveal the reliquary.‘When it does, until the end of the phase, the bearer has the following ability: ‘Reliquary of Vengeance (Aura): While a friendly Ultramarines Core or Ultramarines Character unit is within 6" of the bearer, add 1 to the Attacks characteristic of models in that unit.'
+
+
+
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+
+
+
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+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Subtract 1 from the Leadership characteristic of enemy units whilst they are within 6" of a model from your army with this Relic.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ When you give a model this Relic, select one bolt weapon (see Codex: Space Marines) that model is equipped with. When the bearer shoots with that weapon, you can choose for it to fire a stormwrath bolt. If you do, you can only make one attack with that weapon, but the weapon has a Strength characteristic of 7 and an Armour Penetration characteristic of -1 for that attack. If the target of that attack is a MONSTER, the weapon has a Damage characteristic of D6 for that attack.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 12"
+ Pistol 5
+ 4
+ -1
+ 1
+ -
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ When resolving an Overwatch attack made by a model in a friendly<CHAPTER> unit within 6" of a model from your army with this Relic, a hit roll of 5 or 6 scores a hit.
+
+
+
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+
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+
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+
+
+
+
+
+
+
+
+ When a model with this Relic fights, it can make 1 additional attack using the close combat weapon profile (see the Warhammer 40,000 rulebook). When resolving that attack, if a hit is scored the target suffers 1 mortal wound and the attack sequence ends.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ When you give a model this Relic, select one weapon that model is equipped with (this cannot be a weapon whose profile includes the word ‘master-crafted’). Add 1 to the Damage characteristic of that weapon. That weapon is considered to be a Chapter Relic.
+
+
+
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+
+
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+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ When a model with this Relic would lose a wound, roll one D6; on a 5+ that wound is not lost.
+
+
+
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+
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+
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+
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+
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+
+
+
+
+
+
+
+
+
+ A model with this Relic has a Save characteristic of 2+ and a 5+ invulnerable save.
+
+
+
+
+
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+
+
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+
+
+
+
+
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+
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+
+
+
+
+
+
+ If a model with this Relic has lost any wounds, at the start of your turn it regains up to D3 lost wounds
+
+
+
+
+
+
+
+
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+
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+
+
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+
+
+
+
+
+
+
+
+
+
+
+
+ Melee
+ Melee
+ User
+ -2
+ 2
+ When the bearer fights, it makes 1 additional attack with this weapon. When resolving an attack made with this weapon against a VEHICLE unit, this weapon has a Strength characteristic of x2 for that attack
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ When you give a model this Relic, select one bolt weapon (see Codex: Space Marines) that model is equipped with. When the bearer shoots with that weapon, you can choose for it to fire a haywire bolt. If you do, you can only make one attack with that weapon, but when resolving that attack, if it is made against a VEHICLEunit, an unmodified wound roll of 4-5 inflicts D3 mortal wounds on the target in addition to any other damage, and an unmodified wound roll of 6 inflicts 3 mortal wounds on the target in addition to any other damage
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ TECHMARINE only. When a model with this Relic uses their Blessing of the Omnissiah ability, roll two dice when determining how many lost wounds are regained and discard one of the results
+
+
+
+
+
+
+
+
+
+
+
+
+
+
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+
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+
+
+
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+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Add 1 to the Attacks characteristic of a model with this Relic. In addition, when a Morale test is taken for a <CHAPTER>unit within 6" of a friendly model with this Relic, do not roll the dice; it is automatically passed
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ When you give a model this Relic, select one bolt weapon (see Codex: Space Marines) that model is equipped with. When that model is chosen to shoot with, you can choose for that weapon to fire a korvidari bolt. If you do, when choosing targets for that model and when choosing ranged weapons, that weapon’s Range characteristic is increased by 6" and it can target units that are not visible to the bearer, but only one attack can be made with that weapon
+
+
+
+
+
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+
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+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 12"
+ Pistol 2
+ 5
+ -2
+ 2
+ Each time you select a target for this weapon, you can ignore the Look Out, Sir rule. When resolving an attack made with this weapon, you can add 1 to the hit roll
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ A model with this Relic has a 3+ invulnerable save whilst they are wholly on or in a terrain feature
+
+
+
+
+
+
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+
+
+
+
+
+
+
+
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+
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+
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+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Melee
+ Melee
+ x2
+ -3
+ 2
+ When the bearer fights, it makes 1 additional attack with this weapon
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ When you give a model this Relic, select one bolt weapon (see Codex: Space Marines) that model is equipped with. When the bearer shoots with that weapon, you can choose for it to fire a gatebreaker bolt. If you do, you can only make one attack with that weapon, but if that attack hits, make D3 wound rolls instead of one (each successful wound roll results in a wound that must be allocated). When resolving that attack, the weapon has an Armour Penetration characteristic of -5 and a Damage characteristic of 1 for that attack.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ A model with this Relic has a 4+ invulnerable save. When a model with this Relic would lose a wound as a result of a mortal wound in the Psychic phase, roll one D6; on a 5+ that wound is not lost.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Add 1 to the Wounds characteristic of a model with this Relic.
+
+
+
+
+
+
+
+
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+
+
+
+
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+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ While a friendly SALAMANDERS CORE unit is within 6" of the bearer, roll one D6 each time a model in that unit would lose a wound: on a 6, that wound is not lost.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ When resolving an attack made against a model with this Relic, an unmodified wound roll of 1, 2 or 3 always fails, irrespective of any abilities that the weapon or the model making that attack may have.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ When you give a model this Relic, select one bolt weapon (see Codex: Space Marines) that model is equipped with. When the bearer shoots with that weapon, you can choose for it to fire a dragonrage bolt. If you do, you can only make one attack with that weapon, but if that attack hits, make D6 wound rolls instead of one (each successful wound roll results in a wound that must be allocated). When resolving that attack, the target does not receive the benefit of cover to its saving throw, and that weapon has a Damage characteristic of 1 and an Armour Penetration characteristic of -1 for that attack.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Melee
+ Melee
+ +1
+ -4
+ 2
+ When resolving an attack made with this weapon, on an unmodified wound roll of 6 the target suffers 1 mortal wound in addition to any normal damage.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 6"
+ Grenade D3
+ 5
+ -3
+ 2
+ Blast. Each time an attack is made with this weapon, the target does not receive the benefits of Light Cover against that attack.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ When you give a model this Relic, select one bolt weapon that model is equipped with. When that model is chosen to shoot with, you can choose for that weapon to fire a quake bolt. If you do, you can only make one attack with that weapon, but if a hit is scored, the target unit is felled until the end of the turn in addition to any normal damage. Each time a melee attack is made against a unit that is felled, add 1 to that attack's hit roll.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Melee
+ Melee
+ +2
+ -4
+ 2
+ Each time an attack made with this weapon is allocated to a model in a CHAOS unit, that attack has a Damage characteristic of 3. Each time an attack made with this weapon is allocated to a model in a CHAOS MONSTER unit, that attack has a Damage characteristic of 4.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ - The bearer is eligible to charge in a turn in which it Fell Back.
+- You can re-roll charge rolls made for the bearer.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ When you give a model this Relic, select one bolt weapon (see Codex: Space Marines) that model is armed with. When that model is chosen to shoot with, you can choose for that weapon to fire a Morkai’s Teeth bolt. If you do, you can only make one attack with that weapon, but if a hit is scored, that unit is marked by Morkai until the end of the turn and the attack sequence ends. Each time an attack is made against a unit that is marked by Morkai, re-roll a wound roll of 1.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ In the Psychic phase, each time a model in the bearer's unit would lose a wound as a result of a mortal wound, roll one D6; on a 4+, that wound is not lost.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ - Add 1 to Deny the Witch tests taken forthe bearer.
+- When you give a model this Relic, select one of the following weapons that model is equipped with: force axe, force stave, force sword. Add 1 to the Strength characteristic of that weapon. That weapon is considered to be a Chapter Relic.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ When you give a model this Relic, select one of the following weapons that the model is equipped with: lightning claw, master-crafted power axe, master-crafted power sword, power axe, power sword. Add 1 to the Strength and Damage characteristics of that weapon (if the model is equipped with two lightning claws, improve the characteristics of both weapons). That weapon (or weapons, if the model is equipped with two lightning claws) is considered to be a Chapter Relic.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ When you select this Relic, select one bolt weapon (see Codex: Space Marines) the bearer is equipped with. When that model is chosen to shoot with, if it does not fire special-issue ammunition (pg 50), you can choose for that weapon to fire a Banebolt of Eryxia. If you do, you can only make one attack with that weapon, but that attack has a Strength characteristic of 6, an AP characteristic of -2 and a Damage of 3.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Bolt weapons (see Codex: Space Marines) that the bearer is equipped with gain the Special-issue Ammunition ability.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Melee
+ Melee
+ +2
+ -4
+ 2
+ Each time the bearer fights, it can make one additional attack with this weapon.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ • Each time the bearer makes an attack, a hit roll of 2+ is always successful (including when firing Overwatch), irrespective of any modifiers or abilities the target may have.
+• Each time the bearer makes an attack, the target does not receive the benefits of cover against that attack.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 18"
+ Pistol 1
+ 9
+ -4
+ 3
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ When you give a model this Relic, select one bolt weapon (see Codex: Space Marines) that model is equipped with. Each time the bearer shoots with that weapon, you can choose for it to fire a bolt of judgement. If you do, you can only make one attack with that weapon, but that attack has an Armour Penetration characteristic of -2 and a Damage characteristic of 3. When making that attack, unless the target is a VEHICLE or MONSTER unit, a wound roll of 2+ is always successful.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ While a friendly <CHAPTER> CORE unit is within 6" of this WARLORD, that unit has the Objective Secured ability. If a model in such a unit already has this ability, that model counts as one additional model when determining control of an objective marker
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Each time this WARLORD uses its Combat Restoratives ability, the model being healed regains up to 3 lost wounds instead of D3
+Each time this WARLORD is selected to return a destroyed model to a unit by using the Combat Revival Stratagem, that Stratagem costs 0 command points
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ While an enemy unit within 6" of this WARLORD
+ Subtract 1 from the Leadership characteristic of models in that unit
+ Each time a Combat Attrition test is taken for that unit, subtract 1 from that Combat Attrition test
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Each time this WARLORD is within engagement range of any enemy CHARACTER units, then until that fight is resolved, add 1 to this WARLORD's Attacks characteristic
+Each time this WARLORD makes a melee attack against a CHARACTER unit, add 1 to that attacks hit roll and wound roll
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Add 1 to the Wounds characteristic of your warlord.
+Each time your warlord loses a wound, roll one D6, on a 6 that wound is not lost
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ While a friendly <CHAPTER> CORE or <CHAPTER> CHARACTER unit is within 6" of this WARLORD, that unit has the Objective Secured ability.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ While a friendly <CHAPTER> CORE is within 6" of this WARLORD, each time a model in that unit makes a ranged attack, on an unmodified wound roll of 6, improve the armour penetration characteristic of that attack by 1
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ You can re-roll charge rolls made for this WARLORD
+Each time this WARLORD fights, if it made a charge move or performed a Heroic Intervention this turn, then until that fight phase is resolved, add 1 to its Strength and Attacks characteristics
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Each time this WARLORD recites a Litany, add 1 to the roll to see if it is inspiring.
+Each time this WARLORD is selected to use the Commanding Oratory stratagem, that stratagem costs 1 command point.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ While a friendly <CHAPTER> DREADNOUGHT is within 6" of this WARLORD, add 1 to its strength and Attacks characteristics
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Once per turn, in your shooting phase, after shooting with a <CHAPTER> PHOBOS unit within 6" of this WARLORD, that unit can make a Normal Move or it can Advance, in either case, if it does, that unit is not eligible to delcare a charge with this turn.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ After both players have deployed their armies, select up to three <CHAPTER> PHOBOS units from your army and redploy them. If the mission uses Strategic Reserves, any of those units can be placed into Strategic Reserves without having to spend any additional CPs, regardless of how many units are already in Strategic Reserves. If both players have abilties that redeploy units, roll off, the winner chooses who redeploys their units first.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ While a friendly <CHAPTER> PHOBOS unit is within 6" of this WARLORD
+ Add 1 to charge rolls made for that unit
+ Each time that unit is selected to make a Normal move, Advance or Fall Back add 1" to that unit's Movement characteristic until the end of the turn
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Unless this WARLORD is the closest eligible target, enemy models cannot target it with ranged attacks
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ In your Command phase you can select one friendly <CHAPTER> PHOBOS unit within 6" of this WARLORD. Until the start of your next Command phase, each time a model in that unit makes a ranged attack, add 1 to that attacks hit roll
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Add 1 to the Damage characteristic of ranged weapons this Warlord is equipped with. (Excluding Grenades and Relics)
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Each time a friendly model is destroyed and makes attacks as a result of the bearer's Astartes Banner ability, that model can make 2 attacks with one of its melee weapons instead of 1
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Melee
+ Melee
+ +3
+ -3
+ 3
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 18"
+ Pistol 1
+ 5
+ -3
+ 2
+ Each time and attack is made with this weapon against an INFANTRY unit, that attack always wounds on an unmodified roll of 2+ and has a damage characteristic of 4
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Increase the range of the bearer's Psychic Hood ability to 24"
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ - Add 1 to the Wounds characteristic of the bearer.
