Datasheet changes v946 → v963

449 datasheets, 4 books

Books

Codex: Orks

changedBannernob

changed1 Bannernob

Points
35 pts 30 pts

changedBattlewagon

Points Scaling
+10 pts per 3 models +20 pts per 3 models

changed1 Battlewagon

Points
150 pts 160 pts

changedBeast Snagga Boyz

changed9 Beast Snagga Boy, 1 Nob

Points
85 pts 80 pts

changed2 Nob, 18 Beast Snagga Boy

Points
170 pts 160 pts

changedBig Mek

Points Scaling
+10 pts per 3 models +15 pts per 3 models

changed1 Big Mek

Points
85 pts 100 pts

changedBig Mek Dakkarig

Points Scaling
+10 pts per 3 models +20 pts per 3 models

changed1 Big Mek Dakkarig

Points
135 pts 160 pts

changedBig Mek in Mega Armour

changedKustom Force Field

Rule Text

While the bearer is leading a unit, models in thatThis unit have ahas 4+ invulnerable saveInSv against ranged attacks.

changedBig Mek with Shokk Attack Gun

Points Scaling
+10 pts per 2 models +15 pts per 2 models

changed1 Big Mek with Shokk Attack Gun

Points
95 pts 110 pts

changedBoyz

changed9 Boy, 1 Nob

Points
90 pts 85 pts

changed18 Boy, 2 Nob

Points
180 pts 170 pts

changedBreaka Boyz

changed1 Nob, 5 Breaka Boy

Points
135 pts 120 pts

changedDakkajet

changedDakkajet

Objective Control
-1 -

changedDeffkoptas

changed3 Deffkopta

Points
80 pts 85 pts

changed4-6 Deffkopta

Points
160 pts 170 pts

changedFlash Gitz

Points Scaling
+30 pts per 3 models +40 pts per 3 models

changedFlash Git

Equipped With
Choppa, Snazzgun

changed1 Kaptin, 4 Flash Git

Points
105 pts 110 pts

changed1 Kaptin, 5-9 Flash Git

Points
210 pts 220 pts

changedHunta Rig

Points Scaling
+10 pts per 3 models +20 pts per 3 models

changedKilla Kans

Points Scaling
+20 pts per 3 models +40 pts per 3 models

changed4-6 Killa Kan

Points
260 pts 275 pts

changedKill Rig

Points Scaling
+10 pts per 3 models +20 pts per 3 models

changedWurrboy (psyker level 1)

Rules

This model has the psychic abilities listed in the Psychic Abilities section (see left).section.

changedMeganobz

changed2 Meganob

Points
75 pts 70 pts

changed3 Meganob

Points
110 pts 105 pts

changed4-5 Meganob

Points
185 pts 175 pts

changed6 Meganob

Points
225 pts 210 pts

changedMek

changed1 Mek

Points
45 pts 55 pts

changedNazdreg

changed1 Nazdreg

Points
175 pts 165 pts

changedNobz

changed5 Nob

Points
125 pts 115 pts

changed6-10 Nob

Points
250 pts 230 pts

changedSquighog Boyz

Points Scaling
+20 pts per 3 models +30 pts per 3 models

changed1 Nob on Smasha Squig, 3 Squighog Boy

Points
140 pts 130 pts

changed2 Nob on Smasha Squig, 6 Squighog Boy

Points
280 pts 260 pts

changedStormboyz

changedNob: Wargear Option

Instruction

Default Wargear

changedNob: Wargear Option

Instruction

The Nob can have their Kustom Choppa replaced with 1 Power Klaw.

changed4 Stormboy, 1 Nob

nob count
1
Nob count
1

changed5-9 Stormboy, 1 Nob

nob count
1
Nob count
1

changedTankbustas

newPulsa Rokkit (Once per battle, per unit)

Type
wargear
Rule Text

In your Shooting phase, when this unit is selected to shoot, you can select one enemy Monster/Vehicle unit within 24" of this unit. If you do, this unit’s attacks that target that unit have:

  • +1 AP.
  • [Lethal Hits].

changed1 Nob, 5 Tankbusta

Points
145 pts 160 pts

changedWazdakka Gutsmek

changedFull Throttle

Rules

In your Command phase, select one Throttlerokkit Shokka Engine ability (see left).ability. This unit has that ability until the start of your next Command phase.

changedWazbom Blastajet

Base Size
120mm 120x92mm

changedWazbom Blastajet

Objective Control
-1 -

changedBlastajet Force Field

Rule Text

The bearer has a 4+Models invulnerablein save,this butunit:

  • Have it5+ losesInSv.
  • Do thenot GRENADEShave keyword.smoke.

changedWeirdboy

changedWaaagh! Energy (psyker level 1)

Rules

This model has the psychic abilities listed in the Psychic Abilities section (see left).section.

changed1 Weirdboy

Points
65 pts 60 pts

Codex: Space Marines

changedAdrax Agatone

Unit Composition

■ 1

  • 1 Adrax Agatone – EPIC HEROThismodel

This model is equipped with:with: 1 Drakkis; 1 Malleus Noctum.

changedAdrax Agatone

Toughness
4 5
Keywords
Infantry, Character, Epic Hero, Imperium, Tacticus, Captain, Adrax Agatone Captain, Character, Epic Hero, Explosives, Imperium, Infantry, Tacticus

newTranshuman Strategist

Rules

-

newCombat Doctrines

Rules

-

goneOath of Moment

Rules

-

changedLord of the Pyroclasts

Rules

While an enemy unit is within Engagement Rangeengaged ofwith this model, halve the Objective Control characteristicunit, ofthat modelsenemy inunit thathas enemy-1 unit.OC.

changedUnto the Anvil

Rules

While this modelThis isunit’s leadingmelee aattacks unit,can:

  • Re-roll eachwound timerolls aof model1.
  • Or: inIf thatthe unitassault makesdoctrine ais meleeactive attack,for youthis canunit, re-roll the Woundwound roll.rolls.

changedLeader

Rules

This model can be attached to the following units:

■ ASSAULT INTERCESSOR SQUAD
■ ASSAULT SQUAD
■
BLADEGUARD VETERAN SQUAD
■ COMMAND SQUAD
■
COMPANY HEROES
■ INFERNUS SQUAD
■ INTERCESSOR SQUAD
■ STERNGUARD VETERAN SQUAD
■ TACTICAL SQUAD
■ VANGUARD VETERAN SQUAD

changedDrakkisDrakkis

Strength
4 5

newDrakkis — DrakkisCLOSE-QUARTERS

Rules

Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).

When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:

  • One or more of its [CLOSE‑QUARTERS] weapons.
  • One or more of its other ranged weapons.

newDrakkis — DrakkisTORRENT

Rules

Each time an attack is made with a [TORRENT] weapon, that attack automatically hits the target.

goneDrakkis — DrakkisIgnores Cover

Rules

Each time an attack is made with an [IGNORES COVER] weapon, the target cannot have the benefit of cover against that attack (13.08), including from rules that give a model or unit the benefit of cover (e.g. Stealth).

goneDrakkis — DrakkisPistol

Rules

Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).

When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:

  • One or more of its [CLOSE‑QUARTERS] weapons.
  • One or more of its other ranged weapons.

goneDrakkis — DrakkisTorrent

Rules

Each time an attack is made with a [TORRENT] weapon, that attack automatically hits the target.

newMalleus Noctum — Malleus NoctumDEVASTATING WOUNDS

Rules

Each time an attack made with a [DEVASTATING WOUNDS] weapon results in a critical wound, the attack sequence for that attack ends and the target unit suffers a number of mortal wounds equal to the D characteristic of that weapon. These are inflicted after resolving any normal damage inflicted by those attacks.

Mortal wounds inflicted by [DEVASTATING WOUNDS] weapons can damage a maximum of one model for each critical wound; any remaining mortal wounds inflicted by that attack are lost.

Example: An attack made with a [DEVASTATING WOUNDS] weapon with a D characteristic of 3 results in a critical wound against an Intercessor Squad, so inflicts 3 mortal wounds. The first 2 mortal wounds are sufficient to destroy 1 Intercessor model, so the remaining mortal wound is lost.

changed1 Adrax Agatone

Points
80 pts 90 pts

changedAethon Shaan

Unit Composition

■

  • 1 Aethon Shaan – EPIC HERO Thismodel

This model is equipped with:with: 1 heavyClaws boltof pistol;Severax; 1 ClawsHeavy ofBolt SeveraxPistol.

changedAethon Shaan

Toughness
4 5
Keywords
Infantry, Character, Epic Hero, Fly, Jump Pack, Imperium, Tacticus, Chapter Master, Aethon Shaan Chapter Master, Character, Epic Hero, Explosives, Fly, Imperium, Infantry, Jump Pack, Smoke, Tacticus
Equipped With
Heavy bolt pistol, Claws of Severax Claws of Severax, Heavy Bolt Pistol

newTranshuman Strategist

Rules

-

newBlackwing Mantle (Once per phase, per army)

Rules

You can target this unit with the Heroic Intervention stratagem, regardless of any other uses of that stratagem this phase. If you do:

  • That use is -1 CP.
  • That use does not prevent any uses of that stratagem on other units this phase.

newCombat Doctrines

Rules

-

goneOath of Moment

Rules

-

goneBlackwing Mantle

Rules

You can target this unit with the Rapid Ingress / Heroic Intervention stratagem, regardless of any other uses of that stratagem this phase. If you do:

■ That use is -1 CP.
■ That use does not prevent any uses of that stratagem on other units this phase.

changedMaster of Shadows

Rules

In your Command phase, you can select one unit from your opponent’s army. Until the start of your next Command phase, each time an ADEPTUS ASTARTES unit from your army declares a charge while it is within 12"friendly ofAdeptus thatAstartes enemyInfantry unit,unit. youYou can re-roll the Charge roll, but itcharge mustrolls declarefor that enemy unit asuntil athe targetstart of thatyour chargenext (ifCommand possible).phase.

goneChapter Master of the Raven Guard

Rules

At the start of the Declare Battle Formations step, if your army includes AETHON SHAAN and KAYVAAN SHRIKE, until the end of the battle, your KAYVAAN SHRIKE unit loses its Lone Operative ability and it replaces its CHAPTER MASTER keyword with CAPTAIN.

newHeavy Bolt Pistol

Type
weapon

goneHeavy bolt pistol

Type
weapon

newHeavy Bolt PistolHeavy Bolt Pistol

Range
18"
Attacks
1
Ballistic Skill
2+
Strength
5
AP
-1
Damage
1

newHeavy Bolt Pistol — Heavy Bolt PistolCLOSE-QUARTERS

Rules

Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).

When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:

  • One or more of its [CLOSE‑QUARTERS] weapons.
  • One or more of its other ranged weapons.

goneHeavy bolt pistolHeavy Bolt Pistol

Range
18"
Attacks
1
Ballistic Skill
2+
Strength
4
AP
-1
Damage
1

goneHeavy bolt pistol — Heavy Bolt PistolPistol

Rules

Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).

When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:

  • One or more of its [CLOSE‑QUARTERS] weapons.
  • One or more of its other ranged weapons.

newClaws of Severax — Claws of SeveraxSUSTAINED HITS 2: non-MONSTER/VEHICLE

Rules

This ability always takes the form [SUSTAINED HITS X]. Each time an attack made with a [SUSTAINED HITS] weapon results in a critical hit, that attack results in a number of additional hits on the target as denoted by X.

Example: An attack made with a [SUSTAINED HITS 2] weapon results in a critical hit. That attack therefore hits the target three times (once from the critical hit, and twice more from the [SUSTAINED HITS 2] ability).

newClaws of Severax — Claws of SeveraxTWIN-LINKED

Rules

Each time an attack is made with a [TWIN‑LINKED] weapon, you can re‑roll the wound roll.

goneClaws of Severax — Claws of SeveraxSustained Hits 2

Rules

This ability always takes the form [SUSTAINED HITS X]. Each time an attack made with a [SUSTAINED HITS] weapon results in a critical hit, that attack results in a number of additional hits on the target as denoted by X.

Example: An attack made with a [SUSTAINED HITS 2] weapon results in a critical hit. That attack therefore hits the target three times (once from the critical hit, and twice more from the [SUSTAINED HITS 2] ability).

goneClaws of Severax — Claws of SeveraxTwin-linked

Rules

Each time an attack is made with a [TWIN‑LINKED] weapon, you can re‑roll the wound roll.

changed1 Aethon Shaan

Points
100 pts 105 pts

changedAggressor Squad

Unit Composition

■ 1

  • 1 Aggressor Sergeant ■Sergeant 2-5model
  • 2-5 AggressorsEveryAggressor models

Every model is equipped with:with: flamestorm1 gauntlets;Flamestorm powerGauntlets; fist.1 Twin Power Fists.

Points Scaling
+10 pts per 3 models

changedAggressor Sergeant

Keywords
Infantry, Imperium, Gravis, Aggressor Squad Gravis, Imperium, Infantry
Equipped With
Flamestorm gauntlets, Twin power fists Flamestorm Gauntlets, Twin Power Fists

changedAggressor

Keywords
Infantry, Imperium, Gravis, Aggressor Squad Gravis, Imperium, Infantry
Equipped With
Flamestorm gauntlets, Twin power fists Flamestorm Gauntlets, Twin Power Fists

newCombat Doctrines

Rules

-

newClose-quarters Firestorm

Rules

This unit’s attacks that target an enemy unit within 9" of this unit have +1 S.

goneOath of Moment

Rules

-

goneClose-quarters Firepower

Rules

Each time a model in this unit makes a ranged attack that targets the closest eligible target, improve the Armour Penetration characteristic of that attack by 1.

newAuto Boltstorm Gauntlets

Type
weapon

newFlamestorm Gauntlets

Type
weapon

newFragstorm Grenade Launcher

Type
weapon

newTwin Power Fists

Type
weapon

goneAuto boltstorm gauntlets

Type
weapon

goneFlamestorm gauntlets

Type
weapon

goneFragstorm grenade launcher

Type
weapon

goneTwin power fists

Type
weapon

newAuto Boltstorm GauntletsAuto Boltstorm Gauntlets

Range
18"
Attacks
3
Ballistic Skill
3+
Strength
5
AP
-1
Damage
1

newAuto Boltstorm Gauntlets — Auto Boltstorm GauntletsCLOSE-QUARTERS

Rules

Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).

When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:

  • One or more of its [CLOSE‑QUARTERS] weapons.
  • One or more of its other ranged weapons.

newAuto Boltstorm Gauntlets — Auto Boltstorm GauntletsTWIN-LINKED

Rules

Each time an attack is made with a [TWIN‑LINKED] weapon, you can re‑roll the wound roll.

newFlamestorm GauntletsClose Quarters

Range
12"
Attacks
3
Ballistic Skill
-
Strength
4
AP
-1
Damage
1

newFlamestorm GauntletsRanged

Range
12"
Attacks
3
Ballistic Skill
-
Strength
4
AP
-1
Damage
1

newFlamestorm Gauntlets — Close QuartersCLOSE-QUARTERS

Rules

Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).

When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:

  • One or more of its [CLOSE‑QUARTERS] weapons.
  • One or more of its other ranged weapons.

newFlamestorm Gauntlets — Close QuartersTORRENT

Rules

Each time an attack is made with a [TORRENT] weapon, that attack automatically hits the target.

newFlamestorm Gauntlets — Close QuartersTWIN-LINKED

Rules

Each time an attack is made with a [TWIN‑LINKED] weapon, you can re‑roll the wound roll.

newFlamestorm Gauntlets — RangedBLAST 2

Rules

Each time you gather attack dice for a [BLAST] weapon, add one additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).

If this ability takes the form [BLAST X], each time you gather attack dice for such a weapon, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down) instead.

Example: If a [BLAST 2] weapon with an A characteristic of 3 targets a unit containing 12 models, you would gather four additional attack dice for that weapon (for a total of seven for that weapon).

newFlamestorm Gauntlets — RangedTORRENT

Rules

Each time an attack is made with a [TORRENT] weapon, that attack automatically hits the target.

newFlamestorm Gauntlets — RangedTWIN-LINKED

Rules

Each time an attack is made with a [TWIN‑LINKED] weapon, you can re‑roll the wound roll.

newFragstorm Grenade LauncherFragstorm Grenade Launcher

Range
18"
Attacks
3
Ballistic Skill
3+
Strength
4
AP
-1
Damage
1

newFragstorm Grenade Launcher — Fragstorm Grenade LauncherBLAST 1

Rules

Each time you gather attack dice for a [BLAST] weapon, add one additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).

If this ability takes the form [BLAST X], each time you gather attack dice for such a weapon, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down) instead.