+- The bearer has a save of 2+
+- Once per battle, before making a saving throw for the bearer, it can activate its armour's force field. If it does, the until the end of the phase, the bearer has a 3+ invulnerable save.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Librarian model only. The bearer knows one additional psychic power from any discipline it has access to.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Primaris model Only. The bearer has the following ability: `Reliquary of Gathalamor (Aura): When an enemy Psyker unit is within 18" of the bearer, subtract 1 from Psychic tests taken for that unit, and each time a Psychic test is failed for that unit, roll one D6: on a 4+, that unit suffers D3 mortal wounds.`
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 24"
+ Assault 4
+ 5
+ -1
+ 2
+ -
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 36"
+ Heavy 1
+ 5
+ -2
+ 3
+ Each time an attack is made with this weapon, if the attack successfully wounds the target, it inflicts 1 mortal wont on the target in addition to any normal damage
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Phobos model with a camo cloak only.
+- Each time the bearer makes a Normal Move, Advances, or Falls Back, it can move across models as if they were not there.
+- Each time an attack is made against the bearer, subtract 1 from that attack's hit roll.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Melee
+ Melee
+ +2
+ -2
+ 3
+ 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.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ While a friendly <Chapter> Core unit is within 6" of the bearer, each time that unit fights, until that fight is resolved, add 1 to the Attacks characteristic of models in that unit. This is not cumulative with the additional attack granted by the Shock Assault ability (pg 125).`
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Primaris model only. Add 3" to the range of the bearer's aura abilities (to a maximum of 9"). This does not increase the range of aura abilities that are psychic powers.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Each time an attack is made against the bearer, your opponent cannot reroll the hit roll, cannot reroll the wound roll and cannot reroll the damage roll.
+The bearer has the follwing ability: The Emperor's Judgement [Aura]: While an enemy unit is within 6" of the bearer, each time a Morale test is taken for that unit, roll one addtional D6 and discard the lowest result
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Melee
+ Melee
+ +3
+ -2
+ 3
+ Each time an attack is made with this weapon against a VEHICLE unit, if the saving throw is failed, the target suffers 1 mortal wound in addition to any normal damage
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ While a friendly <CHAPTER> CORE or <CHAPTER> CHARACTER unit is within 6" of this WARLORD, you can re-roll charge rolls made for that unit
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ This model knows the Litany of Hate (see below) and one litany from the Litanies of Battle (pg 188). At the start of your Command Phase, this model can recite one litany it knows that has not already been recited by a friendly model that battle round. Roll one D6; on a 3+ the recited litany is inspiring and takes effect until your next Command Phase.
+
+
+
+
+
+
+
+
+
+
+
+ If this litany is inspiring, then while a friendly CORE or CHARACTER unit is within 6" of this PRIEST, each time a model that unit would lose a wound as the result of a mortal wound, roll one D6: on a 5+, that wound is not lost.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ If this litany is inspiring, select one friendly CORE or CHARACTER unit is within 6" of this PRIEST. Each time a model in that unit makes a ranged attack against the closest eligible target, add 1 to that attack's wound roll.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ If this litany is inspiring, select one friendly CORE or CHARACTER unit within 6" of this PRIEST. Each time a model in that unit makes a melee attack, add 1 to that attack's wound roll.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ If this litany is inspiring:
+- Add 1 to this PRIEST'S Attacks and Strength characteristics.
+- Add 1 to the Damage characteristic of melee weapons this PRIEST is equipped with.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ If this litany is inspiring, select one friendly CORE or CHARACTER unit within 6" of this PRIEST.. Each time a model in that unit makes a ranged attack, add 1 to that attack's hit roll.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ If this litany is inspiring, then while a friendly CORE or CHARACTER unit within 6" of this PRIEST:
+- Add 2 to charge rolls made for that unit. This is not cumulative with any other rule that adds to a unit's charge roll.
+- Each time a model in that unit makes a pile-in or consolidation move, it can move up to an additional 3". This is not cumulative with any other rule that increases the distance models can pile in or consolidate.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
At the start of your Command phase if this WARLORD is on the battlefield, roll one D6; on a 4+ you gain 1 command point
@@ -25448,7 +35772,7 @@ Designer's Note: If, in the background of our publications, your Chapter is
- - Each time a model makes an attack against the bearer, an unmodified hit roll of 1-3 fails, irrespective of any abilities that the weapon or model making that attack may have.
+ - Each time a model makes an attack against the bearer, an unmodified hit roll of 1-3 fails, irrespective of any abilities that the weapon or model making that attack may have.
- The bearer is eligible to charge in a turn in which it Advanced
@@ -25503,22 +35827,247 @@ Designer's Note: If, in the background of our publications, your Chapter is
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ When resolving an attack made against a unit with this tactic, an unmodified wound roll of 1 or 2 always fails, irrespective of any abilities that the weapon or the model making that attack may have.
+
+In addition, when a Psychic test or Deny the Witch test is taken for a PSYKER model with this tactic, re-roll any or all dice rolls of 1.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
@@ -25562,6 +36111,45 @@ A player controls an objective marker if they have any models with this ability
During deployment, you can set up this model in a teleportarium chamber instead of placing it on the battlefield. At the end of any of your Movement phases this model can teleport into battle - set it up anywhere on the battlefield that is more than 9" away from any enemy models.
+
+ If your army is Battle-forged, no Detachment can contain more Relic units than it does non-Relic units of the same Battlefield Role. You can, however, include a single Relic Lord of War unit in your army even if it contains no non-Relic Lord of War units (you cannot include second and subsequent Relic Lord of War units unless they are taken in a Detachment that contains at least as many non-Relic Lord of War units). In addition, as long as a Battle-forged army included at least one RELIC unit, you gain access to the RELIC OF ANCIENT GLORY stratagem.
+
+
+ When this model is destroyed, roll one D6 before removing it from play. On a 6 it explodes and each unit within 3" suffers 1 mortal wound.
+
+
+ If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield and before any embarked models disembark. On a 6 it explodes, and each unit within 3" suffers D3 mortal wounds.
+
+
+ When this model is destroyed, roll one D6 before removing it from play. On a 6 it explodes and each unit within 6" suffers 1 mortal wound.
+
+
+ When this model is destroyed, roll one D6 before removing it from play. On a 6 it explodes and each unit within 6" suffers D3 mortal wounds.
+
+
+ When this model is destroyed, roll one D6 before removing it from play. On a 6 it explodes and each unit within 6" suffers D6 mortal wounds.
+
+
+ Each time this model makes a Normal Move, Advances or Falls Back, first pivot it on the spot up to 90 (this does not contribute to how far the model moves) then move the model straight forwards. It cannot pivot again after the initial pivot
+
+
+ If your army is Battle-forged, then when this unit is included in a Detachment, increase that Detachment's Command Cost by 1 CP
+
+
+ When this model is destroyed, roll one D6 before removing it from play. On a 6 it explodes and each unit within D6+6" suffers D6 mortal wounds.
+
+
+ When this model is destroyed, roll one D6 before removing it from play. On a 6 it explodes and each unit within 2D6" suffers 2D6 mortal wounds.
+
+
+ When this model is destroyed, roll one D6 before removing it from play. On a 6 it explodes and each unit within 2D6" suffers D6 mortal wounds.
+
+
+ When this model is destroyed, roll one D6 before removing it from play. On a 5+ it explodes and each unit within D6+6" suffers D6 mortal wounds.
+
+
+ When this model is destroyed, roll one D6 before removing it from play. On a 6 it explodes and each unit within D6+6" suffers 2D6 mortal wounds.
+
@@ -25569,840 +36157,3244 @@ A player controls an objective marker if they have any models with this ability
This model has a 4+ invulnerable save.
-
+
+
+ While a friendly <CHAPTER> CORE unit is within 6" of this model, each time a model in that unit makes an attack, re-roll a hit roll of 1
+
+
+
+
+ When this model Advances, add 6" to its Move characteristic for that Movement phase instead of rolling a dice.
+
+
+
+
+ Each time a Deny the Witch test is taken for this model, if the unit attempting to manifest the psychic power is within 12" of this model, add 1 to that Deny the Witch test
+
+
+
+
+ This model has a 5+ invulnerable save.
+
+
+
+
+ At the end of your Movement phase this model can repair a one <CHAPTER> VEHICLE within 3". That VEHICLE regains D3 lost wounds. Each model can only be repaired once per turn.
+
+
+
+
+ If this litany is inspiring, then while a friendly <CHAPTER> CORE or <CHAPTER> CHARACTER unit is within 6" of this PRIEST, each time a model in that unit makes a melee attack, you can re-roll the hit roll.
+
+
+
+
+ While a friendly <CHAPTER> CORE unit is within 6" of this model, models in that unit can use this model's Leadership characteristic instead of their own
+
+
+
+
+ This model has a 4+ invulnerable save.
+
+
+
+
+ While a friendly <CHAPTER> INFANTRY or <CHAPTER> BIKER unit is within 3" of this model, each time a model in that unit would lose a wound, roll one D6; on a 6, that wound is not lost.
+
+
+
+
+ While a friendly <CHAPTER> CORE unit is within 6" of this model, each time a model in that unit makes an attack, re-roll a wound roll of 1
+
+
+
+
+ If your army is Battle-forged, then for each LIEUTENANT unit included in a Detachment, a second LIEUTENANT unit can be included in that Detachment without taking up an additional Battlefield Role slot.
+
+
+
+
+ While a friendly <CHAPTER> CORE unit is within 6" of this model, add 1 to the leadership characteristic of models in that unit. In addition, each time a model in such unit is destroyed by an attack made by an enemy model, roll one D6. On a 4+, do not remove the destroyed model from play - it can, after the attacking model's unit has finished making its attacks, either shoot with one of its ranged weapons as if it were your shooting phase or make one attack with one of its melee weapons as if it were the fight phase. After resolving these attacks, the destroyed model is then removed.
+
+
+
+
+ This model has a 5+ invulnerable save.
+
+
+
+
+ This model is eligible to perform a Heroic Intervention if it is within 6" horizontally and 5" vertically of an enemy unit, instead of 3" horizontally and 5" veritcally. Each time this model makes a Heroic Intervention move, so long as it ends its move either closer to the closest enemy model or within Engagement range of an enemy CHARACTER unit, it can move up to 6". All other rules of Heroic Intervention still apply.
+
+
+
+
+ While a friendly <CHAPTER> CHARACTER unit that has a wounds characteristic of 9 or less is within 3" of this unit, enemy models cannot target that CHARACTER unit with ranged attacks.
+
+
+
+
+ Roll a dice each time a friendly <CHAPTER> BIKER CHARACTER loses a wound whilst they are within 3" of this unit; on a 2+ a model from this squad can intercept that hit - the character does not lose a wound but this unt suffers a mortal wound.
+
+
+
+
+ When a friendly <CHAPTER> CHARACTER model within 3" of this unit would lose any wounds as a result of an attack made against that model, this unit can attempt to intercept that attack. Roll one D6; on a 2+ that model does not lose those wounds and this unit suffers 1 mortal wound for each of those wounds. Only one attempt can be made to intercept each attack.
+
+
+
+
+ 5"
+ 3+
+ 3+
+ 5
+ 5
+ 4
+ 3
+ 7
+ 2+
+
+
+
+
+ 5"
+ 3+
+ 3+
+ 5
+ 5
+ 4
+ 4
+ 8
+ 2+
+
+
+
+
+ Before any models are deployed at the start of the game, this unit containing 6 models may be split into two units, each containing 3 models. A unit containing 9 models may be split into three units, each containing 3 models.
+
+
+
+
+ Each time a model in this unit makes a ranged attack, if this unit contains a Centurion Sergeant, then the target does not receive the benefits of cover against that attack
+
+
+
+
+ 6"
+ 3+
+ 3+
+ 4
+ 4
+ 2
+ 2
+ 8
+ 3+
+
+
+
+
+ 6"
+ 3+
+ 3+
+ 4
+ 4
+ 2
+ 1
+ 7
+ 3+
+
+
+
+
+ Roll a D6 each time this model loses a wound; on a 6 the damage is ignored and that wound is not lost.
+
+
+
+
+ This model has a 5+ invulnerable save.
+
+
+
+
+ 5"
+ 3+
+ 3+
+ 4
+ 4
+ 3
+ 2
+ 8
+ 2+
+
+
+
+
+ 5"
+ 3+
+ 3+
+ 4
+ 4
+ 3
+ 3
+ 9
+ 2+
+
+
+
+
+ Once per battle at the start of your Movement phase, you can remove this unit from the battlefield and the, in the Reinforcements step of your next Movement phase, you can set this unit back up on the battlefield, anywhere wholly within your own deployment zone and more than 9" away from any enemy models, or anywhere within 3" of a friendly <CHAPTER> model and more than 9" from any enemy models. If the battle ends and this unit is not on the battlefield it is destroyed. If this unit has split into two units because of its Combat Squads ability, only one of those units can use the Teleport Homer ability
+
+
+
+
+ This model has a 5+ invulnerable Save.
+
+
+
+
+ During deployment, you can set it up in high orbit instead of placing it on the battlefield. At the end of any of your Movement phases this unit can use a meteoric descent - set it up anywhere on the battlefield that is more than 9" away from any enemy models.
+
+
+
+
+ 14"
+ 3+
+ 3+
+ 4
+ 5
+ 4
+ 2
+ 7
+ 3+
+
+
+
+
+ Models embarked on this vehicle can shoot in their Shooting phase. They measure range and draw line of sight from any point on the vehicle. When they do so, any restrictions or modifiers that apply to this model also apply to its passengers. Note that the passengers cannot shoot if this model Falls Back, even those this model itself can.
+
+
+
+
+ Roll a D6 at the start of each of your turns; on a 6, this model regains one lost wound.
+
+
+
+
+ In each of your shooting phases, choose one of the following effects: Targeting Data Skull: Add 1 to hit rolls made for a single friendly CHAPTER unit within 12" of this model until the end of the phase. Repair Skull: Choose a single CHAPTER VEHICLE within 12" of this model. That model regains 1 lost wound. Vox Skull: Subtract 1 from Morale tests taken for friendly CHAPTER units within 12" of this model until your next shooting phase.
+
+
+
+
+ When a ranged attack made by an Aircraft model is allocated to the bearer, add 1 to any armour saving throw made against that attack
+
+
+
+
+ You can add 1 to hit rolls for this model when targeting an enemy in the Shooting phase that can FLY.
+
+
+
+
+ Before this model moves in your Movement phase, you can declare it will hover. Its Move characteristic becomes 20" until the end of the phase, and it loses Airborne, Hard to Hit, and Supersonic abilities until beginning of your next Movement Phase.
+
+
+
+
+ In your Shooting phase, each time this unit shoots, if it contains a Devastator Marine Sergeant, you can select one model in this unit. Until the end of the phase, that model has a Ballistic Skill characteristic of 2+.
+
+
+
+
+ Models in this unit do not suffer the penalty to hit rolls for moving and firing Heavy Weapons.
+
+
+
+
+ This model does not suffer the penalty to hit rolls for moving and firing Heavy Weapons.
+
+
+
+
+ When you set up this unit during deployment, it can be set up anywhere on the battlefield that is more than 9" from the enemy deployment zone.
+
+
+
+
+ In your Command phase select one friendly <CHAPTER> CORE or <CHAPTER> CHARACTER within 6" of this model. Until the start of your next Command phase, each time a model in that unit makes an attack, you can re-roll the hit roll.
+
+
+
+
+ 6"
+ 3+
+ 3+
+ 4
+ 4
+ 2
+ 1
+ 7
+ 3+
+
+
+
+
+ 6"
+ 3+
+ 3+
+ 4
+ 4
+ 2
+ 2
+ 8
+ 3+
+
+
+
+
+ 6"
+ 3+
+ 3+
+ 4
+ 4
+ 1
+ 1
+ 6
+ 4+
+
+
+
+
+ During deployment, if this model has a jump pack, you can set it up high in the skies instead of placing it on the battlefield. At the end of any of your Movement phases this model can assault from above - set it up anywhere on the battlefield that is more than 9" away from any enemy models.
+
+
+
+
+ 18"
+ Pistol 1
+ 5
+ -1
+ 2
+ -
+
+
+
+
+ 3"
+ Pistol 1
+ 4
+ -4
+ 2
+ -
+
+
+
+
+ 12"
+ Assault D6
+ 4
+ 0
+ 1
+ This weapon automatically hits its target.
+
+
+
+
+ Melee
+ Melee
+ x2
+ -3
+ 2
+ When attacking with this weapon, you must subtract 1 from the hit rolls.
+
+
+
+
+ Melee
+ Melee
+ x2
+ -3
+ 2
+ When attacking with this weapon, you must subtract 1 from the hit rolls.
+
+
+
+
+ 18"
+ Assault 3
+ 4
+ 0
+ 1
+ -
+
+
+
+
+ 18"
+ Assault D6
+ 4
+ 0
+ 1
+ Blast
+
+
+
+
+ 24"
+ Assault 3
+ 7
+ -4
+ 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.
+
+
+
+
+ 24"
+ Assault 3
+ 6
+ -4
+ 1
+ -
+
+
+
+
+ 36"
+ Heavy 1
+ 8
+ -4
+ 2
+ -
+
+
+
+
+ 36"
+ Heavy 1
+ 9
+ -4
+ 3
+ If any unmodified hit rolls of 1 are made for attacks with this weapon profile, the bearer is destroyed after shooting with this weapon.
+
+
+
+
+ 24"
+ Assault 3
+ 4
+ 0
+ 1
+ -
+
+
+
+
+ 36"
+ Heavy 1
+ 4
+ -2
+ 2
+ -
+
+
+
+
+ 18"
+ Assault D3
+ 7
+ -3
+ 1
+ Blast
+
+
+
+
+ 18"
+ Assault 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.
+
+
+
+
+ 30"
+ Heavy 12
+ 6
+ -1
+ 1
+ -
+
+
+
+
+ 24"
+ Heavy D3
+ 7
+ -1
+ 2
+ Blast. Each time an attack is made with this weapon against an Aircraft unit, add 1 to that attack's hit roll.
+
+
+
+
+ 36"
+ Heavy D6
+ 8
+ -4
+ 2
+ Blast
+
+
+
+
+ 36"
+ Heavy D6
+ 9
+ -4
+ 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.
+
+
+
+
+ 24"
+ Heavy 8
+ 5
+ -1
+ 1
+ -
+
+
+
+
+ Melee
+ Melee
+ x2
+ -3
+ D3+3
+ -
+
+
+
+
+ 36"
+ Heavy 4
+ 4
+ -1
+ 1
+ Each time an attack is made with this weapon against an AIRCRAFT unit, add 1 to that attack’s hit roll
+
+
+
+
+ 36"
+ Heavy 4
+ 4
+ -1
+ 1
+ -
+
+
+
+
+ Instead of shooting any weapons in the Shooting phase, the vehicle can use its Auto Launchers; until your next Shooting phase your opponent must subtract 1 from all hit rolls for ranged weapons that target this vehicle.
+
+
+
+
+ 18"
+ Assault 1
+ 6
+ -1
+ D3
+ -
+
+
+
+
+ 18"
+ Pistol 1
+ 4
+ -1
+ 1
+ -
+
+
+
+
+ 24"
+ Assault 2
+ 4
+ 0
+ 1
+ -
+
+
+
+
+ Each time this model makes a melee attack, if it is equipped with an ironclad combat weapon, reroll a hit roll of 1
+
+
+
+
+ Add 2 to the Strength characteristic of this warlord.
+
+
+
+
+ Whilst this Warlord is on the battlefield, you can roll one D6 for each Command Point you spend to use a Stratagem; on a 5+ that Command Point is refunded. You can only have 1 Command Point refunded per battle round by this Warlord Trait.
+
+
+
+
+ After this Warlord makes a charge move, you can select one enemy unit within 1" of this Warlord and roll one D6; on a 2+ that enemy unit suffers 1 mortal wound.
+
+
+
+
+ Enemy units cannot fire overwatch at this warlord.
+
+
+
+
+
+
+
+ You can re-roll hit rolls for friendly ULTRAMARINES units within 6" of Marneus Calgar.
+
+
+
+
+ Each time a ranged attack is allocated to a model in this unit while it is receiving the benefits of cover, add an additional 1 to any armour saving throw made against that attack
+
+
+
+
+ Enemy units that are set up on the battlefield as reinforcements cannot be set up within 12" of this unit.
+
+
+
+
+ Each time a melee attack is made against this model, subtract 1 from the hit roll
+
+
+
+
+ Melee
+ Melee
+ +2
+ -2
+ 2
+ -
+
+
+
+
+ This model knows one additional psychic power from their chosen discipline and can attempt to Deny one additional psychic power in your opponent’s Psychic phase.
+
+
+
+
+ Add 1 to psychic tests taken for this WARLORD
+
+
+
+
+ When resolving an attack made with a melee weapon by this model against a CHARACTER unit, you can re-roll the hit roll and you can re-roll the wound roll.
+
+
+
+
+ At the start of the Fight phase, if this model is within Engagement Range of any enemy Character units, it can fight first this phase
+
+
+
+
+ In your shooting phase, one model from your army with an Orbital Comms Array that has not been used this battle can use it to call an orbital barrage. If it does select a point on the battlefield and roll a D6 for each unit within D6" of that point, subtracting 1 from the result if the unit being rolled for is a CHARACTER. On a 4+ that unit suffers D3 mortal wounds.
+
+
+
+
+ Melee
+ Melee
+ +1
+ -3
+ 2
+ -
+
+
+
+
+ At the end of your Movement phase, this model can heal one friendly <CHAPTER> INFANTRY or <CHAPTER> BIKER model whose unit is within 3" of it. That model regains up to D3 lost wounds. Each model can only be healed once per turn.
+
+
+
+
+ Melee
+ Melee
+ User
+ -1
+ 1
+ When the bearer fights, it makes 1 additional attack with this weapon.
+
+
+
+
+ In your command phase, select one <CHAPTER> CORE unit within 6" of this model. Until the start of your next Command phase, each time a model in that unit makes a melee attack, add 1 to that attacks hit roll.
+
+
+
+
+ At the end of your Movement phase this model can use its Combat Restoratives ability twice instead of once.
+
+
+
+
+ This model knows one additional Litany from Litanies of Battle . In your Command phase, if this model is on the battlefield, it can recite one additional litany it knows that has not already been recited by a friendly model that turn.
+
+
+
+
+ Each time this model repairs a model using its Blessing of the Omnissiah ability, that model regains up to 3 lost wounds instead of D3
+
+
+
+
+ Each time this model makes a melee attack against an enemy CHARACTER unit, you can re-roll the wound roll.
+
+
+
+
+ Each time an attack is allocated to this model, subtract 1 from the Damage characteristic of that attack(to a minimum of 1)
+
+
+
+
+ 6"
+ 3+
+ 3+
+ 4
+ 4
+ 2
+ 2
+ 7
+ 3+
+
+
+
+
+ Units embarked within this transport can disembark even if it has made a Normal Move this phase. Any unit that disembarks after this transport has made a Normal Move cannot charge this turn.
+
+
+
+
+ At the start of your Shooting phase, select one enemy unit that is within 18" of and visible to this unit. Until the end of the phase, each time a friendly <CHAPTER> WHIRLWIND model makes an attack with a weapon that has the Blast ability against the selected unit, add 1 to that attack's hit roll
+
+
+
+
+ While an enemy unit is within 3" of this unit, subtract 2 from the Leadership characteristic of models in that unit.
+
+
+
+
+ Distances and ranges are always measured to and from this model's hull even though it has a base.
+
+
+
+
+ In your command phase, this model can awaken one friendly <CHAPTER> VEHICLE model within 3" of it. Until the start of your next command phase, each time that VEHICLE model makes a ranged attack, add 1 to that attack's hit roll. Each model can only be awakened once per turn.
+
+
+
+
+ Each time this model makes an attack with its heavy laser destroyer or macro plasma incinerator, add 1 to that attacks hit roll
+
+
+
+
+ 12"
+ Pistol D6
+ 3
+ -1
+ 1
+ Each time an attack is made with this weapon that attack automatically hits the target
+
+
+
+
+ 15
+ Assault D6
+ 4
+ -1
+ 1
+ Each time an attack is made with this weapon that attack automatically hits the target
+
+
+
+
+ -
+ -
+ -
+ -
+ -
+ This weapon can target a CHARACTER even if it is not the closest enemy unit. In addition, when attacking with this weapon, choose one of the profiles below.
+
+
+
+
+ 36"
+ Heavy 1
+ 5
+ -1
+ 1
+ Each time you select a target for this weapon, you can ignore the Look Out, Sir rule. When resolving an attack made with this weapon, add 1 to the hit roll, and the target does not receive the benefit of cover to its saving throw.
+
+
+
+
+ 36"
+ Heavy D3
+ 5
+ 0
+ 1
+ Blast.
+
+
+
+
+ 36"
+ Heavy 1
+ 5
+ -2
+ 2
+ Each time you select a target for this weapon, you can ignore the Look Out, Sir rule. When resolving an attack made with this weapon, a wound roll of 6+ inflicts 1 mortal wound on the target in addition to any other damage.