Example: If a [BLAST 2] weapon with an A characteristic of 3 targets a unit containing 12 models, you would gather four additional attack dice for that weapon (for a total of seven for that weapon).

newTwin Power FistsTwin Power Fists

Range
Melee
Attacks
3
Weapon Skill
3+
Strength
8
AP
-2
Damage
2

newTwin Power Fists — Twin Power FistsTWIN-LINKED

Rules

Each time an attack is made with a [TWIN‑LINKED] weapon, you can re‑roll the wound roll.

goneAuto boltstorm gauntletsAuto boltstorm gauntlets

Range
18"
Attacks
3
Ballistic Skill
3+
Strength
4
AP
0
Damage
1

goneAuto boltstorm gauntlets — Auto boltstorm gauntletsTwin-linked

Rules

Each time an attack is made with a [TWIN‑LINKED] weapon, you can re‑roll the wound roll.

goneFlamestorm gauntletsFlamestorm gauntlets

Range
12"
Attacks
D6+1
Ballistic Skill
-
Strength
4
AP
0
Damage
1

goneFlamestorm gauntlets — Flamestorm gauntletsIgnores Cover

Rules

Each time an attack is made with an [IGNORES COVER] weapon, the target cannot have the benefit of cover against that attack (13.08), including from rules that give a model or unit the benefit of cover (e.g. Stealth).

goneFlamestorm gauntlets — Flamestorm gauntletsTorrent

Rules

Each time an attack is made with a [TORRENT] weapon, that attack automatically hits the target.

goneFlamestorm gauntlets — Flamestorm gauntletsTwin-linked

Rules

Each time an attack is made with a [TWIN‑LINKED] weapon, you can re‑roll the wound roll.

goneFragstorm grenade launcherFragstorm grenade launcher

Range
18"
Attacks
D6
Ballistic Skill
3+
Strength
4
AP
0
Damage
1

goneFragstorm grenade launcher — Fragstorm grenade launcherBlast

Rules

Each time you gather attack dice for a [BLAST] weapon, add one additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).

If this ability takes the form [BLAST X], each time you gather attack dice for such a weapon, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down) instead.

Example: If a [BLAST 2] weapon with an A characteristic of 3 targets a unit containing 12 models, you would gather four additional attack dice for that weapon (for a total of seven for that weapon).

goneTwin power fistsTwin power fists

Range
Melee
Attacks
3
Weapon Skill
3+
Strength
8
AP
-2
Damage
2

goneTwin power fists — Twin power fistsTwin-linked

Rules

Each time an attack is made with a [TWIN‑LINKED] weapon, you can re‑roll the wound roll.

newAggressor Sergeant: All models in this unit can each have their Flamestorm Gauntlets replaced with 1 Auto Boltstorm Gauntlets and 1 Fragstorm Grenade Launcher.

newAggressor: All models in this unit can each have their Flamestorm Gauntlets replaced with 1 Auto Boltstorm Gauntlets and 1 Fragstorm Grenade Launcher.

goneAggressor Sergeant: All models in this unit can each have their flamestorm gauntlets replaced with 1 auto boltstorm gauntlets and 1 fragstorm grenade launcher.

goneAggressor: All models in this unit can each have their flamestorm gauntlets replaced with 1 auto boltstorm gauntlets and 1 fragstorm grenade launcher.

new■ All models in this unit can each have their Flamestorm Gauntlets replaced with 1 Auto Boltstorm Gauntlets and 1 Fragstorm Grenade Launcher.

gone■ All models in this unit can each have their flamestorm gauntlets replaced with 1 auto boltstorm gauntlets and 1 fragstorm grenade launcher.

new5 Aggressor, 1 Aggressor Sergeant

Points
180 pts
Aggressor count
5
Aggressor Sergeant count
1

gone1 Aggressor Sergeant, 2 Aggressor

Points
80 pts
Aggressor Sergeant count
1
Aggressor count
2

changed2 Aggressor, 1 Aggressor Sergeant

Points
165 pts 90 pts
Aggressor count
3-5 2

changedAncient

Unit Composition

■

  • 1 1Ancient AncientThismodel

This model is equipped with:with: bolt1 pistol;Bolt boltPistol; rifle;1 closeBolt combatRifle; weapon.1 Ceramite Fists.

changedAncient

Toughness
4 5
Objective Control
1 2
Keywords
Infantry, Character, Grenades, Imperium, Tacticus, Ancient Character, Explosives, Imperium, Infantry, Tacticus
Equipped With
Bolt pistol, Bolt rifle, Close combat weapon Bolt Pistol, Bolt Rifle, Ceramite Fists

newHonour of the Company

Rules

This unit has +1 OC.

newCombat Doctrines

Rules

-

newRaise the Banner

Rules

At the end of your Movement phase, if this unit is controlling an objective, that objective is secured.

goneOath of Moment

Rules

-

goneAstartes Banner

Rules

While this model is leading a unit, add 1 to the Objective Control characteristic of models in that unit.

goneUnbreakable Duty

Rules

While this model is within range of an objective marker and/or within 6" of the centre of the battlefield, this model has the Feel No Pain 4+ ability.

changedSupport

Rules

This model can be attached to the following units:

■ ASSAULT INTERCESSOR SQUAD
■ ASSAULT SQUAD
■
CRUSADER SQUAD
■ DEATHWATCH VETERANS
■ DECIMUS KILL TEAM
■ DESOLATION SQUAD
■ DEVASTATOR SQUAD
■
FORTIS KILL TEAM
■ HELLBLASTER SQUAD
■ INFERNUS SQUAD
■ INNER CIRCLE COMPANIONS
■ INTERCESSOR SQUAD
■ LONG FANGS
■
STERNGUARD VETERAN SQUAD
■ SWORD BRETHREN
■ TACTICALBRETHREN SQUAD
■ VANGUARD VETERAN SQUAD
■ WOLF GUARD

newBolt Pistol

Type
weapon

newBolt Rifle

Type
weapon

newCeramite Fists

Type
weapon

newPower Weapon

Type
weapon

goneBolt pistol

Type
weapon

goneBolt rifle

Type
weapon

goneClose combat weapon

Type
weapon

gonePower weapon

Type
weapon

newBolt PistolBolt Pistol

Range
12"
Attacks
1
Ballistic Skill
3+
Strength
5
AP
-1
Damage
1

newBolt Pistol — Bolt PistolCLOSE-QUARTERS

Rules

Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).

When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:

  • One or more of its [CLOSE‑QUARTERS] weapons.
  • One or more of its other ranged weapons.

newBolt RifleFocused Fire

Range
24"
Attacks
1
Ballistic Skill
3+
Strength
6
AP
-1
Damage
2

newBolt RifleSaturation

Range
24"
Attacks
2
Ballistic Skill
3+
Strength
5
AP
-1
Damage
1

newBolt Rifle — Focused FireHEAVY

Rules

In your Shooting phase, each time an attack is made with a [HEAVY] weapon, add 1 to the hit roll if all of the following apply to the attacking unit:

  • That unit is unengaged.
  • That unit was not set up on the battlefield this turn.
  • No model in that unit has moved more than 3" this turn.

newBolt Rifle — Focused FireRAPID FIRE 1

Rules

This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.

Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).

newBolt Rifle — SaturationASSAULT

Rules

Units containing one or more models with an [ASSAULT] weapon can shoot using assault shooting (10.05).

newBolt Rifle — SaturationRAPID FIRE 1

Rules

This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.

Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).

newCeramite FistsCeramite Fists

Range
Melee
Attacks
4
Weapon Skill
3+
Strength
5
AP
0
Damage
1

newPower WeaponPower Weapon

Range
Melee
Attacks
5
Weapon Skill
3+
Strength
5
AP
-2
Damage
1

goneBolt pistolBolt pistol

Range
12"
Attacks
1
Ballistic Skill
3+
Strength
4
AP
0
Damage
1

goneBolt pistol — Bolt pistolPistol

Rules

Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).

When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:

  • One or more of its [CLOSE‑QUARTERS] weapons.
  • One or more of its other ranged weapons.

goneBolt rifleBolt rifle

Range
24"
Attacks
2
Ballistic Skill
3+
Strength
4
AP
-1
Damage
1

goneBolt rifle — Bolt rifleAssault

Rules

Units containing one or more models with an [ASSAULT] weapon can shoot using assault shooting (10.05).

goneBolt rifle — Bolt rifleHeavy

Rules

In your Shooting phase, each time an attack is made with a [HEAVY] weapon, add 1 to the hit roll if all of the following apply to the attacking unit:

  • That unit is unengaged.
  • That unit was not set up on the battlefield this turn.
  • No model in that unit has moved moret han 3" this turn.

goneClose combat weaponClose combat weapon

Range
Melee
Attacks
5
Weapon Skill
2+
Strength
4
AP
0
Damage
1

gonePower weaponPower weapon

Range
Melee
Attacks
5
Weapon Skill
2+
Strength
5
AP
-2
Damage
1

newAncient: This model’s Bolt Rifle can be replaced with 1 Power Weapon.

goneAncient: This model’s bolt rifle and close combat weapon can be replaced with 1 power weapon.

new■ This model’s Bolt Rifle can be replaced with 1 Power Weapon.

gone■ This model’s bolt rifle and close combat weapon can be replaced with 1 power weapon.

changed1 Ancient

Points
40 pts 45 pts

changedAncient in Terminator Armour

Unit Composition

■ 1

  • 1 Ancient in Terminator ArmourThisArmour model

This model is equipped with:with: storm1 bolter;Master-crafted powerPower fist.Weapon; 1 Storm Bolter.

changedAncient in Terminator Armour

Toughness
5 6
Objective Control
1 2
Keywords
Infantry, Character, Imperium, Terminator, Ancient Ancient, Character, Imperium, Infantry, Terminator
Equipped With
Storm bolter, Power fist Master-crafted Power Weapon, Storm Bolter

newRaise the Banner

Rules

At the end of your Movement phase, if this unit is controlling an objective, that objective is secured.

newCombat Doctrines

Rules

-

newNever Shall the Standard Fall

Rules

While this unit is within range of an objective, attacks that target this unit with a S greater than this unit’s T have -1 to wound rolls.

goneOath of Moment

Rules

-

goneAstartes Banner

Rules

While this model is leading a unit, add 1 to the Objective Control characteristic of models in that unit.

goneKeep the Banner High

Rules

While this model is leading a unit, each time a model in that unit makes an attack, add 1 to the Hit roll if that unit is below its Starting Strength, and add 1 to the Wound roll as well if that unit is Below Half-strength.

changedSupport

Rules

This model can be attached to the following units:

■ DEATHWATCH TERMINATOR SQUAD
■ DEATHWING COMMAND SQUAD
■ DEATHWING KNIGHTS
■ DEATHWING TERMINATOR SQUAD
■ RELICTERMINATOR TERMINATORASSAULT SQUAD
■
TERMINATOR ASSAULT SQUAD
■
TERMINATORWOLF SQUADGUARD TERMINATORS**

newMaster-crafted Power Weapon

Type
weapon

newStorm Bolter

Type
weapon

goneTerminator Storm Shield

Type
wargear
Rule Text

The bearer has a Wounds characteristic of 6.

goneChainfist

Type
weapon

goneClose combat weapon

Type
weapon

gonePower fist

Type
weapon

gonePower weapon

Type
weapon

goneStorm bolter

Type
weapon

goneThunder hammer

Type
weapon

goneTwin lightning claws

Type
weapon

newMaster-crafted Power WeaponMaster-crafted Power Weapon

Range
Melee
Attacks
5
Weapon Skill
3+
Strength
5
AP
-2
Damage
2

newStorm BolterStorm Bolter

Range
24"
Attacks
2
Ballistic Skill
3+
Strength
5
AP
-1
Damage
1

newStorm Bolter — Storm BolterRAPID FIRE 2

Rules

This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.

Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).

goneChainfistChainfist

Range
Melee
Attacks
4
Weapon Skill
3+
Strength
8
AP
-2
Damage
2

goneChainfist — ChainfistAnti-vehicle 3+

Rules

This ability always takes the form [ANTI‑X Y+]. Each time an attack is made with an [ANTI] weapon, if the target unit has the keyword denoted by X, an unmodified wound roll of Y+ is a critical wound.
Example: An attack made with an [ANTI‑VEHICLE 4+] weapon against a VEHICLE unit will result in a critical wound on an unmodified wound roll of 4+, while an attack made with an [ANTI‑PSYKER 2+] weapon against a PSYKER unit will result in a critical wound on an unmodified wound roll of 2+.

goneClose combat weaponClose combat weapon

Range
Melee
Attacks
5
Weapon Skill
2+
Strength
4
AP
0
Damage
1

gonePower fistPower fist

Range
Melee
Attacks
4
Weapon Skill
2+
Strength
8
AP
-2
Damage
2

gonePower weaponPower weapon

Range
Melee
Attacks
5
Weapon Skill
2+
Strength
5
AP
-2
Damage
1

goneStorm bolterStorm bolter

Range
24"
Attacks
2
Ballistic Skill
3+
Strength
4
AP
0
Damage
1

goneStorm bolter — Storm bolterRapid Fire 2

Rules

This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.

Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).

goneThunder hammerThunder hammer

Range
Melee
Attacks
4
Weapon Skill
3+
Strength
8
AP
-2
Damage
2

goneThunder hammer — Thunder hammerDevastating Wounds

Rules

Each time an attack made with a [DEVASTATING WOUNDS] weapon results in a critical wound, the attack sequence for that attack ends and the target unit suffers a number of mortal wounds equal to the D characteristic of that weapon. These are inflicted after resolving any normal damage inflicted by those attacks.

Mortal wounds inflicted by [DEVASTATING WOUNDS] weapons can damage a maximum of one model for each critical wound; any remaining mortal wounds inflicted by that attack are lost.

Example: An attack made with a [DEVASTATING WOUNDS] weapon with a D characteristic of 3 results in a critical wound against an Intercessor Squad, so inflicts 3 mortal wounds. The first 2 mortal wounds are sufficient to destroy 1 Intercessor model, so the remaining mortal wound is lost.

goneTwin lightning clawsTwin lightning claws

Range
Melee
Attacks
6
Weapon Skill
2+
Strength
5
AP
-2
Damage
1

goneTwin lightning claws — Twin lightning clawsTwin-linked

Rules

Each time an attack is made with a [TWIN‑LINKED] weapon, you can re‑roll the wound roll.

goneAncient in Terminator Armour: This model’s power fist can be replaced with one of the following:

goneAncient in Terminator Armour: This model’s storm bolter and power fist can be replaced with one of the following: ◦ 1 twin lightning claws ◦ 1 thunder hammer and 1 Terminator storm shield

gone■ This model’s power fist can be replaced with one of the following: ◦ 1 chainfist ◦ 1 close combat weapon ◦ 1 power weapon ◦ 1 thunder hammer

gone■ This model’s storm bolter and power fist can be replaced with one of the following: ◦ 1 twin lightning claws ◦ 1 thunder hammer and 1 Terminator storm shield

changed1 Ancient in Terminator Armour

Points
65 pts 75 pts

changedApothecary

Unit Composition

■

  • 1 1Apothecary ApothecaryThismodel

This model is equipped with:with: absolvor1 boltAbsolvor pistol;Bolt reductorPistol; pistol;1 closeReductor combatPistol; weapon.1 Servo-armature.

changedApothecary

Toughness
4 5
Keywords
Infantry, Character, Grenades, Imperium, Tacticus, Apothecary Character, Imperium, Infantry, Tacticus
Equipped With
Absolvor bolt pistol, Reductor pistol, Close combat weapon Absolvor Bolt Pistol, Reductor Pistol, Servo-armature

newCombat Doctrines

Rules

-

goneOath of Moment

Rules

-

goneGene-seed Recovery

Rules

When this model’s Bodyguard unit is destroyed, roll one D6: on a 2+, you gain 1CP.

changedNarthecium

Rules

While this model is leading a unit, inIn your Command phase, you can return 1 destroyed model (excluding CHARACTERthis models)unit toheals thatD3+1 unit.wounds.

changedSupport

Rules

This model can be attached to the following units:

■ ASSAULT INTERCESSOR SQUAD
■ ASSAULTBLADEGUARD VETERAN SQUAD
■
BLADEGUARD VETERANCOMPANY SQUADHEROES
■
CRUSADER SQUAD
■
DEATHWATCH VETERANS
■
DECIMUS KILL TEAM
■
DESOLATION SQUAD
■
DEVASTATOR SQUAD
■
FORTIS KILL TEAM
■
HELLBLASTER SQUAD
■
INFERNUS SQUAD
■
INNER CIRCLE COMPANIONS
■
INTERCESSOR SQUAD
■
STERNGUARD VETERAN SQUAD
■
SWORD BRETHREN
■
TACTICAL SQUAD
■
VANGUARD VETERAN
BRETHREN SQUAD**

newAbsolvor Bolt Pistol

Type
weapon

newReductor Pistol

Type
weapon

newServo-armature

Type
weapon

goneAbsolvor bolt pistol

Type
weapon

goneClose combat weapon

Type
weapon

goneReductor pistol

Type
weapon

newAbsolvor Bolt PistolAbsolvor Bolt Pistol

Range
18"
Attacks
1
Ballistic Skill
3+
Strength
5
AP
-2
Damage
2

newAbsolvor Bolt Pistol — Absolvor Bolt PistolCLOSE-QUARTERS

Rules

Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).

When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:

  • One or more of its [CLOSE‑QUARTERS] weapons.
  • One or more of its other ranged weapons.

newReductor PistolReductor Pistol

Range
Melee
Attacks
1
Weapon Skill
3+
Strength
5
AP
-4
Damage
2

newReductor Pistol — Reductor PistolEXTRA ATTACKS

Rules

Each time a unit containing one or more models with an [EXTRA ATTACKS] weapon fights, those models will make attacks with those weapons in addition to any others. In the Select Weapons step (04.01), for each of those models, you must select:

  • All of that model’s [EXTRA ATTACKS] weapons.
  • One of that model’s other melee weapons, if possible.

newServo-armatureServo-armature

Range
Melee
Attacks
4
Weapon Skill
3+
Strength
5
AP
0
Damage
1

goneAbsolvor bolt pistolAbsolver bolt pistol

Range
18"
Attacks
1
Ballistic Skill
3+
Strength
5
AP
-1
Damage
2

goneAbsolvor bolt pistol — Absolver bolt pistolPistol

Rules

Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).

When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:

  • One or more of its [CLOSE‑QUARTERS] weapons.
  • One or more of its other ranged weapons.

goneClose combat weaponClose combat weapon

Range
Melee
Attacks
4
Weapon Skill
3+
Strength
4
AP
0
Damage
1

goneReductor pistolReductor pistol

Range
3"
Attacks
1
Ballistic Skill
3+
Strength
4
AP
-4
Damage
2

goneReductor pistol — Reductor pistolPistol

Rules

Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).

When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:

  • One or more of its [CLOSE‑QUARTERS] weapons.
  • One or more of its other ranged weapons.

changed1 Apothecary

Points
40 pts 45 pts

changedApothecary Biologis

Unit Composition

■ 1

  • 1 Apothecary BiologisThisBiologis model

This model is equipped with:with: absolvor1 boltAbsolvor pistol;Bolt closePistol; combat1 weapon.Servo-armature.

changedApothecary Biologis

Objective Control
3 1
Keywords
Infantry, Character, Imperium, Gravis, Apothecary, Biologis Apothecary, Character, Gravis, Imperium, Infantry
Equipped With
Absolvor bolt pistol, Close combat weapon Absolvor Bolt Pistol, Servo-armature

newVivispectral Analysis Targeting

Rules

This unit’s attacks have [Lethal Hits: non-Vehicle].

newCombat Doctrines

Rules

-

goneOath of Moment

Rules

-

goneSurgical Precision

Rules

While this model is leading a unit, weapons equipped by models in that unit have the [LETHAL HITS] ability.

goneVivispectrum

Rules

If this model’s unit destroys an enemy unit as the result of a melee attack, until the end of the battle, this model has an Objective Control characteristic of 9.

changedSupport

Rules

This model can be attached to the following units:

■ AGGRESSOR SQUAD
■ ERADICATOR SQUADSQUAD WITH HEAVY BOLTERS
■
ERADICATOR SQUAD WITH MELTA RIFLES

■
HEAVY INTERCESSOR SQUAD
■
INDOMITOR KILL TEAM**

newAbsolvor Bolt Pistol

Type
weapon

newServo-armature

Type
weapon

goneAbsolvor bolt pistol

Type
weapon

goneClose combat weapon

Type
weapon

newAbsolvor Bolt PistolAbsolvor Bolt Pistol

Range
18"
Attacks
1
Ballistic Skill
3+
Strength
5
AP
-2
Damage
2

newAbsolvor Bolt Pistol — Absolvor Bolt PistolCLOSE-QUARTERS

Rules

Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).

When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:

  • One or more of its [CLOSE‑QUARTERS] weapons.
  • One or more of its other ranged weapons.

newServo-armatureServo-armature

Range
Melee
Attacks
4
Weapon Skill
3+
Strength
5
AP
0
Damage
1

goneAbsolvor bolt pistolAbsolver bolt pistol

Range
18"
Attacks
1
Ballistic Skill
3+
Strength
5
AP
-1
Damage
2

goneAbsolvor bolt pistol — Absolver bolt pistolPistol

Rules

Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).

When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:

  • One or more of its [CLOSE‑QUARTERS] weapons.
  • One or more of its other ranged weapons.

goneClose combat weaponClose combat weapon

Range
Melee
Attacks
4
Weapon Skill
3+
Strength
4
AP
0
Damage
1

changed1 Apothecary Biologis

Points
70 pts 60 pts

changedAssault Intercessor Squad

Unit Composition

■ 1

  • 1 Assault Intercessor Sergeant ■Sergeant 4-9model
  • 4-9 Assault IntercessorsEveryIntercessor models

Every model is equipped with:with: heavy1 boltChainsword; pistol;1 AstartesHeavy chainsword.Bolt Pistol.

changedAssault Intercessor

Toughness
4 5
Keywords
Infantry, Battleline, Grenades, Imperium, Tacticus, Assault Intercessor Squad Battleline, Explosives, Imperium, Infantry, Tacticus
Equipped With
Heavy bolt pistol, Astartes chainsword Chainsword, Heavy Bolt Pistol

changedAssault Intercessor Sergeant

Toughness
4 5
Keywords
Infantry, Battleline, Grenades, Imperium, Tacticus, Assault Intercessor Squad Battleline, Explosives, Imperium, Infantry, Tacticus
Equipped With
Heavy bolt pistol, Astartes chainsword Chainsword, Heavy Bolt Pistol

newCombat Doctrines

Rules

-

goneOath of Moment

Rules

-

changedTargeted Intercession

Rules

Each time a model inIf this unit targets an enemy unit with a melee attack, re-rollmade a Wound roll of 1. If that enemy unit is withincharge rangemove ofthis anturn, objectivethis marker,unit’s youmelee canattacks re-rollhave the+1 WoundS rolland instead.AP.

newChainsword

Type
weapon

newHand Flamer

Type
weapon

newHeavy Bolt Pistol

Type
weapon

newPlasma Pistol

Type
weapon

newPower Fist

Type
weapon

newPower Weapon

Type
weapon

newThunder Hammer

Type
weapon

goneAstartes chainsword

Type
weapon

goneHand flamer

Type
weapon

goneHeavy bolt pistol

Type
weapon

gonePlasma pistol

Type
weapon

gonePower fist

Type
weapon

gonePower weapon

Type
weapon

goneThunder hammer

Type
weapon

newChainswordChainsword

Range
Melee
Attacks
4
Weapon Skill
3+
Strength
5
AP
-1
Damage
1

newHand FlamerHand Flamer

Range
9"
Attacks
3
Ballistic Skill
-
Strength
4
AP
0
Damage
1

newHand Flamer — Hand FlamerCLOSE-QUARTERS

Rules

Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).

When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:

  • One or more of its [CLOSE‑QUARTERS] weapons.
  • One or more of its other ranged weapons.

newHand Flamer — Hand FlamerTORRENT

Rules

Each time an attack is made with a [TORRENT] weapon, that attack automatically hits the target.

newHeavy Bolt PistolHeavy Bolt Pistol

Range
18"
Attacks
1
Ballistic Skill
3+
Strength
5
AP
-1
Damage
1

newHeavy Bolt Pistol — Heavy Bolt PistolCLOSE-QUARTERS

Rules

Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).

When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:

  • One or more of its [CLOSE‑QUARTERS] weapons.
  • One or more of its other ranged weapons.

newPlasma PistolStandard

Range
12"
Attacks
1
Ballistic Skill
3+
Strength
7
AP
-2
Damage
1

newPlasma PistolSupercharge

Range
12"
Attacks
1
Ballistic Skill
3+
Strength
8
AP
-3
Damage
2

newPlasma Pistol — StandardCLOSE-QUARTERS

Rules

Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).

When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:

  • One or more of its [CLOSE‑QUARTERS] weapons.
  • One or more of its other ranged weapons.

newPlasma Pistol — SuperchargeCLOSE-QUARTERS

Rules

Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).

When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:

  • One or more of its [CLOSE‑QUARTERS] weapons.
  • One or more of its other ranged weapons.

newPlasma Pistol — SuperchargeHAZARDOUS

Rules

Each time a unit is selected to shoot or selected to fight, after that unit has resolved all of its attacks, make a number of hazard rolls (06.03) for that unit equal to the number of [HAZARDOUS] weapons you selected in the Select Weapons step.

newPower FistPower Fist

Range
Melee
Attacks
3
Weapon Skill
3+
Strength
8
AP
-2
Damage
2

newPower WeaponPower Weapon

Range
Melee
Attacks
4
Weapon Skill
3+
Strength
5
AP
-2
Damage
1

newThunder HammerThunder Hammer

Range
Melee
Attacks
3
Weapon Skill
4+
Strength
8
AP
-2
Damage
3

newThunder Hammer — Thunder HammerDEVASTATING WOUNDS

Rules

Each time an attack made with a [DEVASTATING WOUNDS] weapon results in a critical wound, the attack sequence for that attack ends and the target unit suffers a number of mortal wounds equal to the D characteristic of that weapon. These are inflicted after resolving any normal damage inflicted by those attacks.

Mortal wounds inflicted by [DEVASTATING WOUNDS] weapons can damage a maximum of one model for each critical wound; any remaining mortal wounds inflicted by that attack are lost.

Example: An attack made with a [DEVASTATING WOUNDS] weapon with a D characteristic of 3 results in a critical wound against an Intercessor Squad, so inflicts 3 mortal wounds. The first 2 mortal wounds are sufficient to destroy 1 Intercessor model, so the remaining mortal wound is lost.

goneAstartes chainswordAstartes chainsword

Range
Melee
Attacks
4
Weapon Skill
3+
Strength
4
AP
-1
Damage
1

goneHand flamerHand flamer

Range
12"
Attacks
D6
Ballistic Skill
-
Strength
3
AP
0
Damage
1

goneHand flamer — Hand flamerIgnores Cover

Rules

Each time an attack is made with an [IGNORES COVER] weapon, the target cannot have the benefit of cover against that attack (13.08), including from rules that give a model or unit the benefit of cover (e.g. Stealth).

goneHand flamer — Hand flamerPistol

Rules

Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).

When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:

  • One or more of its [CLOSE‑QUARTERS] weapons.
  • One or more of its other ranged weapons.

goneHand flamer — Hand flamerTorrent

Rules

Each time an attack is made with a [TORRENT] weapon, that attack automatically hits the target.

goneHeavy bolt pistolHeavy bolt pistol

Range
18"
Attacks
1
Ballistic Skill
3+
Strength
4
AP
-1
Damage
1

goneHeavy bolt pistol — Heavy bolt pistolPistol

Rules

Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).

When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:

  • One or more of its [CLOSE‑QUARTERS] weapons.
  • One or more of its other ranged weapons.

gonePlasma pistolstandard

Range
12"
Attacks
1
Ballistic Skill
3+
Strength
7
AP
-2
Damage
1

gonePlasma pistolsupercharge

Range
12"
Attacks
1
Ballistic Skill
3+
Strength
8
AP
-3
Damage
2

gonePlasma pistol — standardPistol

Rules

Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).

When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:

  • One or more of its [CLOSE‑QUARTERS] weapons.
  • One or more of its other ranged weapons.

gonePlasma pistol — superchargeHazardous

Rules

Each time a unit is selected to shoot or selected to fight, after that unit has resolved all of its attacks, make a number of hazard rolls (06.03) for that unit equal to the number of [HAZARDOUS] weapons you selected in the Select Weapons step.

gonePlasma pistol — superchargePistol

Rules

Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).

When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:

  • One or more of its [CLOSE‑QUARTERS] weapons.
  • One or more of its other ranged weapons.

gonePower fistPower fist

Range
Melee
Attacks
3
Weapon Skill
3+
Strength
8
AP
-2
Damage
2

gonePower weaponPower weapon

Range
Melee
Attacks
4
Weapon Skill
3+
Strength
5
AP
-2
Damage
1

goneThunder hammerThunder hammer

Range
Melee
Attacks
3
Weapon Skill
4+
Strength
8
AP
-2
Damage
2

goneThunder hammer — Thunder hammerDevastating Wounds

Rules

Each time an attack made with a [DEVASTATING WOUNDS] weapon results in a critical wound, the attack sequence for that attack ends and the target unit suffers a number of mortal wounds equal to the D characteristic of that weapon. These are inflicted after resolving any normal damage inflicted by those attacks.

Mortal wounds inflicted by [DEVASTATING WOUNDS] weapons can damage a maximum of one model for each critical wound; any remaining mortal wounds inflicted by that attack are lost.

Example: An attack made with a [DEVASTATING WOUNDS] weapon with a D characteristic of 3 results in a critical wound against an Intercessor Squad, so inflicts 3 mortal wounds. The first 2 mortal wounds are sufficient to destroy 1 Intercessor model, so the remaining mortal wound is lost.

newAssault Intercessor Sergeant: The Assault Intercessor Sergeant can have their Heavy Bolt Pistol replaced with one of the following: ▫ 1 Hand Flamer ▫ 1 Plasma Pistol

newAssault Intercessor Sergeant: The Assault Intercessor Sergeant can have their Chainsword replaced with one of the following: ▫ 1 Power Fist ▫ 1 Power Weapon ▫ 1 Thunder Hammer

goneAssault Intercessor Sergeant: The Assault Intercessor Sergeant’s heavy bolt pistol can be replaced with one of the following:

goneAssault Intercessor Sergeant: The Assault Intercessor Sergeant’s Astartes chainsword can be replaced with one of the following:

new■ The Assault Intercessor Sergeant can have their Heavy Bolt Pistol replaced with one of the following: ▫ 1 Hand Flamer ▫ 1 Plasma Pistol

new■ The Assault Intercessor Sergeant can have their Chainsword replaced with one of the following: ▫ 1 Power Fist ▫ 1 Power Weapon ▫ 1 Thunder Hammer

gone■ The Assault Intercessor Sergeant’s heavy bolt pistol can be replaced with one of the following: ◦ 1 hand flamer ◦ 1 plasma pistol

gone■ The Assault Intercessor Sergeant’s Astartes chainsword can be replaced with one of the following: ◦ 1 power fist ◦ 1 power weapon ◦ 1 thunder hammer

new9 Assault Intercessor, 1 Assault Intercessor Sergeant

Points
175 pts
Assault Intercessor count
9
Assault Intercessor Sergeant count
1

gone4 Assault Intercessor, 1 Assault Intercessor Sergeant

Points
80 pts
Assault Intercessor count
4
Assault Intercessor Sergeant count
1

gone1 Assault Intercessor Sergeant, 4 Assault Intercessor

Points
75 pts
Assault Intercessor Sergeant count
1
Assault Intercessor count
4

gone1 Assault Intercessor Sergeant, 5-9 Assault Intercessor

Points
150 pts
Assault Intercessor Sergeant count
1
Assault Intercessor count
5-9

changed4 Assault Intercessor, 1 Assault Intercessor Sergeant

Points
150 pts 90 pts
Assault Intercessor count
5-9 4

changedAssault Intercessors with Jump Packs

Unit Composition

■ 1

  • 1 Assault Intercessor Sergeant with Jump Pack ■Pack 4-9model
  • 4-9 Assault IntercessorsIntercessor with Jump PacksEachPack models

Every model is equipped with:with: heavy1 boltChainsword; pistol;1 AstartesHeavy chainsword.Bolt Pistol.

changedAssault Intercessor Sergeant with Jump Pack

Toughness
4 5
Keywords
Infantry, Grenades, Jump Pack, Fly, Imperium, Tacticus, Assault Intercessors with Jump Packs Explosives, Fly, Imperium, Infantry, Jump Pack, Tacticus
Equipped With
Heavy bolt pistol, Astartes chainsword Chainsword, Heavy Bolt Pistol

changedAssault Intercessor with Jump Pack

Toughness
4 5
Keywords
Infantry, Grenades, Jump Pack, Fly, Imperium, Tacticus, Assault Intercessors with Jump Packs Explosives, Fly, Imperium, Infantry, Jump Pack, Tacticus
Equipped With
Heavy bolt pistol, Astartes chainsword Chainsword, Heavy Bolt Pistol

newCombat Doctrines

Rules

-

goneOath of Moment

Rules

-

changedHammer of Wrath

Rules

Each timeWhen this unit ends a Chargecharge move, you can select one enemy unit within Engagement Range of it, thenengaged rollwith onethis D6unit. forFor each model in this unit that is within Engagement Rangeengaged ofwith that enemy unit:unit, forroll eachone D6:

  • On a 4+, that enemy unit suffers 1 mortal wound.wound.

newChainsword

Type
weapon

newHand Flamer

Type
weapon

newHeavy Bolt Pistol

Type
weapon

newPlasma Pistol

Type
weapon

newPower Fist

Type
weapon

newPower Weapon

Type
weapon

goneAstartes chainsword

Type
weapon

goneHand flamer

Type
weapon

goneHeavy bolt pistol

Type
weapon

gonePlasma pistol

Type
weapon

gonePower fist

Type
weapon

gonePower weapon

Type
weapon

newChainswordChainsword

Range
Melee
Attacks
4
Weapon Skill
3+
Strength
5
AP
-1
Damage
1

newHand FlamerHand Flamer

Range
9"
Attacks
3
Ballistic Skill
-
Strength
4
AP
0
Damage
1

newHand Flamer — Hand FlamerCLOSE-QUARTERS

Rules

Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).