+
+
+
+
+ 30"
+ Heavy 2
+ 6
+ 0
+ 2
+ 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.
+
+
+
+
+ 45"
+ Heavy 4
+ 6
+ 0
+ 2
+ 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.
+
+
+
+
+ This model has a 4+ invulnerable save.
+
+
+
+
+ 12"
+ Heavy D6
+ 6
+ -1
+ 2
+ Each time an attack is made with this weapon, that attack automatically hits the target.
+
+
+
+
+ 48""
+ Heavy 3D3
+ 6
+ -1
+ 1
+ Blast
+
+
+
+
+ 48"
+ Heavy D6
+ 7
+ -2
+ 1
+ Blast. Each time an attack is made with this weapon against an AIRCRAFT unit, that attack has a Damage characteristic of 2.
+
+
+
+
+ 36"
+ Heavy 8
+ 7
+ -2
+ 2
+ -
+
+
+
+
+ 48"
+ Heavy 2
+ 9
+ -3
+ D3+3
+ -
+
+
+
+
+ 12"
+ Assault D6
+ 5
+ -1
+ 2
+ Each time an attack is made with this weapon, that attacks automatically hits the target
+
+
+
+
+ 12"
+ Assault 1
+ 8
+ -3
+ 3
+ -
+
+
+
+
+ 12"
+ Pistol 2
+ 7
+ -3
+ 2
+ -
+
+
+
+
+ 12"
+ Pistol 2
+ 8
+ -3
+ 3
+ If any unmodified hit rolls of 1 are made for attacks with this weapon profile, the bearer is destroyed after shooting with this weapon.
+
+
+
+
+ 3"
+ Assault 2D6
+ 4
+ 0
+ 1
+ Each time an attack is made with this weapon, that atttack automatically hits the target
+
+
+
+
+ 48"
+ Heavy 2D3
+ 8
+ -2
+ 3
+ Each time an attack is made with this weapon against an AIRCRAFT unit, add 2 to that attack’s hit roll.
+
+
+
+
+ 72"
+ Heavy D6
+ 9
+ -3
+ 3
+ Blast
+
+
+
+
+ 12"
+ Pistol 1
+ 8
+ -4
+ D6
+ If the target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result.
+
+
+
+
+ 18"
+ Heavy D6
+ 9
+ -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
+
+
+
+
+ 18"
+ Heavy 6
+ 6
+ -1
+ 1
+ -
+
+
+
+
+ 18"
+ Heavy 2
+ 8
+ -2
+ D6
+ -
+
+
+
+
+ 12"
+ Heavy D6
+ 6
+ -2
+ 2
+ Each time an attack is made with this weapon, that atttack automatically hits the target
+
+
+
+
+ 24"
+ Heavy 2D6
+ 10
+ -4
+ 3
+ Blast
+
+
+
+
+ 72"
+ Heavy 2D6
+ 8
+ -3
+ 2
+ Blast
+
+
+
+
+ 72"
+ Heavy 2
+ 14
+ -4
+ 6
+ -
+
+
+
+
+ 36"
+ Heavy 2D3
+ 6
+ -2
+ 1
+ Blast
+
+
+
+
+ 24"
+ Heavy 2D3
+ 8
+ -3
+ 2
+ Blast. Each time an attack made with this weapon is allocated to a model with a save characteristic of 3+, that attack has a Damage characteristic of 3
+
+
+
+
+ 18"
+ Assault 2
+ 5
+ -3
+ 1
+ Each time an attack made with this weapon is allocated to a model with a Save characteristic of 3+ or better, that attack has a Damage characteristic of 2
+
+
+
+
+ 12"
+ Grenade D6
+ 3
+ 0
+ 1
+ Blast
+
+
+
+
+ 12"
+ Grenade 1
+ 6
+ -1
+ D3
+ -
+
+
+
+
+ 48"
+ Heavy 4
+ 14
+ -4
+ 2D3
+ 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
+
+
+
+
+ 48"
+ Heavy D3
+ 7
+ -2
+ 2
+ Blast. Each time an attack is made with this weapon against an AIRCRAFT unit, add 1 to that attack’s hit roll.
+
+
+
+
+ 36"
+ Heavy 6
+ 7
+ -3
+ 2
+ -
+
+
+
+
+ 72"
+ Heavy 4
+ 8
+ -3
+ 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 made with this weapon is allocated to an AIRCRAFT model, that attack has a Damage characteristic of D3+3.
+
+
+
+
+ 48"
+ Heavy 2D3
+ 7
+ -2
+ 1
+ Blast. This weapon can target units that are not visible to the bearer. 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 made with this weapon is allocated to an AIRCRAFT model, that attack has a Damage characteristic of 2.
+
+
+
+
+ 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.
+
+
+
+
+ 18"
+ Heavy 2D6
+ 6
+ -1
+ 1
+ Each time an attack is made with this weapon, that attack automatically hits the target.
+
+
+
+
+ 12"
+ Pistol 1
+ 7
+ -3
+ 2
+ -
+
+
+
+
+ 12"
+ Pistol 1
+ 8
+ -3
+ 3
+ If any unmodified hit rolls of 1 are made for attacks with this weapon profile, the bearer is destroyed after shooting with this weapon.
+
+
+
+
+ 24"
+ Heavy 6
+ 7
+ -1
+ 1
+ -
+
+
+
+
+ 36"
+ Heavy 3
+ 10
+ -4
+ D3+3
+ -
+
+
+
+
+ 36"
+ Heavy 3
+ 9
+ -3
+ D3+3
+ -
+
+
+
+
+ 36"
+ Heavy 3
+ 10
+ -4
+ 6
+ Each time an unmodified hit roll of 1 is made for an attack with this weapon profile, if the bearer did not Remain Stationary in your previous movement phase, it suffers 1 mortal wound after shooting with this weapon.
+
+
+
+
+ 36"
+ Heavy 2D3
+ 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.
+
+
+
+
+ 30"
+ Assault 3
+ 5
+ -4
+ D3
+ Each time an attack is made with this weapon, the target does not receive the benefit of cover to its saving throw against that attack.
+
+
+
+
+ 12"
+ Assault 1
+ 7
+ -3
+ 2
+ -
+
+
+
+
+ 12"
+ Assault 1
+ 8
+ -3
+ 3
+ If any unmodified hit rolls of 1 are made for attacks with this weapon profile, the bearer is destroyed after shooting with this weapon.
+
+
+
+
+ 48"
+ Heavy 3
+ 12
+ -3
+ D6
+ Each time an attack is 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
+
+
+
+
+ 18"
+ Assault 2
+ 7
+ -3
+ 1
+ -
+
+
+
+
+ 18"
+ Assault 2
+ 8
+ -3
+ 2
+ Each time an unmodified hit roll of 1is made for an attack with this weapon profile, the bearer suffers 1 mortal wound after shooting with this weapon.
+
+
+
+
+ 12"
+ Pistol 3
+ 6
+ -3
+ 1
+ -
+
+
+
+
+ 12"
+ Pistol 3
+ 7
+ -3
+ 2
+ 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.
+
+
+
+
+ 36"
+ Heavy 18
+ 6
+ -1
+ 1
+ -
+
+
+
+
+ 12"
+ Pistol 1
+ 6
+ -1
+ 2
+ -
+
+
+
+
+ 36"
+ Heavy 12
+ 5
+ -1
+ 2
+ -
+
+
+
+
+ 48"
+ Heavy 4
+ 9
+ -3
+ D6
+ -
+
+
+
+
+ 24"
+ Heavy 4
+ 8
+ -2
+ 3
+ -
+
+
+
+
+ 60"
+ Heavy 4D3
+ 4
+ 0
+ 1
+ Blast. This weapon can target units not visible to the firing model.
+
+
+
+
+ 24"
+ Rapid Fire 2
+ 4
+ -1
+ 2
+ -
+
+
+
+
+ 48"
+ Heavy 8
+ 8
+ -2
+ 2
+ -
+
+
+
+
+ 48"
+ Heavy 3D3
+ 6
+ -2
+ 2
+ Blast. This weapon can target units not visible to the firing model.
+
+
+
+
+ 24"
+ Heavy 6
+ 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.
+
+
+
+
+ 48"
+ Heavy 8
+ 7
+ -2
+ 2
+ 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 made with this weapon is allocated to an AIRCRAFT model, that attack has a Damage characteristic of 4.
+
+
+
+
+ 36"
+ Heavy 8
+ 7
+ -1
+ 2
+ -
+
+
+
+
+ 48"
+ Heavy 2D6
+ 8
+ -2
+ D3+2
+ Blast
+
+
+
+
+ 24"
+ Assault D3
+ 7
+ -2
+ 1
+ Blast
+
+
+
+
+ 96"
+ Heavy 3
+ 16
+ -5
+ 6
+ -
+
+
+
+
+ 48"
+ Heavy 6
+ 7
+ -2
+ 3
+ -
+
+
+
+
+ 36"
+ Heavy 10
+ 6
+ -2
+ 2
+ -
+
+
+
+
+ 72"
+ Heavy 2
+ 8
+ -3
+ 3
+ Each time an attack is made with this weapon against an AIRCRAFT unit, add 1 to that attacks hit roll. Each time an attack made with this weapon is allocated to an AIRCRAFT mode, that attack has a Damage characteristic of D3+3
+
+
+
+
+ 24"
+ Heavy 2D3
+ 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.
+
+
+
+
+ 120"
+ Heavy 2D3
+ 14
+ -5
+ 6
+ Blast. Each time an attack is made with weapon against a TITANIC unit, you can re-roll the wound roll
+
+
+
+
+ 48"
+ Heavy 2D6
+ 6
+ -1
+ 1
+ Blast
+
+
+
+
+ 60"
+ Heavy 3
+ 7
+ -2
+ 3
+ Each time an attack is made with this weapon against an AIRCRAFT unit, add 1 to that attacks hit roll
+
+
+
+
+ Melee
+ Melee
+ +1
+ -2
+ 2
+ -
+
+
+
+
+ Melee
+ Melee
+ +2
+ -3
+ 3
+ -
+
+
+
+
+ Melee
+ Melee
+ User
+ -3
+ D6
+ Add 3 to all hit rolls made with this weapon when targeting BUILDINGS if the Caestus Assault Ram charged this turn.
+
+
+
+
+ Melee
+ Melee
+ +1
+ -3
+ 3
+ -
+
+
+
+
+ Melee
+ Melee
+ +2
+ -1
+ 2
+ Each time an attack is made with this weapon, invulnerable saving throws cannot be taken against that attack.
+
+
+
+
+ Melee
+ Melee
+ User
+ -2
+ D3
+ -
+
+
+
+
+ Melee
+ Melee
+ x2
+ -4
+ 4
+ -
+
+
+
+
+ Melee
+ Melee
+ x2
+ -4
+ 2D3
+ Each time an attack is made with the weapon is allocated to a Vehicle model, that attack has a damage characteristic of 6.
+
+
+
+
+ Melee
+ Melee
+ x2
+ -4
+ 3
+ Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll.
+
+
+
+
+ Melee
+ Melee
+ +1
+ -3
+ 2
+ Each time an attack is made with this weapon, you can re-roll the wound roll.
+
+
+
+
+ Melee
+ Melee
+ +3
+ -4
+ D3
+ When attacking with this weapon, you must subtract 1 from the hit roll.
+
+
+
+
+ Melee
+ Melee
+ x2
+ -3
+ D3
+ Each time an attack made with this weapon is allocated to a PSYKER or DAEMON model, that attack has a Damage characteristic of 3.
+
+
+
+
+ Melee
+ Melee
+ x2
+ -4
+ 3
+ When attacking with this weapon, you must subtract 1 from the hit roll.
+
+
+
+
+ Melee
+ Melee
+ +1
+ -1
+ 1
+ Each time the bearer fights, it makes 2 additional attacks with this weapon.
+
+
+
+
+ Melee
+ Melee
+ x2
+ -3
+ 3
+ Each time the bearer fights, it makes 1 additional attack with this weapon
+
+
+
+
+ Melee
+ Melee
+ x2
+ -4
+ 2D3
+ Each time an attack made with this weapon is allocated to a VEHICLE mode, that attack has a Damage characteristic of 6
+
+
+
+
+ Melee
+ Melee
+ +2
+ -3
+ 2
+ Each time an attack made with this weapon is allocated to a CHARACTER model, that attack has a Damage characteristic of 3.
+
+
+
+
+ Melee
+ Melee
+ +2
+ -2
+ 3
+ Each time an attack is made with this weapon against a Psyker unit, if the saving throw is failed, the target suffers 1 mortal wound in addition to any normal damage
+
+
+
+
+ Melee
+ Melee
+ x2
+ -2
+ 3
+ -
+
+
+
+
+ Melee
+ Melee
+ +1
+ -3
+ 2
+ -
+
+
+
+
+ Melee
+ Melee
+ User
+ -3
+ 2
+ You can re-roll failed wound rolls for this weapon.