When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:

  • One or more of its [CLOSE‑QUARTERS] weapons.
  • One or more of its other ranged weapons.

newHand Flamer — Hand FlamerTORRENT

Rules

Each time an attack is made with a [TORRENT] weapon, that attack automatically hits the target.

newHeavy Bolt PistolHeavy Bolt Pistol

Range
18"
Attacks
1
Ballistic Skill
3+
Strength
5
AP
-1
Damage
1

newHeavy Bolt Pistol — Heavy Bolt PistolCLOSE-QUARTERS

Rules

Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).

When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:

  • One or more of its [CLOSE‑QUARTERS] weapons.
  • One or more of its other ranged weapons.

newPlasma PistolStandard

Range
12"
Attacks
1
Ballistic Skill
3+
Strength
7
AP
-2
Damage
1

newPlasma PistolSupercharge

Range
12"
Attacks
1
Ballistic Skill
3+
Strength
8
AP
-3
Damage
2

newPlasma Pistol — StandardCLOSE-QUARTERS

Rules

Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).

When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:

  • One or more of its [CLOSE‑QUARTERS] weapons.
  • One or more of its other ranged weapons.

newPlasma Pistol — SuperchargeCLOSE-QUARTERS

Rules

Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).

When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:

  • One or more of its [CLOSE‑QUARTERS] weapons.
  • One or more of its other ranged weapons.

newPlasma Pistol — SuperchargeHAZARDOUS

Rules

Each time a unit is selected to shoot or selected to fight, after that unit has resolved all of its attacks, make a number of hazard rolls (06.03) for that unit equal to the number of [HAZARDOUS] weapons you selected in the Select Weapons step.

newPower FistPower Fist

Range
Melee
Attacks
3
Weapon Skill
3+
Strength
8
AP
-2
Damage
2

newPower WeaponPower Weapon

Range
Melee
Attacks
4
Weapon Skill
3+
Strength
5
AP
-2
Damage
1

goneAstartes chainswordAstartes chainsword

Range
Melee
Attacks
4
Weapon Skill
3+
Strength
4
AP
-1
Damage
1

goneHand flamerHand flamer

Range
12"
Attacks
D6
Ballistic Skill
-
Strength
3
AP
0
Damage
1

goneHand flamer — Hand flamerIgnores Cover

Rules

Each time an attack is made with an [IGNORES COVER] weapon, the target cannot have the benefit of cover against that attack (13.08), including from rules that give a model or unit the benefit of cover (e.g. Stealth).

goneHand flamer — Hand flamerPistol

Rules

Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).

When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:

  • One or more of its [CLOSE‑QUARTERS] weapons.
  • One or more of its other ranged weapons.

goneHand flamer — Hand flamerTorrent

Rules

Each time an attack is made with a [TORRENT] weapon, that attack automatically hits the target.

goneHeavy bolt pistolHeavy bolt pistol

Range
18"
Attacks
1
Ballistic Skill
3+
Strength
4
AP
-1
Damage
1

goneHeavy bolt pistol — Heavy bolt pistolPistol

Rules

Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).

When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:

  • One or more of its [CLOSE‑QUARTERS] weapons.
  • One or more of its other ranged weapons.

gonePlasma pistolstandard

Range
12"
Attacks
1
Ballistic Skill
3+
Strength
7
AP
-2
Damage
1

gonePlasma pistolsupercharge

Range
12"
Attacks
1
Ballistic Skill
3+
Strength
8
AP
-3
Damage
2

gonePlasma pistol — standardPistol

Rules

Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).

When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:

  • One or more of its [CLOSE‑QUARTERS] weapons.
  • One or more of its other ranged weapons.

gonePlasma pistol — superchargeHazardous

Rules

Each time a unit is selected to shoot or selected to fight, after that unit has resolved all of its attacks, make a number of hazard rolls (06.03) for that unit equal to the number of [HAZARDOUS] weapons you selected in the Select Weapons step.

gonePlasma pistol — superchargePistol

Rules

Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).

When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:

  • One or more of its [CLOSE‑QUARTERS] weapons.
  • One or more of its other ranged weapons.

gonePower fistPower fist

Range
Melee
Attacks
3
Weapon Skill
3+
Strength
8
AP
-2
Damage
2

gonePower weaponPower weapon

Range
Melee
Attacks
4
Weapon Skill
3+
Strength
5
AP
-2
Damage
1

newAssault Intercessor with Jump Pack: Default Wargear

newAssault Intercessor Sergeant with Jump Pack: The Assault Intercessor Sergeant with Jump Pack can have their Heavy Bolt Pistol replaced with one of the following: ▫ 1 Hand Flamer ▫ 1 Plasma Pistol

newAssault Intercessor Sergeant with Jump Pack: The Assault Intercessor Sergeant with Jump Pack can have their Chainsword replaced with one of the following: ▫ 1 Power Fist ▫ 1 Power Weapon

newAssault Intercessor with Jump Pack: For every 5 models in this unit, 1 Assault Intercessor with Jump Pack model can have their Heavy Bolt Pistol replaced with 1 Plasma Pistol.

goneAssault Intercessor Sergeant with Jump Pack: The Assault Intercessor Sergeant with Jump Pack’s Astartes chainsword can be replaced with one of the following: ◦ 1 power weapon ◦ 1 power fist

goneAssault Intercessors with Jump Packs: Default Wargear

goneAssault Intercessors with Jump Packs: For every 5 models in this unit, 1 Assault Intercessor with Jump Pack’s heavy bolt pistol can be replaced with 1 plasma pistol.

goneAssault Intercessor Sergeant with Jump Pack: The Assault Intercessor Sergeant with Jump Pack’s heavy bolt pistol can be replaced with one of the following: ◦ 1 hand flamer ◦ 1 plasma pistol

new■ The Assault Intercessor Sergeant with Jump Pack can have their Heavy Bolt Pistol replaced with one of the following: ▫ 1 Hand Flamer ▫ 1 Plasma Pistol

new■ The Assault Intercessor Sergeant with Jump Pack can have their Chainsword replaced with one of the following: ▫ 1 Power Fist ▫ 1 Power Weapon

new■ For every 5 models in this unit, 1 Assault Intercessor with Jump Pack model can have their Heavy Bolt Pistol replaced with 1 Plasma Pistol.

gone■ For every 5 models in this unit, 1 Assault Intercessor with Jump Pack’s heavy bolt pistol can be replaced with 1 plasma pistol.

gone■ The Assault Intercessor Sergeant with Jump Pack’s Astartes chainsword can be replaced with one of the following: ◦ 1 power weapon ◦ 1 power fist

gone■ The Assault Intercessor Sergeant with Jump Pack’s heavy bolt pistol can be replaced with one of the following: ◦ 1 hand flamer ◦ 1 plasma pistol

new1 Assault Intercessor Sergeant with Jump Pack, 4 Assault Intercessor with Jump Pack

Points
100 pts
Assault Intercessor Sergeant with Jump Pack count
1
Assault Intercessor with Jump Pack count
4

new9 Assault Intercessor with Jump Pack, 1 Assault Intercessor Sergeant with Jump Pack

Points
190 pts
Assault Intercessor with Jump Pack count
9
Assault Intercessor Sergeant with Jump Pack count
1

gone1 Assault Intercessor Sergeant with Jump Pack, 4 Assault Intercessors with Jump Packs

Points
95 pts
Assault Intercessor Sergeant with Jump Pack count
1
Assault Intercessors with Jump Packs count
4

gone1 Assault Intercessor Sergeant with Jump Pack, 4 Assault Intercessors with Jump Packs

Points
85 pts
Assault Intercessor Sergeant with Jump Pack count
1
Assault Intercessors with Jump Packs count
4

gone5-9 Assault Intercessors with Jump Packs, 1 Assault Intercessor Sergeant with Jump Pack

Points
180 pts
Assault Intercessors with Jump Packs count
5-9
Assault Intercessor Sergeant with Jump Pack count
1

gone1 Assault Intercessor Sergeant with Jump Pack, 5-9 Assault Intercessors with Jump Packs

Points
160 pts
Assault Intercessor Sergeant with Jump Pack count
1
Assault Intercessors with Jump Packs count
5-9

changedBallistus Dreadnought

Unit Composition

■ 1

  • 1 Ballistus DreadnoughtThisDreadnought model

This model is equipped with:with: Ballistus1 missileArmoured launcher;Feet; 1 Ballistus lascannon;Lascannon; twin1 stormBallistus bolter;Missile armouredLauncher; feet.1 Storm Bolters.

changedBallistus Dreadnought

Keywords
Vehicle, Walker, Imperium, Dreadnought, Ballistus Dreadnought Dreadnought, Imperium, Vehicle, Walker
Equipped With
Ballistus missile launcher, Ballistus lascannon, Twin storm bolter, Armoured feet Armoured Feet, Ballistus Lascannon, Ballistus Missile Launcher, Storm Bolters

newCombat Doctrines

Rules

-

newDamaged 4

goneOath of Moment

Rules

-

changedBallistus Strike

Rules

Each time this model makesThis aunit’s ranged attackattacks that targets atarget unitan thatenemy isunit notwithin Below24" Half-strength,of youthis canunit re-rollhave the[Sustained HitHits roll.1].

newArmoured Feet

Type
weapon

newBallistus Lascannon

Type
weapon

newBallistus Missile Launcher

Type
weapon

newStorm Bolters

Type
weapon

goneArmoured feet

Type
weapon

goneBallistus lascannon

Type
weapon

goneBallistus missile launcher

Type
weapon

goneTwin storm bolter

Type
weapon

newArmoured FeetArmoured Feet

Range
Melee
Attacks
5
Weapon Skill
3+
Strength
7
AP
0
Damage
1

newBallistus LascannonBallistus Lascannon

Range
48"
Attacks
2
Ballistic Skill
3+
Strength
12
AP
-3
Damage
D3+3

newBallistus Missile LauncherFrag

Range
48"
Attacks
D6+6
Ballistic Skill
3+
Strength
5
AP
-1
Damage
1

newBallistus Missile LauncherKrak

Range
48"
Attacks
2
Ballistic Skill
3+
Strength
10
AP
-2
Damage
D3+3

newBallistus Missile Launcher — FragBLAST 2

Rules

Each time you gather attack dice for a [BLAST] weapon, add one additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).

If this ability takes the form [BLAST X], each time you gather attack dice for such a weapon, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down) instead.

Example: If a [BLAST 2] weapon with an A characteristic of 3 targets a unit containing 12 models, you would gather four additional attack dice for that weapon (for a total of seven for that weapon).

newStorm BoltersStorm Bolters

Range
24"
Attacks
4
Ballistic Skill
3+
Strength
5
AP
-1
Damage
1

newStorm Bolters — Storm BoltersRAPID FIRE 4

Rules

This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.

Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).

goneArmoured feetArmoured feet

Range
Melee
Attacks
5
Weapon Skill
3+
Strength
7
AP
0
Damage
1

goneBallistus lascannonBallistus lascannon

Range
48"
Attacks
2
Ballistic Skill
3+
Strength
12
AP
-3
Damage
D6+1

goneBallistus missile launcherfrag

Range
48"
Attacks
2D6
Ballistic Skill
3+
Strength
5
AP
0
Damage
1

goneBallistus missile launcherkrak

Range
48"
Attacks
2
Ballistic Skill
3+
Strength
10
AP
-2
Damage
D6

goneBallistus missile launcher — fragBlast

Rules

Each time you gather attack dice for a [BLAST] weapon, add one additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).

If this ability takes the form [BLAST X], each time you gather attack dice for such a weapon, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down) instead.

Example: If a [BLAST 2] weapon with an A characteristic of 3 targets a unit containing 12 models, you would gather four additional attack dice for that weapon (for a total of seven for that weapon).

goneTwin storm bolterTwin storm bolter

Range
24"
Attacks
2
Ballistic Skill
3+
Strength
4
AP
0
Damage
1

goneTwin storm bolter — Twin storm bolterRapid Fire 2

Rules

This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.

Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).

goneTwin storm bolter — Twin storm bolterTwin-linked

Rules

Each time an attack is made with a [TWIN‑LINKED] weapon, you can re‑roll the wound roll.

changedBladeguard Ancient

Unit Composition

■ 1

  • 1 Bladeguard AncientThisAncient model

This model is equipped with:with: heavy1 boltHeavy pistol;Bolt closePistol; combat1 weapon.Relics of Battle.

changedBladeguard Ancient

Toughness
4 5
Objective Control
1 3
Keywords
Infantry, Character, Grenades, Imperium, Tacticus, Ancient, Bladeguard Ancient Ancient, Character, Explosives, Imperium, Infantry, Tacticus
Equipped With
Heavy bolt pistol, Close combat weapon Heavy Bolt Pistol, Relics of Battle

newDeeds of Legend

Rules

While this unit is within range of an objective, this unit’s melee attacks have +1 A.

newCombat Doctrines

Rules

-

newRaise the Banner

Rules

At the end of your Movement phase, if this unit is controlling an objective, that objective is secured.

goneOath of Moment

Rules

-

goneAstartes Banner

Rules

While this model is leading a unit, add 1 to the Objective Control characteristic of models in that unit.

goneDeeds of Heroism

Rules

Once per battle, when this model is selected to fight, it can use this ability. If it does, until the end of the phase, add 1 to the Attacks characteristic of melee weapons equipped by models in this model’s unit.

newHeavy Bolt Pistol

Type
weapon

newRelics of Battle

Type
weapon

goneClose combat weapon

Type
weapon

goneHeavy bolt pistol

Type
weapon

newHeavy Bolt PistolHeavy Bolt Pistol

Range
18"
Attacks
1
Ballistic Skill
3+
Strength
5
AP
-1
Damage
1

newHeavy Bolt Pistol — Heavy Bolt PistolCLOSE-QUARTERS

Rules

Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).

When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:

  • One or more of its [CLOSE‑QUARTERS] weapons.
  • One or more of its other ranged weapons.

newRelics of BattleRelics of Battle

Range
Melee
Attacks
4
Weapon Skill
3+
Strength
5
AP
-2
Damage
2

goneClose combat weaponClose combat weapon

Range
Melee
Attacks
5
Weapon Skill
2+
Strength
4
AP
0
Damage
1

goneHeavy bolt pistolHeavy bolt pistol

Range
18"
Attacks
1
Ballistic Skill
3+
Strength
4
AP
-1
Damage
1

goneHeavy bolt pistol — Heavy bolt pistolPistol

Rules

Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).

When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:

  • One or more of its [CLOSE‑QUARTERS] weapons.
  • One or more of its other ranged weapons.

changed1 Bladeguard Ancient

Points
40 pts 60 pts

changedBladeguard Veteran Squad

Unit Composition

■ 1

  • 1 Bladeguard Veteran Sergeant ■Sergeant 2-5model
  • 2-5 Bladeguard VeteransEveryVeteran models

Every model is equipped with:with: heavy1 boltHeavy pistol;Bolt master-craftedPistol; power1 weapon.Master-crafted Power Sword.

changedBladeguard Veteran Sergeant

Toughness
4 5
Keywords
Infantry, Grenades, Imperium, Tacticus, Bladeguard Veteran Squad Explosives, Imperium, Infantry, Tacticus
Equipped With
Heavy bolt pistol, Master-crafted power weapon Heavy Bolt Pistol, Master-crafted Power Sword

changedBladeguard Veteran

Toughness
4 5
Keywords
Infantry, Grenades, Imperium, Tacticus, Bladeguard Veteran Squad Explosives, Imperium, Infantry, Tacticus
Equipped With
Heavy bolt pistol, Master-crafted power weapon Heavy Bolt Pistol, Master-crafted Power Sword

newBladeguard (Once per turn, per unit)

Rules

In the Fight phase, when this unit is selected to fight or when an enemy unit targets this unit, you can select one of the following:

  • This unit’s melee attacks have +1 to hit rolls.
  • Or: Attacks that target this unit have -1 to hit rolls.

newCombat Doctrines

Rules

-

goneOath of Moment

Rules

-

goneBladeguard

Rules

(Once per turn, per unit): In the Fight phase, when this unit is selected to fight or when an enemy unit targets this unit, you can select one of the following:
■ This unit’s melee attacks have +1 to hit rolls.
■ Or: Attacks that target this unit have -1 to hit rolls.

newHeavy Bolt Pistol

Type
weapon

newMaster-crafted Power Sword

Type
weapon

newNeo-volkite Pistol

Type
weapon

newPlasma Pistol

Type
weapon

goneHeavy bolt pistol

Type
weapon

goneMaster-crafted power weapon

Type
weapon

goneNeo-volkite pistol

Type
weapon

gonePlasma pistol

Type
weapon

newHeavy Bolt PistolHeavy Bolt Pistol

Range
18"
Attacks
1
Ballistic Skill
3+
Strength
5
AP
-1
Damage
1

newHeavy Bolt Pistol — Heavy Bolt PistolCLOSE-QUARTERS

Rules

Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).