+
+
+
+
+ Melee
+ Melee
+ User
+ 0
+ 1
+ Each time the bearer is selected to fight, it makes a number of additional attacks with this weapon equal to the number of enemy models within Engagement Range of it.
+
+
+
+
+ Melee
+ Melee
+ x2
+ -3
+ 3
+ Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll.
+
+
+
+
+ Melee
+ Melee
+ +1
+ -3
+ 2
+ Each time an attack is made with this weapon, you can re-roll the wound roll.
+
+
+
+
+ Melee
+ Melee
+ +1
+ -3
+ 1
+ Each time an attack is made with this weapon, on an unmodified wound roll of 6, the target suffers 1 mortal wound in addition to any normal damage.
+
+
+
+
+ If equipped with an atomantic pavaise, all friendly <CHAPTER> units that are wholly within 6" of the Relic Deredeo Dreadnought gain a 5+ invulnerable save. This invulnerable save does not stack with or improve existing invulnerable saves.
+
+
+
+
+ You can add 1 to any Deny the Witch tests you take for this model against enemy PSYKERS within 12".
+
+
+
+
+ 6"
+ 3+
+ 2+
+ 4
+ 4
+ 5
+ 3
+ 8
+ 2+
+
+
+
+
+ 6"
+ 2+
+ 2+
+ 8
+ 7
+ 8
+ 6
+ 9
+ 2+
+
+
+
+
+ Once per game, instead of shooting any weapon in the Shooting phase, this model can use its smoke launchers. Until the controlling player's next Shooting phase, any enemy units targeting this unit subtract 1 from all hit rolls for Shooting attacks made against this unit.
+
+
+
+
+ 5"
+ 2+
+ 2+
+ 4
+ 4
+ 6
+ 4
+ 9
+ 2+
+
+
+
+
+ 6"
+ 2+
+ 2+
+ 4
+ 4
+ 5
+ 4
+ 9
+ 3+
+
+
+
+
+ 6"
+ 2+
+ 2+
+ 5
+ 4
+ 5
+ 4
+ 9
+ 3+
+
+
+
+
+ 6"
+ 2+
+ 2+
+ 4
+ 4
+ 5
+ 4
+ 9
+ 3+
+
+
+
+
+ 6"
+ 2+
+ 2+
+ 4
+ 4
+ 5
+ 4
+ 9
+ 3+
+
+
+
+
+ This model has a 4+ invulnerable save.
+
+
+
+
+ 6"
+ 2+
+ 3+
+ 4
+ 4
+ 5
+ 4
+ 9
+ 3+
+
+
+
+
+ 6"
+ 3+
+ 3+
+ 4
+ 4
+ 4
+ 3
+ 8
+ 3+
+
+
+
+
+ 9"
+ *
+ *
+ 7
+ 7
+ 13
+ *
+ 9
+ 2+
+
+
+
+
+ 6"
+ 2+
+ 3+
+ 4
+ 4
+ 4
+ 4
+ 9
+ 3+
+
+
+
+
+ 12"
+ 2+
+ 2+
+ 4
+ 4
+ 5
+ 4
+ 9
+ 3+
+
+
+
+
+ 7"
+ 2+
+ 2+
+ 4
+ 4
+ 6
+ 5
+ 9
+ 3+
+
+
+
+
+ 6"
+ 2+
+ 2+
+ 4
+ 4
+ 5
+ 4
+ 9
+ 3+
+
+
+
+
+ 5"
+ 2+
+ 2+
+ 4
+ 4
+ 7
+ 5
+ 9
+ 2+
+
+
+
+
+ 5"
+ 2+
+ 2+
+ 4
+ 4
+ 7
+ 6
+ 9
+ 2+
+
+
+
+
+ 6"
+ 3+
+ 3+
+ 4
+ 4
+ 6
+ 3
+ 9
+ 2+
+
+
+
+
+ 5"
+ 2+
+ 2+
+ 4
+ 4
+ 6
+ 6
+ 9
+ 2+
+
+
+
+
+ 6"
+ 2+
+ 2+
+ 4
+ 4
+ 6
+ 5
+ 9
+ 2+
+
+
+
+
+ *
+ 6+
+ *
+ 6
+ 8
+ 12
+ *
+ 8
+ 3+
+
+
+
+
+ Enemy units that are set up on the battlefield as reinforcements cannot be set up within 12" of the bearer. The bearer has a transport capacity of 6 <CHAPTER> INFANTRY models instead of 10
+
+
+
+
+ A model with this ability has a 5+ invulnerable save.
+
+
+
+
+ *
+ 6+
+ *
+ 8
+ 8
+ 16
+ *
+ 9
+ 2+
+
+
+
+
+ Enemy units do not receive the benefit to their saving throws for being in cover against attacks made by a unit with this ability.
+
+
+
+
+ This model has a 5+ invulnerable save.
+
+
+
+
+ *
+ 6+
+ *
+ 8
+ 8
+ 19
+ *
+ 9
+ 2+
+
+
+
+
+ 6"
+ 3+
+ 3+
+ 6
+ 7
+ 8
+ 4
+ 8
+ 3+
+
+
+
- While a friendly <CHAPTER> CORE unit is within 6" of this model, each time a model in that unit makes an attack, re-roll a hit roll of 1
+ *
+ *
+ *
+ 7
+ 7
+ 10
+ 4
+ 8
+ 3+
-
+
- When this model Advances, add 6" to its Move characteristic for that Movement phase instead of rolling a dice.
+ This model has a 5+ invulnerable save.
-
+
- Each time a Deny the Witch test is taken for this model, if the unit attempting to manifest the psychic power is within 12" of this model, add 1 to that Deny the Witch test
+ 6"
+ 2+
+ 2+
+ 6
+ 7
+ 8
+ 5
+ 10
+ 3+
-
+
This model has a 5+ invulnerable save.
-
+
- At the end of your Movement phase this model can repair a one <CHAPTER> VEHICLE within 3". That VEHICLE regains D3 lost wounds. Each model can only be repaired once per turn.
+ If this model is equipped with two Dreadnought close combat weapons, add 1 to the Attacks characteristic
-
+
- If this litany is inspiring, then while a friendly <CHAPTER> CORE or <CHAPTER> CHARACTER unit is within 6" of this PRIEST, each time a model in that unit makes a melee attack, you can re-roll the hit roll.
+ All friendly models with the <CHAPTER> keyword in combat with the same unit as a model with this ability add +1 to their Strength characteristic for the duration of the Fight phase.
-
+
- While a friendly <CHAPTER> CORE unit is within 6" of this model, models in that unit can use this model's Leadership characteristic instead of their own
+ Roll a D6 each time this model loses a wound; on a 6 the damage is ignored and that wound is not lost.
-
+
- This model has a 4+ invulnerable save.
+ *
+ 6+
+ *
+ 6
+ 7
+ 14
+ *
+ 8
+ 3+
-
+
- While a friendly <CHAPTER> INFANTRY or <CHAPTER> BIKER unit is within 3" of this model, each time a model in that unit would lose a wound, roll one D6; on a 6, that wound is not lost.
+ *
+ 6+
+ *
+ 6
+ 7
+ 14
+ *
+ 8
+ 3+
-
+
- While a friendly <CHAPTER> CORE unit is within 6" of this model, each time a model in that unit makes an attack, re-roll a wound roll of 1
+ *
+ 6+
+ *
+ 6
+ 7
+ 14
+ *
+ 8
+ 3+
-
+
- If your army is Battle-forged, then for each LIEUTENANT unit included in a Detachment, a second LIEUTENANT unit can be included in that Detachment without taking up an additional Battlefield Role slot.
+ If the Sicaran Punisher does not move or Advance in the Movement phase, it may re-roll all failed hit rolls of '1' for the Punisher rotary cannon in the Shooting phase of that turn.
-
+
- While a friendly <CHAPTER> CORE unit is within 6" of this model, add 1 to the leadership characteristic of models in that unit. In addition, each time a model in such unit is destroyed by an attack made by an enemy model, roll one D6. On a 4+, do not remove the destroyed model from play - it can, after the attacking model's unit has finished making its attacks, either shoot with one of its ranged weapons as if it were your shooting phase or make one attack with one of its melee weapons as if it were the fight phase. After resolving these attacks, the destroyed model is then removed.
+ *
+ 5+
+ *
+ 8
+ 8
+ 20
+ *
+ 9
+ 2+
-
+
- This model has a 5+ invulnerable save.
+ This model may Fall Back in the Movement phase and still shoot and/or charge during the controlling player's turn. It can, except when firing Overwatch, also still fire its weapons if enemy units are within 1” of it. In addition, this model only gains a bonus to its save in cover if at least half of the model is obscured from the firer.
-
+
- This model is eligible to perform a Heroic Intervention if it is within 6" horizontally and 5" vertically of an enemy unit, instead of 3" horizontally and 5" veritcally. Each time this model makes a Heroic Intervention move, so long as it ends its move either closer to the closest enemy model or within Engagement range of an enemy CHARACTER unit, it can move up to 6". All other rules of Heroic Intervention still apply.
+ *
+ 5+
+ *
+ 8
+ 9
+ 22
+ *
+ 9
+ 2+
-
+
- While a friendly <CHAPTER> CHARACTER unit that has a wounds characteristic of 9 or less is within 3" of this unit, enemy models cannot target that CHARACTER unit with ranged attacks.
+ *
+ 5+
+ *
+ 8
+ 9
+ 22
+ *
+ 9
+ 2+
-
+
- Roll a dice each time a friendly <CHAPTER> BIKER CHARACTER loses a wound whilst they are within 3" of this unit; on a 2+ a model from this squad can intercept that hit - the character does not lose a wound but this unt suffers a mortal wound.
+ *
+ 5+
+ *
+ 9
+ 9
+ 26
+ *
+ 9
+ 2+
-
+
- When a friendly <CHAPTER> CHARACTER model within 3" of this unit would lose any wounds as a result of an attack made against that model, this unit can attempt to intercept that attack. Roll one D6; on a 2+ that model does not lose those wounds and this unit suffers 1 mortal wound for each of those wounds. Only one attempt can be made to intercept each attack.
+ *
+ 5+
+ *
+ 9
+ 9
+ 26
+ *
+ 9
+ 2+
-
+
- 5"
- 3+
- 3+
- 5
- 5
- 4
- 3
- 7
+ *
+ 5+
+ *
+ 9
+ 9
+ 30
+ *
+ 9
2+
-
+
- 5"
- 3+
- 3+
- 5
- 5
- 4
- 4
+ This model has 2 Void shields. Each void shield has 3 shield points. While this model has any void shields, it has a 5+ invulnerable save against ranged attacks.
+
+Each time a saving throw is failed for this model against a ranged attack, if it has any void shields, it does not suffer any damage. Instead, for each point of damage inflicted, one of its void shields loses 1 shield point. Once a void shield has lost a shield point, it must continue to lose shield points due to any further damage inflicted until it collapses. Each an attack causes a void shield to be reduced to 0 shield points, that void shield collapses: this model loses that void shield and any excess damage inflicted by that attack is lost. Void shields can never be used to prevent mortal wounds (each mortal wound inflicted on a model with void shields causes that model to lose one wound as normal)
+
+At the start of your command phase, if this model has a void shield that has fewer than 3 shield points remaining, that void shield is restored to 3 shield points.
+
+
+
+
+ 9"
+ *
+ *
+ 7
+ 7
+ 12
+ *
8
2+
-
+
- Before any models are deployed at the start of the game, this unit containing 6 models may be split into two units, each containing 3 models. A unit containing 9 models may be split into three units, each containing 3 models.
+ Roll a D6 each time this model loses a wound; on the roll of a '6' that damage is ignored and that wound is not lost.
-
+
- Each time a model in this unit makes a ranged attack, if this unit contains a Centurion Sergeant, then the target does not receive the benefits of cover against that attack
+ *
+ *
+ *
+ 7
+ 7
+ 14
+ 2
+ 8
+ 3+
-
+
- 6"
- 3+
+ A unit with this ability has a 5+ invulnerable save against Shooting or Overwatch attacks, and a 4+ invulnerable save against Melee attacks in the Fight phase.
+
+
+
+
+ At the beginning of any turn, the controlling player may declare that its helical targeting array is active. While it is active, this model may not move and adds +1 to its hit rolls against models with the FLY keyword.
+
+
+
+
+ *
+ *
+ *
+ 8
+ 8
+ 14
+ 2
+ 8
+ 2+
+
+
+
+
+ This model has a 4+ invulnerable save.
+
+
+
+
+ 16"
+ 6+
3+
4
- 4
- 2
+ 6
+ 7
2
- 8
+ 7
3+
-
+
- 6"
+ 16"
3+
3+
4
- 4
- 2
- 1
+ 6
+ 9
+ 2
7
3+
-
+
- Roll a D6 each time this model loses a wound; on a 6 the damage is ignored and that wound is not lost.
+ When a unit with this ability Advances, all models in the unit must move between 20"-35". If the unit has used its ramjet thrusters then the enemy player must subtract -1 from hit rolls made against them in the next Shooting phase, and the unit can only charge or be charged by units that can FLY during the Fight phase until it is the unit's turn to move again.
-
+
+
+ *
+ 6+
+ *
+ 6
+ 7
+ 11
+ 2
+ 8
+ 3+
+
+
+
+
+ This model cannot charge, can only be charged by units that can FLY, and can only attack or be attacked in the Fight phase by units that can FLY.
+
+
+
+
+ Your opponent must subtract 1 from hit rolls for attacks that target this model in the Shooting phase.
+
+
+
+
+ Each time this model moves, first pivot it on the spot up to 90° (this does not contribute to how far the model moves) and then move the model straight forwards. Not that it cannot pivot again after the initial pivot. When this model Advances, increase its Move characteristic by 20" until the end of the phase - do not roll a dice.
+
+
+
+
+ This model does not suffer the penalty to hit rolls for moving and firing Heavy weapons.
+
+
+
+
+ When targeting units that can FLY, add 1 to your hit rolls for this model.
+
+
+
+
+ *
+ 6+
+ *
+ 8
+ 7
+ 16
+ *
+ 9
+ 3+
+
+
+
+
+ *
+ 6+
+ *
+ 8
+ 7
+ 16
+ *
+ 9
+ 3+
+
+
+
+
+ Before this model moves in your Movement phase, you can declare it will hover. Its Move characteristic becomes 20" until the end of the phase, and it loses the Airborne, Hard to Hit and Supersonic abilities until the beginning of your next Movement phase.
+
+
+
+
+ *
+ 6+
+ *
+ 8
+ 7
+ 16
+ *
+ 9
+ 3+
+
+
+
+
+ This model can only declare charges in the Charge phase against units that can FLY, and may only attack or be attacked in the Fight phase by units that can FLY.
+
+
+
+
+ *
+ 6+
+ *
+ 10
+ 9
+ 30
+ *
+ 9
+ 3+
+
+
+
+
+ *
+ 6+
+ *
+ 10
+ 9
+ 40
+ *
+ 9
+ 3+
+
+
+
+
+ Distances are always measured to and from this model's hull
+
+
+
This model has a 5+ invulnerable save.
-
+
- 5"
- 3+
- 3+
- 4
- 4
- 3
- 2
+ Once per battle, after the bearer has moved, you can select one unit the bearer moved across. Roll six D6's for each Vehicle or Monster model in that unit and roll 1 D6 for each other model in that unit to a maximum of eighteen D6s: for each 4+, that unit suffers 1 mortal wound
+
+
+
+
+ This model is protected by specialised void shield generators, near-impenetrable barriers of force projected out at a distance from its hull in layers, designed to deflect and absorb the impact of high-energy attacks and missiles against them. In game terms, void shields are represented by a unique kind of saving throw shown in the Damage box, which the controlling player can opt to use instead of their normal save or invulnerable save against any form of attack except from weapons with the Melee type. Like invulnerable saves, void shield saves are unaffected by the AP of an attack, but unlike invulnerable saves they may also be used to negate mortal wounds. In this case however, roll one dice for each mortal wound that has been inflicted on the model, with the mortal wound being ignored if the save roll indicated in the Damage box is passed. Void shields must be continuously re-energised and renewed in combat operations and so as the unit is damaged, the defensive potential of its void shields is reduced (see the Damage table).
+
+
+
+
+ As long as this model's controlling player has chosen to make it hover (as described previously) and does not move at all during the turn, you may declare that this model is projecting its void shields beyond its hull at the start of the Movement phase. If this is the case, the void shields' save is extended to all models and BUILDING within 8" of this model.
+
+
+
+
+ Roll a D6 at the start of each of your turns; on a 6 this model regains one lost wound.
+
+
+
+
+ At the start of your Command phase, if this model is on the battlefield, roll one D6: on a 5+, you gain 1 command point
+
+
+
+
+ While a friendly unit is within 6" of this model, that unit is always considered to be within range of the following aura abilities of any friendly <CHAPTER> units that are on the battlefield: Rites of Battle, Tactical Precision
+
+
+
+
+ *
+ 6+
+ *
+ 6
+ 7
+ 11
+ *
8
- 2+
+ 3+
-
+
- 5"
+ On any turn in which the Scorpius does not move during the Movement phase, you may fire its Scorpius multi-launcher twice in the following Shooting phase.
+
+
+
+
+ 3"
+ 6+
+ 3+
+ 3
+ 5
+ 4
+ 1
+ 7
+ 3+
+
+
+
+
+ 6"
3+
3+
4
4
- 3
- 3
- 9
- 2+
+ 1
+ 1
+ 7
+ 3+
-
+
- Once per battle at the start of your Movement phase, you can remove this unit from the battlefield and the, in the Reinforcements step of your next Movement phase, you can set this unit back up on the battlefield, anywhere wholly within your own deployment zone and more than 9" away from any enemy models, or anywhere within 3" of a friendly <CHAPTER> model and more than 9" from any enemy models. If the battle ends and this unit is not on the battlefield it is destroyed. If this unit has split into two units because of its Combat Squads ability, only one of those units can use the Teleport Homer ability
+ When a Rapier Carrier is set up on the battlefield, its Space Marine Gunners are set up in unit coherency with it. From that point onwards the Space Marine Gunners are treated as one unit and the Rapier Carrier as another. The Space Marine Gunners may only be chosen as a target in the Shooting phase if they are the closest visible enemy unit to the firer.
-
+
- This model has a 5+ invulnerable Save.
+ The Rapier Carrier can only fire its weapon if at least one of the Space Marine Gunners it was deployed with is within 3". If both of the Space Marine Gunners the Rapier Carrier was deployed with are slain, the Rapier Carrier is also removed as slain.
-
+
- During deployment, you can set it up in high orbit instead of placing it on the battlefield. At the end of any of your Movement phases this unit can use a meteoric descent - set it up anywhere on the battlefield that is more than 9" away from any enemy models.
+ -
+ -
+ 4+
+ 4
+ 5
+ 4
+ -
+ 7
+ 3+
+
+
+
+
+ -
+ -
+ 4+
+ 4
+ 5
+ 4
+ -
+ 7
+ 3+
+
+
+
+
+ 36"
+ Heavy 2D3
+ 4
+ 0
+ 1
+ Blast
-
+
- 14"
- 3+
- 3+
- 4
- 5
- 4
- 2
- 7
- 3+
+ 36"
+ Heavy 2
+ 8
+ -2
+ D6
+ -
-
+
- Models embarked on this vehicle can shoot in their Shooting phase. They measure range and draw line of sight from any point on the vehicle. When they do so, any restrictions or modifiers that apply to this model also apply to its passengers. Note that the passengers cannot shoot if this model Falls Back, even those this model itself can.
+ This model cannot move for any reason, nor can it fight in the Fight phase. Enemy models automatically hit this model in the Fight phase - do not make hit rolls. However, this model can still shoot if there are enemy models within 1" of it, and friendly units can still target enemy units that are within 1" of this model.
-
+
- Roll a D6 at the start of each of your turns; on a 6, this model regains one lost wound.
+ Each time a model in this unit select one of the following keywords: INFANTRY; VEHICLE. Until those shots are resolved, when selecting targets for that model's attacks, you must select the closest eligible enemy unit with that keyword. If there are no eligible units with either keyword, that model must target the closest eligible unit instead. This unit is never eligible to charge or Heroically intervene, and cannot make pile in or consolidate moves.
-
+
- In each of your shooting phases, choose one of the following effects: Targeting Data Skull: Add 1 to hit rolls made for a single friendly CHAPTER unit within 12" of this model until the end of the phase. Repair Skull: Choose a single CHAPTER VEHICLE within 12" of this model. That model regains 1 lost wound. Vox Skull: Subtract 1 from Morale tests taken for friendly CHAPTER units within 12" of this model until your next shooting phase.
+ Each time a model in this unit shoots, when selecting targets for that model’s attacks, you must select the closest eligible enemy unit that can FLY. If there are no eligible units that can FLY, that model must target the closest eligible unit instead. This unit is never eligible to charge or Heroically Intervene, and cannot make pile-in or consolidation moves.
-
+
- When a ranged attack made by an Aircraft model is allocated to the bearer, add 1 to any armour saving throw made against that attack
+ After this model has been set up on the battlefield it cannot move for any reason, and no units can embark upon it.
-
+
- You can add 1 to hit rolls for this model when targeting an enemy in the Shooting phase that can FLY.
+ -
+ -
+ -
+ 6
+ 6
+ 8
+ -
+ 8
+ 3+
-
+
- Before this model moves in your Movement phase, you can declare it will hover. Its Move characteristic becomes 20" until the end of the phase, and it loses Airborne, Hard to Hit, and Supersonic abilities until beginning of your next Movement Phase.
+ -
+ -
+ 4+
+ 6
+ 6
+ 8
+ -
+ 8
+ 3+
-
+
- In your Shooting phase, each time this unit shoots, if it contains a Devastator Marine Sergeant, you can select one model in this unit. Until the end of the phase, that model has a Ballistic Skill characteristic of 2+.
+ In your Command phase, if your WARLORD is embarked within the bearer, you gain 1CP.
-
+
- Models in this unit do not suffer the penalty to hit rolls for moving and firing Heavy Weapons.
+ If your army is Battle-forged, you receive an additional 1 Command point if Lugft Huron is your Warlord.
-
+
- This model does not suffer the penalty to hit rolls for moving and firing Heavy Weapons.
+ The first time this model is destroyed, you can choose to roll one D6 at the end of the phase instead of using any rules that are triggered when a model is destroyed. If you do, then on a 4+, set this model back up on the battlefield as close as possible to where they were destroyed and more than 1" away from any enemy models, with D3 wounds remaining.
-
+
- When you set up this unit during deployment, it can be set up anywhere on the battlefield that is more than 9" from the enemy deployment zone.
+ In your Command phase, this model can perform alchemy on one friendly ASTRAL CLAWS CORE unit (Exluding Primaris units) within 3" of it. Until the start of your next Command Phase, each time a model in that unit, makes a ranged attack with a bolt weapon, add 1 to that attacks Strength Characteristic
-
+
- In your Command phase select one friendly <CHAPTER> CORE or <CHAPTER> CHARACTER within 6" of this model. Until the start of your next Command phase, each time a model in that unit makes an attack, you can re-roll the hit roll.
+ While a friendly MINOTAURS CORE or MINOTAURS CHARACTER unit is within 6" of this model you can re-roll charges rolls made for that unit
-
+
- 6"
- 3+
- 3+
- 4
- 4
- 2
- 1
- 7
- 3+
+ If Lord Asterion Molo is slain in the fight phase before he has fought, he immediately piles in and makes his attacks before being removed.
-
+
- 6"
- 3+
- 3+
- 4
- 4
- 2
- 2
- 8
- 3+
+ In your command phase, selecte one friendly RED SCORPIONS CORE unit within 6" of this model, until the start of your next command phase, each time a model in that unit makes an attack against a PSYKER unit you can re-roll the wound roll.
-
+
- 6"
- 3+
- 3+
- 4
- 4
- 1
- 1
- 6
- 4+
+ This model has a 4+ invulnerable save.
-
+
- During deployment, if this model has a jump pack, you can set it up high in the skies instead of placing it on the battlefield. At the end of any of your Movement phases this model can assault from above - set it up anywhere on the battlefield that is more than 9" away from any enemy models.
+ Tyberos the Red Wake has a 4+ invulnerable save.
-
+
- 18"
- Pistol 1
- 5
- -1
- 2
- -
+ You can re-roll failed hit rolls for friendly CARCHARODONS units within 6" of Tyberos the Red Wake.
-
+
- 3"
- Pistol 1
- 4
- -4
- 2
- -
+ While a friendly CARCHARODONS CORE or CARCHARODONS CHARACTER unit is within 6" of this model, each time a model in that unit makes a melee attack, add 1 to the Strength characteristic of that attack.
-
+
- 12"
- Assault D6
- 4
- 0
- 1
- This weapon automatically hits its target.
+ All friendly models with the HOWLING GRIFFONS keyword in combat with the same unit as a model with this ability add +1 to their Strength characteristic for the duration of the Fight phase.
-
+
- Melee
- Melee
- x2
- -3
- 2
- When attacking with this weapon, you must subtract 1 from the hit rolls.
+ While a friendly Fire Angels Vehicle model is within 6" of this model, that model has a 6+ invulnerable save.
-
+
- Melee
- Melee
- x2
- -3
- 2
- When attacking with this weapon, you must subtract 1 from the hit rolls.