When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:

  • One or more of its [CLOSE‑QUARTERS] weapons.
  • One or more of its other ranged weapons.

newMaster-crafted Power SwordMaster-crafted Power Sword

Range
Melee
Attacks
4
Weapon Skill
3+
Strength
5
AP
-2
Damage
2

newNeo-volkite PistolNeo-volkite Pistol

Range
12"
Attacks
1
Ballistic Skill
3+
Strength
5
AP
0
Damage
2

newNeo-volkite Pistol — Neo-volkite PistolCLOSE-QUARTERS

Rules

Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).

When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:

  • One or more of its [CLOSE‑QUARTERS] weapons.
  • One or more of its other ranged weapons.

newNeo-volkite Pistol — Neo-volkite PistolDEVASTATING WOUNDS

Rules

Each time an attack made with a [DEVASTATING WOUNDS] weapon results in a critical wound, the attack sequence for that attack ends and the target unit suffers a number of mortal wounds equal to the D characteristic of that weapon. These are inflicted after resolving any normal damage inflicted by those attacks.

Mortal wounds inflicted by [DEVASTATING WOUNDS] weapons can damage a maximum of one model for each critical wound; any remaining mortal wounds inflicted by that attack are lost.

Example: An attack made with a [DEVASTATING WOUNDS] weapon with a D characteristic of 3 results in a critical wound against an Intercessor Squad, so inflicts 3 mortal wounds. The first 2 mortal wounds are sufficient to destroy 1 Intercessor model, so the remaining mortal wound is lost.

newPlasma PistolStandard

Range
12"
Attacks
1
Ballistic Skill
3+
Strength
7
AP
-2
Damage
1

newPlasma PistolSupercharge

Range
12"
Attacks
1
Ballistic Skill
3+
Strength
8
AP
-3
Damage
2

newPlasma Pistol — StandardCLOSE-QUARTERS

Rules

Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).

When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:

  • One or more of its [CLOSE‑QUARTERS] weapons.
  • One or more of its other ranged weapons.

newPlasma Pistol — SuperchargeCLOSE-QUARTERS

Rules

Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).

When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:

  • One or more of its [CLOSE‑QUARTERS] weapons.
  • One or more of its other ranged weapons.

newPlasma Pistol — SuperchargeHAZARDOUS

Rules

Each time a unit is selected to shoot or selected to fight, after that unit has resolved all of its attacks, make a number of hazard rolls (06.03) for that unit equal to the number of [HAZARDOUS] weapons you selected in the Select Weapons step.

goneHeavy bolt pistolHeavy bolt pistol

Range
18"
Attacks
1
Ballistic Skill
3+
Strength
4
AP
-1
Damage
1

goneHeavy bolt pistol — Heavy bolt pistolPistol

Rules

Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).

When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:

  • One or more of its [CLOSE‑QUARTERS] weapons.
  • One or more of its other ranged weapons.

goneMaster-crafted power weaponMaster-crafted power weapon

Range
Melee
Attacks
4
Weapon Skill
3+
Strength
5
AP
-2
Damage
2

goneNeo-volkite pistolNeo-volkite pistol

Range
12"
Attacks
1
Ballistic Skill
3+
Strength
5
AP
0
Damage
2

goneNeo-volkite pistol — Neo-volkite pistolDevastating Wounds

Rules

Each time an attack made with a [DEVASTATING WOUNDS] weapon results in a critical wound, the attack sequence for that attack ends and the target unit suffers a number of mortal wounds equal to the D characteristic of that weapon. These are inflicted after resolving any normal damage inflicted by those attacks.

Mortal wounds inflicted by [DEVASTATING WOUNDS] weapons can damage a maximum of one model for each critical wound; any remaining mortal wounds inflicted by that attack are lost.

Example: An attack made with a [DEVASTATING WOUNDS] weapon with a D characteristic of 3 results in a critical wound against an Intercessor Squad, so inflicts 3 mortal wounds. The first 2 mortal wounds are sufficient to destroy 1 Intercessor model, so the remaining mortal wound is lost.

goneNeo-volkite pistol — Neo-volkite pistolPistol

Rules

Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).

When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:

  • One or more of its [CLOSE‑QUARTERS] weapons.
  • One or more of its other ranged weapons.

gonePlasma pistolstandard

Range
12"
Attacks
1
Ballistic Skill
3+
Strength
7
AP
-2
Damage
1

gonePlasma pistolsupercharge

Range
12"
Attacks
1
Ballistic Skill
3+
Strength
8
AP
-3
Damage
2

gonePlasma pistol — standardPistol

Rules

Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).

When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:

  • One or more of its [CLOSE‑QUARTERS] weapons.
  • One or more of its other ranged weapons.

gonePlasma pistol — superchargeHazardous

Rules

Each time a unit is selected to shoot or selected to fight, after that unit has resolved all of its attacks, make a number of hazard rolls (06.03) for that unit equal to the number of [HAZARDOUS] weapons you selected in the Select Weapons step.

gonePlasma pistol — superchargePistol

Rules

Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).

When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:

  • One or more of its [CLOSE‑QUARTERS] weapons.
  • One or more of its other ranged weapons.

newBladeguard Veteran Sergeant: The Bladeguard Veteran Sergeant can have their Heavy bolt pistol replaced with one of the following: ▫ 1 Neo-volkite Pistol ▫ 1 Plasma Pistol

goneBladeguard Veteran Sergeant: The Bladeguard Veteran Sergeant’s heavy bolt pistol can be replaced with one of the following:

new■ The Bladeguard Veteran Sergeant can have their Heavy bolt pistol replaced with one of the following: ▫ 1 Neo-volkite Pistol ▫ 1 Plasma Pistol

gone■ The Bladeguard Veteran Sergeant’s heavy bolt pistol can be replaced with one of the following: ◦ 1 neo-volkite pistol ◦ 1 plasma pistol

new1 Bladeguard Veteran Sergeant, 5 Bladeguard Veteran

Points
170 pts
Bladeguard Veteran Sergeant count
1
Bladeguard Veteran count
5

gone2 Bladeguard Veteran, 1 Bladeguard Veteran Sergeant

Points
85 pts
Bladeguard Veteran count
2
Bladeguard Veteran Sergeant count
1

gone1 Bladeguard Veteran Sergeant, 2 Bladeguard Veteran

Points
80 pts
Bladeguard Veteran Sergeant count
1
Bladeguard Veteran count
2

gone1 Bladeguard Veteran Sergeant, 3-5 Bladeguard Veteran

Points
170 pts
Bladeguard Veteran Sergeant count
1
Bladeguard Veteran count
3-5

changed2 Bladeguard Veteran, 1 Bladeguard Veteran Sergeant

Points
160 pts 85 pts
Bladeguard Veteran count
3-5 2

changedBrutalis Dreadnought

Unit Composition

■ 1

  • 1 Brutalis DreadnoughtThisDreadnought model

This model is equipped with:with: twin1 IcarusBolt ironhailRifles; heavy1 stubber;Brutalis twinFists; heavy1 bolter;Twin BrutalisHeavy boltBolter; rifles;1 BrutalisTwin fists.Icarus Ironhail Heavy Stubber.

changedBrutalis Dreadnought

Movement
8" 10"
Keywords
Vehicle, Walker, Imperium, Dreadnought, Brutalis Dreadnought Dreadnought, Imperium, Vehicle, Walker
Equipped With
Twin Icarus ironhail heavy stubber, Twin heavy bolter, Brutalis bolt rifles, Brutalis fists Bolt Rifles, Brutalis Fists, Twin Heavy Bolter, Twin Icarus Ironhail Heavy Stubber

newBrutalis Charge (Once per phase, per unit)

Rules

You can target this unit with the Crushing Impact stratagem, regardless of any other uses of that stratagem this phase. If you do:

  • That use is -1 CP.
  • That use does not prevent any uses of that stratagem on other units this phase.

newCombat Doctrines

Rules

-

newDamaged 4

goneOath of Moment

Rules

-

goneBrutalis Charge

Rules

Each time this model ends a Charge move, select one enemy unit within Engagement Range of it and roll one D6: on a 2-3, that enemy unit suffers D3 mortal wounds; on a 4-5, that enemy unit suffers 3 mortal wounds; on a 6, that enemy unit suffers D3+3 mortal wounds.

newBolt Rifles

Type
weapon

newBrutalis Fists

Type
weapon

newBrutalis Talons

Type
weapon

newTwin Heavy Bolter

Type
weapon

newTwin Icarus Ironhail Heavy Stubber

Type
weapon

newTwin Multi-melta

Type
weapon

goneBrutalis bolt rifles

Type
weapon

goneBrutalis fists

Type
weapon

goneBrutalis talons

Type
weapon

goneTwin Icarus ironhail heavy stubber

Type
weapon

goneTwin heavy bolter

Type
weapon

goneTwin multi-melta

Type
weapon

newBolt RiflesBolt Rifles

Range
24"
Attacks
4
Ballistic Skill
3+
Strength
5
AP
-1
Damage
1

newBolt Rifles — Bolt RiflesTWIN-LINKED

Rules

Each time an attack is made with a [TWIN‑LINKED] weapon, you can re‑roll the wound roll.

newBrutalis FistsBrutalis Fists

Range
Melee
Attacks
6
Weapon Skill
3+
Strength
12
AP
-3
Damage
D3+3

newBrutalis Fists — Brutalis FistsTWIN-LINKED

Rules

Each time an attack is made with a [TWIN‑LINKED] weapon, you can re‑roll the wound roll.

newBrutalis TalonsBrutalis Talons

Range
Melee
Attacks
8
Weapon Skill
3+
Strength
10
AP
-2
Damage
2

newBrutalis Talons — Brutalis TalonsCLEAVE 2

Rules

This ability always takes the form [CLEAVE X]. Each time you gather attack dice for a [CLEAVE] weapon, if you only selected one target for all of that weapon’s attacks, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).

Example: If a [CLEAVE 1] weapon with an A characteristic of 3 targets one unit containing 16 models, you would gather three additional attack dice for that weapon (for a total of six for that weapon).

newBrutalis Talons — Brutalis TalonsSUSTAINED HITS 1: non-MONSTER/VEHICLE

Rules

This ability always takes the form [SUSTAINED HITS X]. Each time an attack made with a [SUSTAINED HITS] weapon results in a critical hit, that attack results in a number of additional hits on the target as denoted by X.

Example: An attack made with a [SUSTAINED HITS 2] weapon results in a critical hit. That attack therefore hits the target three times (once from the critical hit, and twice more from the [SUSTAINED HITS 2] ability).

newBrutalis Talons — Brutalis TalonsTWIN-LINKED

Rules

Each time an attack is made with a [TWIN‑LINKED] weapon, you can re‑roll the wound roll.

newTwin Heavy BolterTwin Heavy Bolter

Range
36"
Attacks
3
Ballistic Skill
3+
Strength
5
AP
-1
Damage
2

newTwin Heavy Bolter — Twin Heavy BolterRAPID FIRE 2

Rules

This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.

Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).

newTwin Heavy Bolter — Twin Heavy BolterSUSTAINED HITS 1

Rules

This ability always takes the form [SUSTAINED HITS X]. Each time an attack made with a [SUSTAINED HITS] weapon results in a critical hit, that attack results in a number of additional hits on the target as denoted by X.

Example: An attack made with a [SUSTAINED HITS 2] weapon results in a critical hit. That attack therefore hits the target three times (once from the critical hit, and twice more from the [SUSTAINED HITS 2] ability).

newTwin Heavy Bolter — Twin Heavy BolterTWIN-LINKED

Rules

Each time an attack is made with a [TWIN‑LINKED] weapon, you can re‑roll the wound roll.

newTwin Icarus Ironhail Heavy StubberTwin Icarus Ironhail Heavy Stubber

Range
36"
Attacks
3
Ballistic Skill
3+
Strength
4
AP
-1
Damage
1

newTwin Icarus Ironhail Heavy Stubber — Twin Icarus Ironhail Heavy StubberANTI-FLY 3+

Rules

This ability always takes the form [ANTI‑X Y+]. Each time an attack is made with an [ANTI] weapon, if the target unit has the keyword denoted by X, an unmodified wound roll of Y+ is a critical wound.
Example: An attack made with an [ANTI‑VEHICLE 4+] weapon against a VEHICLE unit will result in a critical wound on an unmodified wound roll of 4+, while an attack made with an [ANTI‑PSYKER 2+] weapon against a PSYKER unit will result in a critical wound on an unmodified wound roll of 2+.

newTwin Icarus Ironhail Heavy Stubber — Twin Icarus Ironhail Heavy StubberRAPID FIRE 3

Rules

This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.

Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).

newTwin Icarus Ironhail Heavy Stubber — Twin Icarus Ironhail Heavy StubberTWIN-LINKED

Rules

Each time an attack is made with a [TWIN‑LINKED] weapon, you can re‑roll the wound roll.

newTwin Multi-meltaTwin Multi-melta

Range
18"
Attacks
2
Ballistic Skill
3+
Strength
10
AP
-3
Damage
D3+2

newTwin Multi-melta — Twin Multi-meltaMELTA 3

Rules

This ability always takes the form [MELTA X]. Each time a model makes an attack with a [MELTA] weapon, if the target unit was within half range of that weapon in the Select Targets step, until the attacking unit’s attacks have been resolved, add X to that weapon’s D characteristic.

Example: A model targets a unit that is within half range of a [MELTA 2] weapon with a D characteristic of D6. While resolving those attacks, that weapon has a D characteristic of D6+2

newTwin Multi-melta — Twin Multi-meltaTWIN-LINKED

Rules

Each time an attack is made with a [TWIN‑LINKED] weapon, you can re‑roll the wound roll.

goneBrutalis bolt riflesBrutalis bolt rifles

Range
24"
Attacks
4
Ballistic Skill
3+
Strength
4
AP
-1
Damage
1

goneBrutalis bolt rifles — Brutalis bolt riflesTwin-linked

Rules

Each time an attack is made with a [TWIN‑LINKED] weapon, you can re‑roll the wound roll.

goneBrutalis fistsBrutalis fists

Range
Melee
Attacks
6
Weapon Skill
3+
Strength
12
AP
-2
Damage
3

goneBrutalis fists — Brutalis fistsTwin-linked

Rules

Each time an attack is made with a [TWIN‑LINKED] weapon, you can re‑roll the wound roll.

goneBrutalis talonsstrike

Range
Melee
Attacks
6
Weapon Skill
3+
Strength
12
AP
-2
Damage
3

goneBrutalis talonssweep

Range
Melee
Attacks
10
Weapon Skill
3+
Strength
7
AP
-2
Damage
1

goneBrutalis talons — strikeTwin-linked

Rules

Each time an attack is made with a [TWIN‑LINKED] weapon, you can re‑roll the wound roll.

goneBrutalis talons — sweepTwin-linked

Rules

Each time an attack is made with a [TWIN‑LINKED] weapon, you can re‑roll the wound roll.

goneTwin Icarus ironhail heavy stubberTwin Icarus ironhail heavy stubber

Range
36"
Attacks
3
Ballistic Skill
3+
Strength
4
AP
0
Damage
1

goneTwin Icarus ironhail heavy stubber — Twin Icarus ironhail heavy stubberAnti-fly 4+

Rules

This ability always takes the form [ANTI‑X Y+]. Each time an attack is made with an [ANTI] weapon, if the target unit has the keyword denoted by X, an unmodified wound roll of Y+ is a critical wound.
Example: An attack made with an [ANTI‑VEHICLE 4+] weapon against a VEHICLE unit will result in a critical wound on an unmodified wound roll of 4+, while an attack made with an [ANTI‑PSYKER 2+] weapon against a PSYKER unit will result in a critical wound on an unmodified wound roll of 2+.

goneTwin Icarus ironhail heavy stubber — Twin Icarus ironhail heavy stubberRapid Fire 3

Rules

This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.

Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).

goneTwin Icarus ironhail heavy stubber — Twin Icarus ironhail heavy stubberTwin-linked

Rules

Each time an attack is made with a [TWIN‑LINKED] weapon, you can re‑roll the wound roll.

goneTwin heavy bolterTwin heavy bolter

Range
36"
Attacks
3
Ballistic Skill
3+
Strength
5
AP
-1
Damage
2

goneTwin heavy bolter — Twin heavy bolterSustained Hits 1

Rules

This ability always takes the form [SUSTAINED HITS X]. Each time an attack made with a [SUSTAINED HITS] weapon results in a critical hit, that attack results in a number of additional hits on the target as denoted by X.

Example: An attack made with a [SUSTAINED HITS 2] weapon results in a critical hit. That attack therefore hits the target three times (once from the critical hit, and twice more from the [SUSTAINED HITS 2] ability).

goneTwin heavy bolter — Twin heavy bolterTwin-linked

Rules

Each time an attack is made with a [TWIN‑LINKED] weapon, you can re‑roll the wound roll.

goneTwin multi-meltaTwin multi-melta

Range
18"
Attacks
2
Ballistic Skill
3+
Strength
9
AP
-4
Damage
D6

goneTwin multi-melta — Twin multi-meltaMelta 2

Rules

This ability always takes the form [MELTA X]. Each time a model makes an attack with a [MELTA] weapon, if the target unit was within half range of that weapon in the Select Targets step, until the attacking unit’s attacks have been resolved, add X to that weapon’s D characteristic.

Example: A model targets a unit that is within half range of a [MELTA 2] weapon with a D characteristic of D6. While resolving those attacks, that weapon has a D characteristic of D6+2

goneTwin multi-melta — Twin multi-meltaTwin-linked

Rules

Each time an attack is made with a [TWIN‑LINKED] weapon, you can re‑roll the wound roll.

newBrutalis Dreadnought: This model’s Bolt Rifles and Brutalis Fists can be replaced with 1 Brutalis Talons.

newBrutalis Dreadnought: This model’s Twin Heavy Bolter can be replaced with 1 Twin Multi-melta.

goneBrutalis Dreadnought: This model’s twin heavy bolter can be replaced with 1 twin multi-melta.

goneBrutalis Dreadnought: This model’s Brutalis fists and Brutalis bolt rifles can be replaced with 1 Brutalis talons.

new■ This model’s Bolt Rifles and Brutalis Fists can be replaced with 1 Brutalis Talons.

new■ This model’s Twin Heavy Bolter can be replaced with 1 Twin Multi-melta.

gone■ This model’s twin heavy bolter can be replaced with 1 twin multi-melta.

gone■ This model’s Brutalis fists and Brutalis bolt rifles can be replaced with 1 Brutalis talons.

changed1 Brutalis Dreadnought

Points
150 pts 160 pts

changedCaanok Var

Unit Composition

■ 1

  • 1 Caanok Var – EPIC HEROThismodel

This model is equipped with:with: 1 storm bolter;Axiom; 1 Axiom.Storm Bolter.

changedCaanok Var

Toughness
5 6
Keywords
Infantry, Character, Epic Hero, Imperium, Terminator, Captain, Caanok Var Captain, Character, Epic Hero, Imperium, Infantry, Terminator
Equipped With
Axiom, Storm Bolter

newTranshuman Strategist

Rules

-

newCombat Doctrines

Rules

-

goneOath of Moment

Rules

-

changedCold and Calculating

Rules

Each timeIn ayour modelShooting inphase thisor model’sthe unitFight makesphase, anwhen attackthis thatunit targetsis aselected MONSTERto orattack, VEHICLEyou unit,can thatselect attackone hasof the [LETHALfollowing HITS]for ability.this Eachunit’s timeattacks ato modelhave:

  • [Lethal inHits: thisMonster/Vehicle].
  • Or: model’s[Sustained unitHits makes1: annon-Monster/Vehicle].
  • Or: attackIf thatthe targetstactical anydoctrine otheris active for this unit, that[Lethal attackHits: hasMonster/Vehicle] theand [SUSTAINED[Sustained HITSHits 1]1: ability.non-Monster/Vehicle].

changedCerebrex Logic Engine

Rules

■ At the start ofIn the Declare Battle Formations step, you can select one ADEPTUS ASTARTES INFANTRY unit from your army. Until thefriendly endAdeptus ofAstartes theInfantry battle,unit. thatThat unit gains thehas Scouts 6" ability.■ After both players have deployed their armies, you can select one ADEPTUS ASTARTES unit from your army and redeploy it. When doing so, you can set that unit up in Strategic Reserves if you wish, regardless of how many units are already in Strategic Reserves..

changedLeader

Rules

This model can be attached to the following units:

■ RELIC TERMINATOR SQUAD
■
TERMINATOR ASSAULT SQUAD
■ TERMINATOR SQUAD

newStorm Bolter

Type
weapon

goneStorm bolter

Type
weapon

newStorm BolterStorm Bolter

Range
24"
Attacks
2
Ballistic Skill
2+
Strength
5
AP
-1
Damage
1

newStorm Bolter — Storm BolterRAPID FIRE 2

Rules

This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.

Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).

goneStorm bolterStorm bolter

Range
24"
Attacks
2
Ballistic Skill
2+
Strength
4
AP
0
Damage
1

goneStorm bolter — Storm bolterRapid Fire 2

Rules

This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.

Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).

newAxiomAxiom

Range
Melee
Attacks
5
Weapon Skill
2+
Strength
8
AP
-3
Damage
2

goneAxiomstrike

Range
Melee
Attacks
5
Weapon Skill
2+
Strength
8
AP
-2
Damage
2

goneAxiomsweep

Range
Melee
Attacks
10
Weapon Skill
2+
Strength
5
AP
-2
Damage
1

newAxiom — AxiomCLEAVE 1

Rules

This ability always takes the form [CLEAVE X]. Each time you gather attack dice for a [CLEAVE] weapon, if you only selected one target for all of that weapon’s attacks, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).

Example: If a [CLEAVE 1] weapon with an A characteristic of 3 targets one unit containing 16 models, you would gather three additional attack dice for that weapon (for a total of six for that weapon).

changed1 Caanok Var

Points
90 pts 100 pts

changedCaptain

Unit Composition

■

  • 1 1Captain CaptainThismodel

This model is equipped with:with: bolt1 pistol;Heavy master-craftedBolt bolter;Pistol; close1 combatMaster-crafted weapon.Bolter; 1 Master-crafted Power Weapon.

changedCaptain

Toughness
4 5
Keywords
Infantry, Character, Grenades, Imperium, Tacticus, Captain Character, Explosives, Imperium, Infantry, Tacticus
Equipped With
Bolt Pistol, Master-crafted bolter, Close combat weapon Heavy Bolt Pistol, Master-crafted Bolter, Master-crafted Power Weapon

newStrategic Acumen

Rules

In your Command phase, you can use this ability. If you do, select one combat doctrine to be active for this unit until the start of your next Command phase.

newCombat Doctrines

Rules

-

newTranshuman Strategist

Rules

-

newFinest Hour (Once per battle, per unit)

Rules

In the Fight phase, when this unit is selected to fight, you can use this ability. If you do, this model’s melee attacks have:

  • +3 A.
  • [Devastating Wounds].

goneOath of Moment

Rules

-

goneRites of Battle

Rules

Once per battle round, one unit from your army with this ability can use it when it is targeted with a Stratagem. If it does, reduce the CP cost of that usage of that Stratagem by 1CP.

goneFinest Hour

Rules

Once per battle, at the start of the Fight phase, this model can use this ability. If it does, until the end of the phase, add 3 to the Attacks characteristic of melee weapons equipped by this model and those weapons have the [DEVASTATING WOUNDS] ability.

changedLeader

Rules

This model can be attached to the following units:

■ ASSAULT INTERCESSOR SQUAD
■ ASSAULT SQUAD
■
BLADEGUARD VETERAN SQUAD
■ COMMAND SQUAD
■
COMPANY HEROES
■ CRUSADER SQUAD
■ DEATHWATCH VETERANS
■ DECIMUS KILL TEAM
■ DESOLATION SQUAD
■
FORTIS KILL TEAM
■ HELLBLASTER SQUAD
■ INFERNUS SQUAD
■ INNER CIRCLE COMPANIONS
■ INTERCESSOR SQUAD
■ STERNGUARD VETERAN SQUAD
■ SWORD BRETHREN
■ TACTICALBRETHREN SQUAD
■ VANGUARD VETERAN SQUAD
■ VICTRIX HONOUR GUARD
■ WOLF GUARD

newHeavy Bolt Pistol

Type
weapon

newMaster-crafted Bolter

Type
weapon

newMaster-crafted Power Weapon

Type
weapon

newNeo-volkite Pistol

Type
weapon

newPlasma Pistol

Type
weapon

newPower Fist

Type
weapon

goneBolt Pistol

Type
weapon

goneClose combat weapon

Type
weapon

goneHeavy bolt pistol

Type
weapon

goneMaster-crafted bolter

Type
weapon

goneMaster-crafted power weapon

Type
weapon

goneNeo-volkite pistol

Type
weapon

gonePlasma pistol

Type
weapon

gonePower fist

Type
weapon

newHeavy Bolt PistolHeavy Bolt Pistol

Range
18"
Attacks
1
Ballistic Skill
2+
Strength
5
AP
-1
Damage
1

newHeavy Bolt Pistol — Heavy Bolt PistolCLOSE-QUARTERS

Rules

Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).

When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:

  • One or more of its [CLOSE‑QUARTERS] weapons.
  • One or more of its other ranged weapons.

newMaster-crafted BolterMaster-crafted Bolter

Range
24"
Attacks
2
Ballistic Skill
2+
Strength
5
AP
-1
Damage
2

newMaster-crafted Bolter — Master-crafted BolterASSAULT

Rules

Units containing one or more models with an [ASSAULT] weapon can shoot using assault shooting (10.05).

newMaster-crafted Bolter — Master-crafted BolterRAPID FIRE 1

Rules

This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.

Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).

newMaster-crafted Power WeaponMaster-crafted Power Weapon

Range
Melee
Attacks
6
Weapon Skill
2+
Strength
6
AP
-2
Damage
2

newNeo-volkite PistolNeo-volkite Pistol

Range
12"
Attacks
1
Ballistic Skill
2+
Strength
5
AP
0
Damage
2

newNeo-volkite Pistol — Neo-volkite PistolCLOSE-QUARTERS

Rules

Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).

When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:

  • One or more of its [CLOSE‑QUARTERS] weapons.
  • One or more of its other ranged weapons.

newNeo-volkite Pistol — Neo-volkite PistolDEVASTATING WOUNDS

Rules

Each time an attack made with a [DEVASTATING WOUNDS] weapon results in a critical wound, the attack sequence for that attack ends and the target unit suffers a number of mortal wounds equal to the D characteristic of that weapon. These are inflicted after resolving any normal damage inflicted by those attacks.

Mortal wounds inflicted by [DEVASTATING WOUNDS] weapons can damage a maximum of one model for each critical wound; any remaining mortal wounds inflicted by that attack are lost.

Example: An attack made with a [DEVASTATING WOUNDS] weapon with a D characteristic of 3 results in a critical wound against an Intercessor Squad, so inflicts 3 mortal wounds. The first 2 mortal wounds are sufficient to destroy 1 Intercessor model, so the remaining mortal wound is lost.

newPlasma PistolStandard

Range
12"
Attacks
1
Ballistic Skill
2+
Strength
7
AP
-2
Damage
1

newPlasma PistolSupercharge

Range
12"
Attacks
1
Ballistic Skill
2+
Strength
8
AP
-3
Damage
2

newPlasma Pistol — StandardCLOSE-QUARTERS

Rules

Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).

When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:

  • One or more of its [CLOSE‑QUARTERS] weapons.
  • One or more of its other ranged weapons.

newPlasma Pistol — SuperchargeCLOSE-QUARTERS

Rules

Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).

When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:

  • One or more of its [CLOSE‑QUARTERS] weapons.
  • One or more of its other ranged weapons.

newPlasma Pistol — SuperchargeHAZARDOUS

Rules

Each time a unit is selected to shoot or selected to fight, after that unit has resolved all of its attacks, make a number of hazard rolls (06.03) for that unit equal to the number of [HAZARDOUS] weapons you selected in the Select Weapons step.

newPower FistPower Fist

Range
Melee
Attacks
5
Weapon Skill
2+
Strength
8
AP
-2
Damage
2

goneBolt PistolBolt Pistol

Range
12"
Attacks
1
Ballistic Skill
2+
Strength
4
AP
0
Damage
1

goneBolt Pistol — Bolt PistolPistol

Rules

Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).

When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:

  • One or more of its [CLOSE‑QUARTERS] weapons.
  • One or more of its other ranged weapons.

goneClose combat weaponClose combat weapon

Range
Melee
Attacks
6
Weapon Skill
2+
Strength
4
AP
0
Damage
1

goneHeavy bolt pistolHeavy Bolt Pistol

Range
18"
Attacks
1
Ballistic Skill
2+
Strength
4
AP
-1
Damage
1

goneHeavy bolt pistol — Heavy Bolt PistolPistol

Rules

Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).

When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:

  • One or more of its [CLOSE‑QUARTERS] weapons.
  • One or more of its other ranged weapons.

goneMaster-crafted bolterMaster-crafted bolter

Range
24"
Attacks
2
Ballistic Skill
2+
Strength
4
AP
-1
Damage
2

goneMaster-crafted power weaponMaster-crafted power weapon

Range
Melee
Attacks
6
Weapon Skill
2+
Strength
5
AP
-2
Damage
2

goneNeo-volkite pistolNeo-volkite pistol

Range
12"
Attacks
1
Ballistic Skill
2+
Strength
5
AP
0
Damage
2

goneNeo-volkite pistol — Neo-volkite pistolDevastating Wounds

Rules

Each time an attack made with a [DEVASTATING WOUNDS] weapon results in a critical wound, the attack sequence for that attack ends and the target unit suffers a number of mortal wounds equal to the D characteristic of that weapon. These are inflicted after resolving any normal damage inflicted by those attacks.

Mortal wounds inflicted by [DEVASTATING WOUNDS] weapons can damage a maximum of one model for each critical wound; any remaining mortal wounds inflicted by that attack are lost.

Example: An attack made with a [DEVASTATING WOUNDS] weapon with a D characteristic of 3 results in a critical wound against an Intercessor Squad, so inflicts 3 mortal wounds. The first 2 mortal wounds are sufficient to destroy 1 Intercessor model, so the remaining mortal wound is lost.

goneNeo-volkite pistol — Neo-volkite pistolPistol

Rules

Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).

When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:

  • One or more of its [CLOSE‑QUARTERS] weapons.
  • One or more of its other ranged weapons.

gonePlasma pistolstandard

Range
12"
Attacks
1
Ballistic Skill
2+
Strength
7
AP
-2
Damage
1

gonePlasma pistolsupercharge

Range
12"
Attacks
1
Ballistic Skill
2+
Strength
8
AP
-3
Damage
2

gonePlasma pistol — standardPistol

Rules

Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).

When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:

  • One or more of its [CLOSE‑QUARTERS] weapons.
  • One or more of its other ranged weapons.

gonePlasma pistol — superchargeHazardous

Rules

Each time a unit is selected to shoot or selected to fight, after that unit has resolved all of its attacks, make a number of hazard rolls (06.03) for that unit equal to the number of [HAZARDOUS] weapons you selected in the Select Weapons step.

gonePlasma pistol — superchargePistol

Rules

Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).