+ This model is eligible to shoot in a turn in which it Fell Back.
-
+
- 18"
- Assault 3
- 4
- 0
- 1
- -
+ While a friendly RAPTORS CORE INFANTRY unit is within 6" of this model, add 1 to charge rolls made for that unit, and each time that unit is selected to make a Normal Move, Advance or Fall Back, until the end of the phase, add 1" to the Move characteristic of models in that unit.
-
+
- 18"
- Assault D6
- 4
- 0
- 1
- Blast
+ Each time a ranged attack is allocated to this model while it is receiving the benefits of cover, add an additional 1 to any armour saving throw made against that attack.
-
+
- 24"
- Assault 3
- 7
- -4
- 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.
+ Each time this model makes an attack, re-roll a wound roll of 1.
-
+
- 24"
- Assault 3
- 6
- -4
- 1
- -
+ This model is eligible to charge in a turn in which it Fell Back.
-
+
- 36"
- Heavy 1
- 8
- -4
- 2
- -
+ 6"
+ 2+
+ 2+
+ 4
+ 4
+ 6
+ 5
+ 9
+ 3+
-
+
- 36"
- Heavy 1
- 9
- -4
- 3
- If any unmodified hit rolls of 1 are made for attacks with this weapon profile, the bearer is destroyed after shooting with this weapon.
+ While a friendly NOVAMARINES CORE INFANTRY unit is within 6" of this model, each time an attack with an Armour Penetration characteristic of -1 is allocated to a model in that unit, that attack has an Armour Penetration characteristic of 0 instead.
-
+
- 24"
- Assault 3
- 4
- 0
- 1
- -
+ At the start of the Fight phase, if this model is within Engagement Range of any enemy CHARACTER units, until the end of the phase, add 2 to this model’s Attacks characteristic.
-
+
- 36"
- Heavy 1
- 4
- -2
- 2
- -
+ If your army is Battle-forged, then Bray'arth Ashmantle may only be your Warlord if no other HQ units are present.
-
+
- 18"
- Assault D3
- 7
- -3
- 1
- Blast
+ This model has a 5+ invulnerable save. Each time this model would lose a wound, roll one D6; on a 5+ that wound is not lost
-
+
- 18"
- Assault 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.
+ At the end of any of your Movement phases, Harath Shen can attempt to heal or revive a single model. Select a friendly SALAMANDERS INFANTRY or BIKER unit within 3" of the Harath Shen. If that unit contains a wounded model, it immediately regains D3+1 lost wounds. If the chosen unit contains no wounded models but one or more of its models have been slain during the battle, roll a D6. On a 3+, a single slain model is returned to the unit with 1 wound remaining. If Harath Shen fails to revive a model, he can do nothing else for the remainder of the turn (shoot, charge, fight, etc.) as he recovers the gene-seed of the fallen warrior. A unit can only be the target of the Narthecium/Master of Chirurgery ability once in each turn.
-
+
- 30"
- Heavy 12
- 6
- -1
- 1
- -
+ Each time a melee attack is made against this model, subtract 1 from that attack’s hit roll.
-
+
- 24"
- Heavy D3
- 7
- -1
- 2
- Blast. Each time an attack is made with this weapon against an Aircraft unit, add 1 to that attack's hit roll.
+ While this model is on the battlefield, each time you spend 1 or more Command points to use a Stratagem, you can roll one D6: on a 6, 1 Command point is refunded.
-
+
- 36"
- Heavy D6
- 8
- -4
- 2
- Blast
+ In your opponent’s Psychic phase, this model can attempt to deny one psychic power as if it were a Psyker.
-
+
- 36"
- Heavy D6
- 9
- -4
- 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.
+ You must always direct Knight-Captain Elam Courbray's attacks against enemy CHARACTERS if any are within 1" (if more than one is present, you may choose which).
-
+
- 24"
- Heavy 8
- 5
- -1
- 1
- -
+ You can re-roll failed hit rolls for friendly SONS OF MEDUSA units within 6" of Vaylund Cal.
-
+
- Melee
- Melee
- x2
- -3
- D3+3
- -
+ This model has a 4+ invulnerable save.
-
+
- 36"
- Heavy 4
- 4
- -1
- 1
- Each time an attack is made with this weapon against an AIRCRAFT unit, add 1 to that attack’s hit roll
+ Hecaton Aiakos may not be chosen as an army's Warlord.
-
+
- 36"
- Heavy 4
- 4
- -1
- 1
- -
+ 6"
+ 3+
+ 3+
+ 4
+ 3
+ 5
+ 3
+ 9
+ 2+
-
+
- Instead of shooting any weapons in the Shooting phase, the vehicle can use its Auto Launchers; until your next Shooting phase your opponent must subtract 1 from all hit rolls for ranged weapons that target this vehicle.
+ 6"
+ 3+
+ 3+
+ 3
+ 3
+ 5
+ 4
+ 9
+ 3+
-
+
- 18"
- Assault 1
- 6
- -1
- D3
- -
+ 6
+ 18"
+ Veil of Time has a warp charge value of 6. If manifested, pick an ADEPTUS ASTARTES unit within 18" of the psyker. Until the start of your next Psychic phase, you can re-roll charge rolls and Advance rolls for that unit and they always fight first in the Fight phase, even if they didn't charge. If the enemy also has units that have charged, or that have a similar ability, then alternate choosing units to fight with, starting with the player whose turn is taking place.
-
+
- 18"
- Pistol 1
- 4
- -1
- 1
- -
+ 6
+ 12"
+ Might of Heroes has a warp charge value of 6. If manifested, select an ADEPTUS ASTARTES model within 12" of the psyker. Until the start of your next Psychic phase, add 1 to that model's Strength, Toughness and Attacks characteristics.
-
+
- 24"
- Assault 2
- 4
- 0
- 1
- -
+ 8
+ 6"
+ Null Zone has a warp charge value of 8. If manifested, then until the start of your next Psychic phase, while they are within 6" of the psyker, enemy models cannot take invulnerable saves and must halve the result of any Psychic tests (rounding up) that they take.
-
+
- Each time this model makes a melee attack, if it is equipped with an ironclad combat weapon, reroll a hit roll of 1
+ After this model finishes a charge move, you can select one enemy unit within engagement range and roll one D6; on a 4+ that enemy unit suffers D3 mortal wounds.
-
+
- Add 2 to the Strength characteristic of this warlord.
+ Melee
+ Melee
+ x2
+ -3
+ 3
+ Each time an attack is made with this profile, subtract 1 from that attacks hit roll. 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
-
+
- Whilst this Warlord is on the battlefield, you can roll one D6 for each Command Point you spend to use a Stratagem; on a 5+ that Command Point is refunded. You can only have 1 Command Point refunded per battle round by this Warlord Trait.
+ Melee
+ Melee
+ +2
+ -1
+ 1
+ When this profile is selected, make 3 additional attacks with this weapon
-
+
- After this Warlord makes a charge move, you can select one enemy unit within 1" of this Warlord and roll one D6; on a 2+ that enemy unit suffers 1 mortal wound.
+ 5"
+ 2+
+ 2+
+ 4
+ 4
+ 7
+ 5
+ 9
+ 2+
-
+
- Enemy units cannot fire overwatch at this warlord.
+ *
+ 5+
+ *
+ 9
+ 8
+ 24
+ *
+ 9
+ 2+
-
-
-
-
+
- You can re-roll hit rolls for friendly ULTRAMARINES units within 6" of Marneus Calgar.
+ 36"
+ Heavy D6
+ 7
+ -4
+ 2
+ Blast
-
+
- Each time a ranged attack is allocated to a model in this unit while it is receiving the benefits of cover, add an additional 1 to any armour saving throw made against that attack
+ 36"
+ Heavy D6
+ 8
+ -4
+ 3
+ Blast. Each time an unmodified hit roll of 1is made for an attack with this weapon profile, the bearer suffers 1 mortal wound after shooting with this weapon.
-
+
- Enemy units that are set up on the battlefield as reinforcements cannot be set up within 12" of this unit.
+ 36"
+ Heavy 2
+ 9
+ -3
+ D6
+ -
-
+
- Each time a melee attack is made against this model, subtract 1 from the hit roll
+ 72"
+ Heavy 12
+ 8
+ -2
+ 3
+ -
-
+
Melee
Melee
- +2
+ User
-2
- 2
+ D3
-
-
+
- This model knows one additional psychic power from their chosen discipline and can attempt to Deny one additional psychic power in your opponent’s Psychic phase.
+ Instead of measuring distances and ranges to and from this model's base, measure to and from this model's Hull
-
+
- Add 1 to psychic tests taken for this WARLORD
+ Your opponent must subtract 3 from any charge rolls made for units that declare a charge against an Astraeus Super-heavy Tank.
-
+
- When resolving an attack made with a melee weapon by this model against a CHARACTER unit, you can re-roll the hit roll and you can re-roll the wound roll.
+ This model may Fall Back in the Movement phase and still shoot and/or charge during the controlling player's turn. It may fire its weapons if enemy units are within 1" of it (except for its twin macro-accelerator cannon which may still fire but must target units that are not within 1").. In addition, this model only gains a bonus to its save in cover if at least half of the model is obscured from the firer.
-
+
- At the start of the Fight phase, if this model is within Engagement Range of any enemy Character units, it can fight first this phase
+ 36"
+ Heavy 3
+ 4
+ -1
+ 1
+ -
-
+
- In your shooting phase, one model from your army with an Orbital Comms Array that has not been used this battle can use it to call an orbital barrage. If it does select a point on the battlefield and roll a D6 for each unit within D6" of that point, subtracting 1 from the result if the unit being rolled for is a CHARACTER. On a 4+ that unit suffers D3 mortal wounds.
+ *
+ *
+ *
+ 8
+ 8
+ 15
+ 4
+ 9
+ 2+
-
+
Melee
Melee
- +1
+ x2
-3
- 2
- -
+ 4
+
-
+
- At the end of your Movement phase, this model can heal one friendly <CHAPTER> INFANTRY or <CHAPTER> BIKER model whose unit is within 3" of it. That model regains up to D3 lost wounds. Each model can only be healed once per turn.
+ 6"
+ 2+
+ 2+
+ 4
+ 4
+ 6
+ 5
+ 9
+ 2+
-
+
- Melee
- Melee
- User
- -1
- 1
- When the bearer fights, it makes 1 additional attack with this weapon.
+ In your Command phase, select one friendly RED SCORPIONS CORE or RED SCORPIONS CHARACTER unit within 6" of this model. Until the start of your next Command phase, add 1 to the attacks characteristics of models in that unit.
-
+
- In your command phase, select one <CHAPTER> CORE unit within 6" of this model. Until the start of your next Command phase, each time a model in that unit makes a melee attack, add 1 to that attacks hit roll.
+ 6"
+ 3+
+ 3+
+ 4
+ 4
+ 4
+ 3
+ 9
+ 2+
-
+
- At the end of your Movement phase this model can use its Combat Restoratives ability twice instead of once.
+ RED SCORPIONS units within 6" of any friendly RED SCORPIONS ANCIENTS add 1 to their Leadership. In addition, roll a D6 each time a RED SCORPIONS INFANTRY model is destroyed within 6" of any friendly RED SCORPIONS ANCIENTS, before removing the model as a casualty. On a 4+ that model musters one last surge of strength before succumbing to its wounds; it can either shoot with one of its weapons as if it were the Shooting phase, or make a single attack as if it were the Fight phase.
-
+
- This model knows one additional Litany from Litanies of Battle . In your Command phase, if this model is on the battlefield, it can recite one additional litany it knows that has not already been recited by a friendly model that turn.
+ *
+ 6+
+ *
+ 6
+ 7
+ 14
+ *
+ 8
+ 3+
-
+
- Each time this model repairs a model using its Blessing of the Omnissiah ability, that model regains up to 3 lost wounds instead of D3
+ 36"
+ Heavy 6
+ 8
+ -3
+ 2
+ -
-
+
- Each time this model makes a melee attack against an enemy CHARACTER unit, you can re-roll the wound roll.
+ 36"
+ Heavy 6
+ 9
+ -3
+ 3
+ 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.
-
+
- Each time an attack is allocated to this model, subtract 1 from the Damage characteristic of that attack(to a minimum of 1)
+ *
+ 6+
+ *
+ 6
+ 7
+ 14
+ *
+ 8
+ 3+
-
+
- 6"
- 3+
- 3+
- 4
- 4
- 2
- 2
- 7
- 3+
+ 24"
+ Heavy 2D6
+ 5
+ -2
+ 1
+ Units attacked by this weapon do not gain any bonus to their saving throws for being in cover. When targeting INFANTRY units, any wound rolls of 6 inflict a single mortal wound in addition to any other damage.
-
+
- Units embarked within this transport can disembark even if it has made a Normal Move this phase. Any unit that disembarks after this transport has made a Normal Move cannot charge this turn.
+ When you shoot with this model's rotary missile launcher, you can choose to change its Type to Heavy 4D6, but if you do then you cannot fire this weapon again until after the end of your next turn.
-
+
- At the start of your Shooting phase, select one enemy unit that is within 18" of and visible to this unit. Until the end of the phase, each time a friendly <CHAPTER> WHIRLWIND model makes an attack with a weapon that has the Blast ability against the selected unit, add 1 to that attack's hit roll
+ 6"
+ *
+ *
+ 7
+ 8
+ 10
+ A
+ 8
+ 3+
-
+
- While an enemy unit is within 3" of this unit, subtract 2 from the Leadership characteristic of models in that unit.
+ 8"
+ Pistol 1
+ 8
+ -4
+ D6
+ If the target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result.
-
+
- Distances and ranges are always measured to and from this model's hull even though it has a base.
+ During deployment, you can set up this model along with any units embarked within it underground, instead of placing it on the battlefield. At the end of any of your Movement phases, this model can perform a subterranean assault - set it up anywhere on the battlefield that is more than 9" away from any enemy models.
-
+
- In your command phase, this model can awaken one friendly <CHAPTER> VEHICLE model within 3" of it. Until the start of your next command phase, each time that VEHICLE model makes a ranged attack, add 1 to that attack's hit roll. Each model can only be awakened once per turn.
+ When this model arrives on the battlefield by performing a subterranean assault, enemy units within 12" suffer a single mortal wound.
-
+
- Each time this model makes an attack with its heavy laser destroyer or macro plasma incinerator, add 1 to that attacks hit roll
+ While a friendly <CHAPTER> CORE unit is within 6" of this model, each time a model in that unit makes an attack, re-roll a hit roll of 1
-
+
- 12"
- Pistol D6
- 3
- -1
- 1
- Each time an attack is made with this weapon that attack automatically hits the target
+ Each time an attack is allocated to this model, subtract 1 from the Damage characteristic of that attack(to a minimum of 1)
-
+
- 15
- Assault D6
- 4
- -1
- 1
- Each time an attack is made with this weapon that attack automatically hits the target
+ In your Command phase select one friendly <CHAPTER> CORE or <CHAPTER> CHARACTER within 6" of this model. Until the start of your next Command phase, each time a model in that unit makes an attack, you can re-roll the hit roll.
-
+
- -
- -
- -
- -
- -
- This weapon can target a CHARACTER even if it is not the closest enemy unit. In addition, when attacking with this weapon, choose one of the profiles below.
+ During deployment, you can set up this model in a teleportarium chamber instead of placing it on the battlefield. At the end of any of your Movement phases this model can teleport into battle - set it up anywhere on the battlefield that is more than 9" away from any enemy models.
-
+
- 36"
- Heavy 1
- 5
- -1
- 1
- Each time you select a target for this weapon, you can ignore the Look Out, Sir rule. When resolving an attack made with this weapon, add 1 to the hit roll, and the target does not receive the benefit of cover to its saving throw.
+ In your command phase, this model can awaken one friendly <CHAPTER> VEHICLE model within 3" of it. Until the start of your next command phase, each time that VEHICLE model makes a ranged attack, add 1 to that attack's hit roll. Each model can only be awakened once per turn.
-
+
- 36"
- Heavy D3
- 5
- 0
- 1
- Blast.
+ At the end of your Movement phase this model can repair a one <CHAPTER> VEHICLE within 3". That VEHICLE regains D3 lost wounds. Each model can only be repaired once per turn.
-
+
+
+ While a friendly <CHAPTER> CORE unit is within 6" of this model, models in that unit can use this model's Leadership characteristic instead of their own
+
+
+
36"
- Heavy 1
- 5
- -2
- 2
- Each time you select a target for this weapon, you can ignore the Look Out, Sir rule. When resolving an attack made with this weapon, a wound roll of 6+ inflicts 1 mortal wound on the target in addition to any other damage.
+ Heavy 6
+ 8
+ -3
+ 3
+ 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.
-
+
- 30"
- Heavy 2
- 6
- 0
- 2
- 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.
+ This transport must start the battle set up high in the skies (see Death From Above pg 125) but neither it, nor any units embarked within it, are counted towards any limits that the mission you are playing places on the maximum number of Reinforcements units you can have in your army. This trasnport can be set up in the Reinforcements step of your first, second or third Movement phase, regardless of any mission rules, and they must set up more than 9" away from any enemy models. After this trasnport has been set up on the battlefield, no units can embark within it.
-
+
- 45"
- Heavy 4
- 6
- 0
- 2
- 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.
+ During deployment, if every model in this unit has this ability, then you can set up this unit high in the skies instead of setting it up on the battlefield. If you do, then in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" away from enemy models.
@@ -26466,7 +39458,4 @@ A player controls an objective marker if they have any models with this ability
-
-
-
-
\ No newline at end of file
+
diff --git a/Imperium - Space Wolves.cat b/Imperium - Space Wolves.cat
index 5be92310d0..040edfc3e5 100644
--- a/Imperium - Space Wolves.cat
+++ b/Imperium - Space Wolves.cat
@@ -671,7 +671,7 @@ Saga of the Wolfkin (Aura): While a friendly SPACE WOLVES CORE unit is within 6&
-
+
@@ -1668,12 +1668,12 @@ Saga of the Wolfkin (Aura): While a friendly SPACE WOLVES CORE unit is within 6&
-
+
-
+
@@ -1694,7 +1694,7 @@ Saga of the Wolfkin (Aura): While a friendly SPACE WOLVES CORE unit is within 6&
-
+
@@ -2865,7 +2865,7 @@ Saga of the Wolfkin (Aura): While a friendly SPACE WOLVES CORE unit is within 6&
-
+
@@ -3585,7 +3585,7 @@ Saga of the Wolfkin (Aura): While a friendly SPACE WOLVES CORE unit is within 6&
-
+
@@ -4345,7 +4345,7 @@ Litany of Hate:If this litany is inspiring, you can re-roll hit rolls for attack
-
+
@@ -4484,7 +4484,7 @@ Litany of Hate:If this litany is inspiring, you can re-roll hit rolls for attack
-
+
@@ -5470,7 +5470,7 @@ Litany of Hate:If this litany is inspiring, you can re-roll hit rolls for attack
-
+
@@ -6574,7 +6574,7 @@ Litany of Hate:If this litany is inspiring, you can re-roll hit rolls for attack
-
+
@@ -6808,7 +6808,7 @@ Litany of Hate:If this litany is inspiring, you can re-roll hit rolls for attack
-
+
@@ -8505,7 +8505,7 @@ Litany of Hate:If this litany is inspiring, you can re-roll hit rolls for attack
-
+
@@ -9738,7 +9738,7 @@ Litany of Hate:If this litany is inspiring, you can re-roll hit rolls for attack
- - Each time a model with this tactic makes a melee attack, if that model’s unit made a charge move, was charged or performed a Heroic Intervention this turn, add 1 to that attack’s hit roll.
+ - Each time a model with this tactic makes a melee attack, if that model’s unit made a charge move, was charged or performed a Heroic Intervention this turn, add 1 to that attack’s hit roll.
- Units with this tactic are eligible to perform Heroic Interventions as if they were CHARACTERS.
@@ -10678,7 +10678,7 @@ Litany of Hate:If this litany is inspiring, you can re-roll hit rolls for attack
-
+
@@ -11399,4 +11399,4 @@ A player controls an objective marker if they have any models with this ability
-
\ No newline at end of file
+
diff --git a/Imperium - Ultramarines.cat b/Imperium - Ultramarines.cat
index 7e02e03936..9d89c23b2c 100644
--- a/Imperium - Ultramarines.cat
+++ b/Imperium - Ultramarines.cat
@@ -228,7 +228,7 @@
-
+
@@ -369,7 +369,7 @@
-
+
@@ -586,7 +586,7 @@
-
+
@@ -759,7 +759,7 @@
-
+
@@ -927,7 +927,7 @@
-
+
@@ -1054,7 +1054,7 @@
-
+
@@ -1208,7 +1208,7 @@
-
+
@@ -1315,7 +1315,7 @@ RAZORBACK HUNTER
PREDATOR STALKER
VINDICATOR LAND RAIDER
-Whilst a VEHICLE model is being commanded by Sergeant Chronus, it has 2+ Ballistic Skill (even when it has suffered damage) and gains the CHARACTER and SERGEANT CHRONUS keywords, In addition at the start of your turn that model regains 1 lost wound. Whilst commanding a tank, Sergeant Chronus cannot attack with his bolt pistol, servo arm, or frag and krak grenades.
+Whilst a VEHICLE model is being commanded by Sergeant Chronus, it has 2+ Ballistic Skill (even when it has suffered damage) and gains the CHARACTER and SERGEANT CHRONUS keywords, In addition at the start of your turn that model regains 1 lost wound. Whilst commanding a tank, Sergeant Chronus cannot attack with his bolt pistol, servo arm, or frag and krak grenades.
if a VEHICLE model being commanded by Sergeant Chornus is destroyed, set this model up within 6" of that VEHICLE model in the same manner as a model disembarking from a transport
@@ -2366,7 +2366,7 @@ if a VEHICLE model being commanded by Sergeant Chornus is destroyed, set this m
-
+
@@ -2490,7 +2490,7 @@ if a VEHICLE model being commanded by Sergeant Chornus is destroyed, set this m
-
+
@@ -2604,7 +2604,7 @@ if a VEHICLE model being commanded by Sergeant Chornus is destroyed, set this m
-
+
@@ -2982,7 +2982,7 @@ if a VEHICLE model being commanded by Sergeant Chornus is destroyed, set this m
-
+
@@ -3282,7 +3282,7 @@ if a VEHICLE model being commanded by Sergeant Chornus is destroyed, set this m
-
+
@@ -3549,7 +3549,7 @@ if a VEHICLE model being commanded by Sergeant Chornus is destroyed, set this m
-
+
@@ -3571,12 +3571,12 @@ if a VEHICLE model being commanded by Sergeant Chornus is destroyed, set this m
-
+
-
+
@@ -3746,7 +3746,7 @@ if a VEHICLE model being commanded by Sergeant Chornus is destroyed, set this m
- - Add 1 to the Leadership characteristic of models with this tactic.
+ - Add 1 to the Leadership characteristic of models with this tactic.
- Units with this tactic are eligible to shoot in a turn in which they Fell Back, but if they do, then until the end of the turn, each time a model in that unit makes a ranged attack, subtract 1 from that attack's hit roll.
@@ -4016,7 +4016,7 @@ if a VEHICLE model being commanded by Sergeant Chornus is destroyed, set this m
-
+
@@ -4077,7 +4077,7 @@ if a VEHICLE model being commanded by Sergeant Chornus is destroyed, set this m
-
+
@@ -4216,7 +4216,7 @@ if a VEHICLE model being commanded by Sergeant Chornus is destroyed, set this m
- Each time an attack with an Armour Penetration characteristic of -1 or -2 is allocated to the bearer, that attack as an Armour Penetration value of 0 instead.
+ Each time an attack with an Armour Penetration characteristic of -1 or -2 is allocated to the bearer, that attack as an Armour Penetration value of 0 instead.
Each time the bearer would lose a wound as a result of a mortal wound, roll one D6; on a 6+, that wound is not lost.
@@ -4234,7 +4234,7 @@ Each time the bearer would lose a wound as a result of a mortal wound, roll one
-
+
@@ -4278,7 +4278,7 @@ While a friendly SILVER TEMPLAR PRIMARIS CORE unit is within 6" of the bear
-
+
@@ -4711,7 +4711,7 @@ While a friendly SILVER TEMPLAR PRIMARIS CORE unit is within 6" of the bear
- At the start of the Fight phase if this model is within Engagement Range of any enemy units, it can fight first that phase.
+ At the start of the Fight phase if this model is within Engagement Range of any enemy units, it can fight first that phase.
Each time this Warlord makes a melee attack, if it made a charge move, was charged or performed a Heroic Intervention this turn you can re-roll the wound roll.
@@ -4904,4 +4904,4 @@ Each time this Warlord makes a melee attack, if it made a charge move, was charg
-
\ No newline at end of file
+
diff --git a/Imperium - White Scars.cat b/Imperium - White Scars.cat
index 4d2d2dadf1..0cc16ae3a9 100644
--- a/Imperium - White Scars.cat
+++ b/Imperium - White Scars.cat
@@ -871,7 +871,7 @@
-
+
@@ -1171,7 +1171,7 @@
-
+
@@ -1392,7 +1392,7 @@
-
+
@@ -1414,12 +1414,12 @@
-
+
-
+
@@ -1896,7 +1896,7 @@
-
+
@@ -2205,7 +2205,7 @@
-
+
@@ -2367,4 +2367,4 @@
-
\ No newline at end of file
+