When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:

  • One or more of its [CLOSE‑QUARTERS] weapons.
  • One or more of its other ranged weapons.

gonePower fistPower fist

Range
Melee
Attacks
5
Weapon Skill
2+
Strength
8
AP
-2
Damage
2

changedRelic Shield

Rule Text

TheThis bearermodel has a Wounds characteristic of+1 6.W.

newCaptain: This model’s Master-crafted Bolter and Heavy Bolt Pistol can be replaced with one of the following: ▫ 1 Neo-volkite Pistol ▫ 1 Plasma Pistol

newCaptain: This model’s Master-crafted Bolter can be replaced with 1 Relic Shield (this model’s Master-crafted Power Weapon cannot be replaced).

newCaptain: This model’s Master-crafted Power Weapon can be replaced with 1 Power Fist.

goneCaptain: This model’s bolt pistol, master-crafted bolter and close combat weapon can be replaced with one of the following: ◦ 1 heavy bolt pistol and 1 power fist ◦ 1 heavy bolt pistol and 1 master-crafted power weapon ◦ 1 neo-volkite pistol and 1 power fist ◦ 1 neo-volkite pistol and 1 master-crafted power weapon ◦ 1 plasma pistol and 1 power fist ◦ 1 plasma pistol and 1 master-crafted power weapon ◦ 1 heavy bolt pistol, 1 master-crafted power weapon and 1 relic shield

goneCaptain: This model’s close combat weapon can be replaced with one of the following:

new■ This model’s Master-crafted Bolter and Heavy Bolt Pistol can be replaced with one of the following: ▫ 1 Neo-volkite Pistol ▫ 1 Plasma Pistol

new■ This model’s Master-crafted Bolter can be replaced with 1 Relic Shield (this model’s Master-crafted Power Weapon cannot be replaced).

new■ This model’s Master-crafted Power Weapon can be replaced with 1 Power Fist.

gone■ This model’s bolt pistol, master-crafted bolter and close combat weapon can be replaced with one of the following: ◦ 1 heavy bolt pistol and 1 power fist ◦ 1 heavy bolt pistol and 1 master-crafted power weapon ◦ 1 neo-volkite pistol and 1 power fist ◦ 1 neo-volkite pistol and 1 master-crafted power weapon ◦ 1 plasma pistol and 1 power fist ◦ 1 plasma pistol and 1 master-crafted power weapon ◦ 1 heavy bolt pistol, 1 master-crafted power weapon and 1 relic shield

gone■ This model’s close combat weapon can be replaced with one of the following: ◦ 1 master-crafted power weapon ◦ 1 power fist

changed1 Captain

Points
80 pts 90 pts

changedCaptain in Gravis Armour

Unit Composition

■ 1

  • 1 Captain in Gravis ArmourThisArmour model

This model is equipped with:with: master-crafted1 heavyMaster-crafted boltHeavy rifle;Bolt master-craftedRifle; power1 weapon.Master-crafted Power Weapon.

changedCaptain in Gravis Armour

Keywords
Infantry, Character, Grenades, Imperium, Gravis, Captain Captain, Character, Explosives, Gravis, Imperium, Infantry
Equipped With
Master-crafted heavy bolt rifle, Master-crafted power weapon Master-crafted Heavy Bolt Rifle, Master-crafted Power Weapon

newCombat Doctrines

Rules

-

newStrategic Acumen

Rules

In your Command phase, you can use this ability. If you do, select one combat doctrine to be active for this unit until the start of your next Command phase.

newTranshuman Strategist

Rules

-

goneOath of Moment

Rules

-

goneRites of Battle

Rules

Once per battle round, one unit from your army with this ability can use it when it is targeted with a Stratagem. If it does, reduce the CP cost of that usage of that Stratagem by 1CP.

changedRefuse to Yield

Rules

Each time an attack isAttacks allocated to this model, halve the Damage characteristicmodel ofhave that-1 attack.D.

changedLeader

Rules

This model can be attached to the following units:

■ AGGRESSOR SQUAD
■ ERADICATOR SQUADSQUAD WITH HEAVY BOLTERS
■
ERADICATOR SQUAD WITH MELTA RIFLES

■
HEAVY INTERCESSOR SQUAD
■
INDOMITOR KILL TEAM**

newBoltstorm Gauntlet

Type
weapon

newMaster-crafted Heavy Bolt Rifle

Type
weapon

newMaster-crafted Power Weapon

Type
weapon

newRelic Blade

Type
weapon

newRelic Chainsword

Type
weapon

newRelic Power Fist

Type
weapon

goneBoltstorm gauntlet

Type
weapon

goneMaster-crafted heavy bolt rifle

Type
weapon

goneMaster-crafted power weapon

Type
weapon

gonePower fist

Type
weapon

goneRelic blade

Type
weapon

goneRelic chainsword

Type
weapon

goneRelic fist

Type
weapon

newBoltstorm GauntletBoltstorm Gauntlet

Range
Melee
Attacks
5
Weapon Skill
2+
Strength
8
AP
-2
Damage
2

newBoltstorm GauntletBoltstorm Gauntlet

Range
12"
Attacks
3
Ballistic Skill
2+
Strength
5
AP
-1
Damage
1

newBoltstorm Gauntlet — Boltstorm GauntletCLOSE-QUARTERS

Rules

Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).

When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:

  • One or more of its [CLOSE‑QUARTERS] weapons.
  • One or more of its other ranged weapons.

newMaster-crafted Heavy Bolt RifleMaster-crafted Heavy Bolt Rifle

Range
30"
Attacks
2
Ballistic Skill
2+
Strength
6
AP
-1
Damage
3

newMaster-crafted Heavy Bolt Rifle — Master-crafted Heavy Bolt RifleASSAULT

Rules

Units containing one or more models with an [ASSAULT] weapon can shoot using assault shooting (10.05).

newMaster-crafted Heavy Bolt Rifle — Master-crafted Heavy Bolt RifleHEAVY

Rules

In your Shooting phase, each time an attack is made with a [HEAVY] weapon, add 1 to the hit roll if all of the following apply to the attacking unit:

  • That unit is unengaged.
  • That unit was not set up on the battlefield this turn.
  • No model in that unit has moved more than 3" this turn.

newMaster-crafted Heavy Bolt Rifle — Master-crafted Heavy Bolt RifleRAPID FIRE 1

Rules

This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.

Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).

newMaster-crafted Power WeaponMaster-crafted Power Weapon

Range
Melee
Attacks
6
Weapon Skill
2+
Strength
6
AP
-2
Damage
2

newRelic BladeRelic Blade

Range
Melee
Attacks
2
Weapon Skill
2+
Strength
6
AP
-2
Damage
2

newRelic Blade — Relic BladeEXTRA ATTACKS

Rules

Each time a unit containing one or more models with an [EXTRA ATTACKS] weapon fights, those models will make attacks with those weapons in addition to any others. In the Select Weapons step (04.01), for each of those models, you must select:

  • All of that model’s [EXTRA ATTACKS] weapons.
  • One of that model’s other melee weapons, if possible.

newRelic ChainswordRelic Chainsword

Range
Melee
Attacks
3
Weapon Skill
2+
Strength
5
AP
-1
Damage
2

newRelic Chainsword — Relic ChainswordEXTRA ATTACKS

Rules

Each time a unit containing one or more models with an [EXTRA ATTACKS] weapon fights, those models will make attacks with those weapons in addition to any others. In the Select Weapons step (04.01), for each of those models, you must select:

  • All of that model’s [EXTRA ATTACKS] weapons.
  • One of that model’s other melee weapons, if possible.

newRelic Power FistRelic Power Fist

Range
Melee
Attacks
1
Weapon Skill
2+
Strength
8
AP
-2
Damage
2

newRelic Power Fist — Relic Power FistEXTRA ATTACKS

Rules

Each time a unit containing one or more models with an [EXTRA ATTACKS] weapon fights, those models will make attacks with those weapons in addition to any others. In the Select Weapons step (04.01), for each of those models, you must select:

  • All of that model’s [EXTRA ATTACKS] weapons.
  • One of that model’s other melee weapons, if possible.

goneBoltstorm gauntletBoltstorm gauntlet

Range
12"
Attacks
3
Ballistic Skill
2+
Strength
4
AP
-1
Damage
1

goneBoltstorm gauntlet — Boltstorm gauntletPistol

Rules

Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).

When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:

  • One or more of its [CLOSE‑QUARTERS] weapons.
  • One or more of its other ranged weapons.

goneMaster-crafted heavy bolt rifleMaster-crafted heavy bolt rifle

Range
30"
Attacks
2
Ballistic Skill
2+
Strength
5
AP
-1
Damage
3

goneMaster-crafted heavy bolt rifle — Master-crafted heavy bolt rifleAssault

Rules

Units containing one or more models with an [ASSAULT] weapon can shoot using assault shooting (10.05).

goneMaster-crafted heavy bolt rifle — Master-crafted heavy bolt rifleHeavy

Rules

In your Shooting phase, each time an attack is made with a [HEAVY] weapon, add 1 to the hit roll if all of the following apply to the attacking unit:

  • That unit is unengaged.
  • That unit was not set up on the battlefield this turn.
  • No model in that unit has moved moret han 3" this turn.

goneMaster-crafted power weaponMaster-crafted power weapon

Range
Melee
Attacks
6
Weapon Skill
2+
Strength
5
AP
-2
Damage
2

gonePower fistPower fist

Range
Melee
Attacks
5
Weapon Skill
2+
Strength
8
AP
-2
Damage
2

goneRelic bladeRelic blade

Range
Melee
Attacks
2
Weapon Skill
2+
Strength
5
AP
-2
Damage
2

goneRelic blade — Relic bladeExtra Attacks

Rules

Each time a unit containing one or more models with an [EXTRA ATTACKS] weapon fights, those models will make attacks with those weapons in addition to any others. In the Select Weapons step (04.01), for each of those models, you must select:

  • All of that model’s [EXTRA ATTACKS] weapons.
  • One of that model’s other melee weapons, if possible.

goneRelic chainswordRelic chainsword

Range
Melee
Attacks
3
Weapon Skill
2+
Strength
4
AP
-1
Damage
2

goneRelic chainsword — Relic chainswordExtra Attacks

Rules

Each time a unit containing one or more models with an [EXTRA ATTACKS] weapon fights, those models will make attacks with those weapons in addition to any others. In the Select Weapons step (04.01), for each of those models, you must select:

  • All of that model’s [EXTRA ATTACKS] weapons.
  • One of that model’s other melee weapons, if possible.

goneRelic fistRelic fist

Range
Melee
Attacks
1
Weapon Skill
2+
Strength
8
AP
-2
Damage
2

goneRelic fist — Relic fistExtra Attacks

Rules

Each time a unit containing one or more models with an [EXTRA ATTACKS] weapon fights, those models will make attacks with those weapons in addition to any others. In the Select Weapons step (04.01), for each of those models, you must select:

  • All of that model’s [EXTRA ATTACKS] weapons.
  • One of that model’s other melee weapons, if possible.

newCaptain in Gravis Armour: This model’s Master-crafted Heavy Bolt Rifle and Master-crafted Power Weapon can be replaced with one of the following: ▫ 1 Boltstorm Gauntlet and 1 Relic Blade ▫ 1 Boltstorm Gauntlet and 1 Relic Chainsword ▫ 1 Boltstorm Gauntlet and 1 Relic Power Fist

goneCaptain in Gravis Armour: This model’s master-crafted heavy bolt rifle and master-crafted power weapon can be replaced with: ◦ 1 boltstorm gauntlet, 1 power fist and 1 relic chainsword ◦ 1 boltstorm gauntlet, 1 power fist and 1 relic blade ◦ 1 boltstorm gauntlet, 1 power fist and 1 relic fist

new■ This model’s Master-crafted Heavy Bolt Rifle and Master-crafted Power Weapon can be replaced with one of the following: ▫ 1 Boltstorm Gauntlet and 1 Relic Blade ▫ 1 Boltstorm Gauntlet and 1 Relic Chainsword ▫ 1 Boltstorm Gauntlet and 1 Relic Power Fist

gone■ This model’s master-crafted heavy bolt rifle and master-crafted power weapon can be replaced with: ◦ 1 boltstorm gauntlet, 1 power fist and 1 relic chainsword ◦ 1 boltstorm gauntlet, 1 power fist and 1 relic blade ◦ 1 boltstorm gauntlet, 1 power fist and 1 relic fist

changed1 Captain in Gravis Armour

Points
80 pts 90 pts

changedCaptain in Phobos Armour

Unit Composition

■ 1

  • 1 Captain in Phobos ArmourThisArmour model

This model is equipped with:with: bolt1 pistol;Bolt instigatorPistol; bolt1 carbine;Combat combatKnife; 1 knife.Instigator Bolt Carbine.

changedCaptain in Phobos Armour

Movement
6" 8"
Keywords
Infantry, Character, Grenades, Imperium, Phobos, Captain Captain, Character, Explosives, Imperium, Infantry, Phobos
Equipped With
Bolt Pistol, Instigator bolt carbine, Combat knife Bolt Pistol, Combat Knife, Instigator bolt carbine

newStrategic Acumen

Rules

In your Command phase, you can use this ability. If you do, select one combat doctrine to be active for this unit until the start of your next Command phase.

newTranshuman Strategist

Rules

-

newTactical Fluidity (Once per battle round, per unit)

Rules
  • In your Shooting phase, when this unit has shot, if this unit is unengaged, this unit can make a normal move of up to D6".
  • Or: At the end of your opponent’s Fight phase if this unit is engaged, this unit can make a fall-back move of up to 6".

newCombat Doctrines

Rules

-

newScouts 6"

newDeep Strike

goneOath of Moment

Rules

-

goneRites of Battle

Rules

Once per battle round, one unit from your army with this ability can use it when it is targeted with a Stratagem. If it does, reduce the CP cost of that usage of that Stratagem by 1CP.

goneMaster of Deceit

Rules

After both players have deployed their armies, if your army includes one or more models with this ability, you can select up to three friendly ADEPTUS ASTARTES INFANTRY units and redeploy all of those units. When doing so, any of those units can be placed into Strategic Reserves, regardless of how many units are already in Strategic Reserves.

changedLeader

Rules

This model can be attached to the following units:

■ ELIMINATOR SQUAD
■ HOUNDS OF MORKAI
■
INCURSOR SQUAD
■ INFILTRATOR SQUAD
■ REIVER SQUAD
■ SCOUT SQUAD
■ SPECTRUS KILL TEAM
■ WOLF SCOUTS

newCombat Knife

Type
weapon

goneCombat knife

Type
weapon

newCombat KnifeCombat Knife

Range
Melee
Attacks
6
Weapon Skill
2+
Strength
5
AP
-1
Damage
1

newCombat Knife — Combat KnifePRECISION

Rules

While resolving attacks made with one or more [PRECISION] weapons, at the start of the Allocation Order step (05.03), if the target unit contains one or more CHARACTER models visible to one or more of the attacking models, the active player can select one allocation group that contains one of those visible CHARACTER models. If they do, until those attacks are resolved, or until that CHARACTER group is destroyed (whichever happens first), that CHARACTER group is the current allocation group.

newCombat Knife — Combat KnifeSUSTAINED HITS 1

Rules

This ability always takes the form [SUSTAINED HITS X]. Each time an attack made with a [SUSTAINED HITS] weapon results in a critical hit, that attack results in a number of additional hits on the target as denoted by X.

Example: An attack made with a [SUSTAINED HITS 2] weapon results in a critical hit. That attack therefore hits the target three times (once from the critical hit, and twice more from the [SUSTAINED HITS 2] ability).

goneCombat knifeCombat knife

Range
Melee
Attacks
6
Weapon Skill
2+
Strength
4
AP
-1
Damage
1

changedBolt PistolBolt Pistol

Strength
4 5
AP
0 -1

newBolt Pistol — Bolt PistolCLOSE-QUARTERS

Rules

Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).

When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:

  • One or more of its [CLOSE‑QUARTERS] weapons.
  • One or more of its other ranged weapons.

goneBolt Pistol — Bolt PistolPistol

Rules

Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).

When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:

  • One or more of its [CLOSE‑QUARTERS] weapons.
  • One or more of its other ranged weapons.

changed1 Captain in Phobos Armour

Points
70 pts 75 pts

changedCaptain in Terminator Armour

Unit Composition

■ 1

  • 1 Captain in Terminator ArmourThisArmour model

This model is equipped with:with: storm1 bolter;Relic relicWeapon; weapon.1 Storm Bolter.

Base Size
50mm 40mm

changedCaptain in Terminator Armour

Toughness
5 6
Keywords
Infantry, Character, Imperium, Terminator, Captain Captain, Character, Imperium, Infantry, Terminator
Equipped With
Storm bolter, Relic weapon Relic Weapon, Storm Bolter

newTranshuman Strategist

Rules

-

newStrategic Acumen

Rules

In your Command phase, you can use this ability. If you do, select one combat doctrine to be active for this unit until the start of your next Command phase.

newCombat Doctrines

Rules

-

goneOath of Moment

Rules

-

goneRites of Battle

Rules

Once per battle round, one unit from your army with this ability can use it when it is targeted with a Stratagem. If it does, reduce the CP cost of that usage of that Stratagem by 1CP.

changedUnstoppable Valour

Rules

You can re-roll Chargecharge rolls made for this model’s unit.

changedLeader

Rules

This model can be attached to the following units:

■ DEATHWATCH TERMINATOR SQUAD
■ DEATHWING COMMAND SQUAD
■ DEATHWING KNIGHTS
■ DEATHWING TERMINATOR SQUAD
■ RELICTERMINATOR TERMINATORASSAULT SQUAD
■
TERMINATOR ASSAULT SQUAD
■
TERMINATORWOLF SQUADGUARD TERMINATORS**

newRelic Fist

Type
weapon

newRelic Weapon

Type
weapon

newStorm Bolter

Type
weapon

goneRelic fist

Type
weapon

goneRelic weapon

Type
weapon

goneStorm bolter

Type
weapon

newRelic FistRelic Fist

Range
Melee
Attacks
5
Weapon Skill
2+
Strength
8
AP
-2
Damage
2

newRelic WeaponRelic Weapon

Range
Melee
Attacks
6
Weapon Skill
2+
Strength
6
AP
-2
Damage
2

newStorm BolterStorm Bolter

Range
24"
Attacks
2
Ballistic Skill
2+
Strength
5
AP
-1
Damage
1

newStorm Bolter — Storm BolterRAPID FIRE 2

Rules

This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.

Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).

goneRelic fistRelic fist

Range
Melee
Attacks
5
Weapon Skill
2+
Strength
8
AP
-2
Damage
2

goneRelic weaponRelic weapon

Range
Melee
Attacks
6
Weapon Skill
2+
Strength
5
AP
-2
Damage
2

goneStorm bolterStorm bolter

Range
24"
Attacks
2
Ballistic Skill
2+
Strength
4
AP
0
Damage
1

goneStorm bolter — Storm bolterRapid Fire 2

Rules

This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.

Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).

newCombi-weaponDamnatus

Range
12"
Attacks
1
Ballistic Skill
2+
Strength
9
AP
-3
Damage
D3+2

newCombi-weaponInfernus

Range
12"
Attacks
3
Ballistic Skill
-
Strength
4
AP
0
Damage
1

newCombi-weaponPurgatus

Range
24"
Attacks
2
Ballistic Skill
2+
Strength
7
AP
-2
Damage
2

goneCombi-weaponCombi-weapon

Range
24"
Attacks
1
Ballistic Skill
3+
Strength
4
AP
0
Damage
1

newCombi-weapon — DamnatusMELTA 2

Rules

This ability always takes the form [MELTA X]. Each time a model makes an attack with a [MELTA] weapon, if the target unit was within half range of that weapon in the Select Targets step, until the attacking unit’s attacks have been resolved, add X to that weapon’s D characteristic.

Example: A model targets a unit that is within half range of a [MELTA 2] weapon with a D characteristic of D6. While resolving those attacks, that weapon has a D characteristic of D6+2

newCombi-weapon — InfernusBLAST 1

Rules

Each time you gather attack dice for a [BLAST] weapon, add one additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).

If this ability takes the form [BLAST X], each time you gather attack dice for such a weapon, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down) instead.

Example: If a [BLAST 2] weapon with an A characteristic of 3 targets a unit containing 12 models, you would gather four additional attack dice for that weapon (for a total of seven for that weapon).

newCombi-weapon — InfernusTORRENT

Rules

Each time an attack is made with a [TORRENT] weapon, that attack automatically hits the target.

goneCombi-weapon — Combi-weaponAnti-infantry 4+

Rules

This ability always takes the form [ANTI‑X Y+]. Each time an attack is made with an [ANTI] weapon, if the target unit has the keyword denoted by X, an unmodified wound roll of Y+ is a critical wound.
Example: An attack made with an [ANTI‑VEHICLE 4+] weapon against a VEHICLE unit will result in a critical wound on an unmodified wound roll of 4+, while an attack made with an [ANTI‑PSYKER 2+] weapon against a PSYKER unit will result in a critical wound on an unmodified wound roll of 2+.

goneCombi-weapon — Combi-weaponDevastating Wounds

Rules

Each time an attack made with a [DEVASTATING WOUNDS] weapon results in a critical wound, the attack sequence for that attack ends and the target unit suffers a number of mortal wounds equal to the D characteristic of that weapon. These are inflicted after resolving any normal damage inflicted by those attacks.

Mortal wounds inflicted by [DEVASTATING WOUNDS] weapons can damage a maximum of one model for each critical wound; any remaining mortal wounds inflicted by that attack are lost.

Example: An attack made with a [DEVASTATING WOUNDS] weapon with a D characteristic of 3 results in a critical wound against an Intercessor Squad, so inflicts 3 mortal wounds. The first 2 mortal wounds are sufficient to destroy 1 Intercessor model, so the remaining mortal wound is lost.

goneCombi-weapon — Combi-weaponRapid Fire 1

Rules

This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.

Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).

newCaptain in Terminator Armour: This model’s Relic Weapon can be replaced with 1 Relic Fist.

newCaptain in Terminator Armour: This model’s Storm Bolter can be replaced with 1 Combi-weapon.

goneCaptain in Terminator Armour: This model’s storm bolter can be replaced with 1 combi-weapon.

goneCaptain in Terminator Armour: This model’s relic weapon can be replaced with 1 relic fist.

new■ This model’s Relic Weapon can be replaced with 1 Relic Fist.

new■ This model’s Storm Bolter can be replaced with 1 Combi-weapon.

gone■ This model’s storm bolter can be replaced with 1 combi-weapon.

gone■ This model’s relic weapon can be replaced with 1 relic fist.

changed1 Captain in Terminator Armour

Points
85 pts 100 pts

changedCaptain Titus

Unit Composition

■ 1

  • 1 Captain Titus - EPIC HEROThismodel

This model is equipped with:with: bolt1 pistol;Bolt master-craftedPistol; bolter;1 master-craftedMaster-crafted chainsword.Bolter; 1 Master-crafted Chainsword.

changedCaptain Titus

Toughness
4 5
Keywords
Infantry, Character, Epic Hero, Imperium, Tacticus, Grenades, Captain, Titus Captain, Character, Epic Hero, Explosives, Imperium, Infantry, Tacticus
Equipped With
Bolt Pistol, Master-crafted bolter, Master-crafted chainsword Bolt Pistol, Master-crafted Bolter, Master-crafted Chainsword

newTranshuman Strategist

Rules

-

newCombat Doctrines

Rules

-

newRighteous Fury (Once per battle, per army)

Rules

In the Fight phase, you can use this ability. If you do, this unit’s melee attacks have +1 S, and when this unit has fought:
▪ This model heals D3 wounds.
▪ Or: If this model destroyed an enemy model this phase, this model heals 2D3 wounds.

goneOath of Moment

Rules

-

changedPress the Attack

Rules

WeaponsThis equippedunit’s bymelee modelsattacks inhave:

  • [Sustained thisHits model’s1: unitnon-Monster/vehicle].
  • Or: haveIf the [SUSTAINEDassault HITSdoctrine 1]is ability.active for this unit, [Sustained Hits 1].

changedHonour of Ultramar

Rules

IfIn the fight phase, when this model is destroyed, byif athis meleeunit attack,has ifnot itbeen hasselected notto foughtfight this phase, roll one D6: on

  • On a 2+, do not remove it from play. Thisthis model canfrom fightthe afterbattlefield. theWhen attackingyour unit has finished making its attacks. If onefought, or more enemy modelsat arethe destroyedend asof athe resultphase of(whichever thosecomes attacks,first), this model regains D3 lost wounds and is not destroyed; otherwise it is removed from play.the battlefield.

goneDEMETRIAN TITUS

Rules

Your army cannot include more than one TITUS unit.

changedLeader

Rules

This model can be attached to the following units:

■ ASSAULT INTERCESSOR SQUAD
■ ASSAULT SQUAD
■
BLADEGUARD VETERAN SQUAD
■ COMMAND SQUAD
■ COMPANY HEROES
■
HELLBLASTER SQUAD
■ INFERNUS SQUAD
■ INTERCESSOR SQUAD
■ STERNGUARD VETERAN SQUAD
■ VANGUARD VETERAN SQUAD
■ VICTRIX HONOUR GUARD
■ WARDENS OF ULTRAMAR

newMaster-crafted Bolter

Type
weapon

newMaster-crafted Chainsword

Type
weapon

goneMaster-crafted bolter

Type
weapon

goneMaster-crafted chainsword

Type
weapon

newMaster-crafted BolterMaster-crafted Bolter

Range
24"
Attacks
2
Ballistic Skill
2+
Strength
5
AP
-1
Damage
2

newMaster-crafted Bolter — Master-crafted BolterASSAULT

Rules

Units containing one or more models with an [ASSAULT] weapon can shoot using assault shooting (10.05).

newMaster-crafted Bolter — Master-crafted BolterHEAVY

Rules

In your Shooting phase, each time an attack is made with a [HEAVY] weapon, add 1 to the hit roll if all of the following apply to the attacking unit:

  • That unit is unengaged.
  • That unit was not set up on the battlefield this turn.
  • No model in that unit has moved more than 3" this turn.

newMaster-crafted Bolter — Master-crafted BolterRAPID FIRE 1

Rules

This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.

Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).

newMaster-crafted ChainswordMaster-crafted Chainsword

Range
Melee
Attacks
8
Weapon Skill
2+
Strength
5
AP
-1
Damage
2

newMaster-crafted Chainsword — Master-crafted ChainswordANTI-non-MONSTER/VEHICLE 2+

Rules

This ability always takes the form [ANTI‑X Y+]. Each time an attack is made with an [ANTI] weapon, if the target unit has the keyword denoted by X, an unmodified wound roll of Y+ is a critical wound.
Example: An attack made with an [ANTI‑VEHICLE 4+] weapon against a VEHICLE unit will result in a critical wound on an unmodified wound roll of 4+, while an attack made with an [ANTI‑PSYKER 2+] weapon against a PSYKER unit will result in a critical wound on an unmodified wound roll of 2+.

goneMaster-crafted bolterMaster-crafted bolter

Range
24"
Attacks
2
Ballistic Skill
2+
Strength
4
AP
-1
Damage
2

goneMaster-crafted bolter — Master-crafted bolterAssault

Rules

Units containing one or more models with an [ASSAULT] weapon can shoot using assault shooting (10.05).

goneMaster-crafted bolter — Master-crafted bolterHeavy

Rules

In your Shooting phase, each time an attack is made with a [HEAVY] weapon, add 1 to the hit roll if all of the following apply to the attacking unit:

  • That unit is unengaged.
  • That unit was not set up on the battlefield this turn.
  • No model in that unit has moved moret han 3" this turn.

goneMaster-crafted chainswordMaster-crafted chainsword

Range
Melee
Attacks
8
Weapon Skill
2+
Strength
5
AP
-1
Damage
2

goneMaster-crafted chainsword — Master-crafted chainswordAnti-infantry 2+

Rules

This ability always takes the form [ANTI‑X Y+]. Each time an attack is made with an [ANTI] weapon, if the target unit has the keyword denoted by X, an unmodified wound roll of Y+ is a critical wound.
Example: An attack made with an [ANTI‑VEHICLE 4+] weapon against a VEHICLE unit will result in a critical wound on an unmodified wound roll of 4+, while an attack made with an [ANTI‑PSYKER 2+] weapon against a PSYKER unit will result in a critical wound on an unmodified wound roll of 2+.

changedBolt PistolBolt Pistol

Strength
4 5
AP
0 -1

newBolt Pistol — Bolt PistolCLOSE-QUARTERS

Rules

Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).

When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:

  • One or more of its [CLOSE‑QUARTERS] weapons.
  • One or more of its other ranged weapons.

goneBolt Pistol — Bolt PistolPistol

Rules

Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).

When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:

  • One or more of its [CLOSE‑QUARTERS] weapons.
  • One or more of its other ranged weapons.

changed1 Captain Titus

Points
100 pts 115 pts

changedCaptain with Jump Pack

Unit Composition

■ 1

  • 1 Captain with Jump PackThisPack model

This model is equipped with:with: heavy1 boltChainsword; pistol;1 AstartesHeavy chainsword.Bolt Pistol.

changedCaptain with Jump Pack

Toughness
4 5
Keywords
Infantry, Character, Jump Pack, Fly, Grenades, Imperium, Tacticus, Captain Captain, Character, Explosives, Fly, Imperium, Infantry, Jump Pack, Tacticus
Equipped With
Heavy bolt pistol, Astartes chainsword Chainsword, Heavy Bolt Pistol

newStrategic Acumen

Rules

In your Command phase, you can use this ability. If you do, select one combat doctrine to be active for this unit until the start of your next Command phase.

newCombat Doctrines

Rules

-

newTranshuman Strategist

Rules

-

goneOath of Moment

Rules

-

goneRites of Battle

Rules

Once per battle round, one unit from your army with this ability can use it when it is targeted with a Stratagem. If it does, reduce the CP cost of that usage of that Stratagem by 1CP.

changedAngel’s Wrath

Rules

While this model is leading a unit, each time thatThis unit ends a Charge move, until the end of the turn, addhas 1+1 to the Strength characteristic of melee weapons equipped byadvance modelsrolls inand thatcharge unit.rolls.

changedLeader

Rules

This model can be attached to the following units:

■ ASSAULT INTERCESSORS WITH JUMP PACKS
■ ASSAULT SQUAD WITH JUMP PACKS
■
SANGUINARY GUARD
■ SKYCLAWS
■
TALONSTRIKE KILL TEAM
■ VANGUARD VETERAN SQUAD WITH JUMP PACKSSQUAD**

newChainsword

Type
weapon

newHand Flamer

Type
weapon

newHeavy Bolt Pistol

Type
weapon

newPlasma Pistol

Type
weapon

newPower Fist

Type
weapon

newRelic Weapon

Type
weapon

newThunder Hammer

Type
weapon

goneAstartes chainsword

Type
weapon

goneHand flamer

Type
weapon

goneHeavy bolt pistol

Type
weapon

gonePlasma pistol

Type
weapon

gonePower fist

Type
weapon

goneRelic weapon

Type
weapon

goneThunder hammer

Type
weapon

newChainswordChainsword

Range
Melee
Attacks
8
Weapon Skill
2+
Strength
5
AP
-1
Damage
1

newChainsword — ChainswordSUSTAINED HITS 1

Rules

This ability always takes the form [SUSTAINED HITS X]. Each time an attack made with a [SUSTAINED HITS] weapon results in a critical hit, that attack results in a number of additional hits on the target as denoted by X.

Example: An attack made with a [SUSTAINED HITS 2] weapon results in a critical hit. That attack therefore hits the target three times (once from the critical hit, and twice more from the [SUSTAINED HITS 2] ability).

newHand FlamerHand Flamer

Range
9"
Attacks
3
Ballistic Skill
-
Strength
4
AP
0
Damage
1

newHand Flamer — Hand FlamerCLOSE-QUARTERS

Rules

Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).

When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:

  • One or more of its [CLOSE‑QUARTERS] weapons.
  • One or more of its other ranged weapons.

newHand Flamer — Hand FlamerTORRENT

Rules

Each time an attack is made with a [TORRENT] weapon, that attack automatically hits the target.

newHeavy Bolt PistolHeavy Bolt Pistol

Range
18"
Attacks
1
Ballistic Skill
2+
Strength
5
AP
-1
Damage
1

newHeavy Bolt Pistol — Heavy Bolt PistolCLOSE-QUARTERS

Rules

Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).

When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:

  • One or more of its [CLOSE‑QUARTERS] weapons.
  • One or more of its other ranged weapons.

newPlasma PistolStandard

Range
12"
Attacks
1
Ballistic Skill
2+
Strength
7
AP
-2
Damage
1

newPlasma PistolSupercharge

Range
12"
Attacks
1
Ballistic Skill
2+
Strength
8
AP
-3
Damage
2

newPlasma Pistol — StandardCLOSE-QUARTERS

Rules

Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).

When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:

  • One or more of its [CLOSE‑QUARTERS] weapons.
  • One or more of its other ranged weapons.

newPlasma Pistol — SuperchargeCLOSE-QUARTERS

Rules

Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).

When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:

  • One or more of its [CLOSE‑QUARTERS] weapons.
  • One or more of its other ranged weapons.

newPlasma Pistol — SuperchargeHAZARDOUS

Rules

Each time a unit is selected to shoot or selected to fight, after that unit has resolved all of its attacks, make a number of hazard rolls (06.03) for that unit equal to the number of [HAZARDOUS] weapons you selected in the Select Weapons step.

newPower FistPower Fist

Range
Melee
Attacks
5
Weapon Skill
2+
Strength
8
AP
-2
Damage
2

newRelic WeaponRelic Weapon

Range
Melee
Attacks
6
Weapon Skill
2+
Strength
6
AP
-2
Damage
2

newThunder HammerThunder Hammer

Range
Melee
Attacks
5
Weapon Skill
3+
Strength
8
AP
-2
Damage
3

newThunder Hammer — Thunder HammerDEVASTATING WOUNDS

Rules

Each time an attack made with a [DEVASTATING WOUNDS] weapon results in a critical wound, the attack sequence for that attack ends and the target unit suffers a number of mortal wounds equal to the D characteristic of that weapon. These are inflicted after resolving any normal damage inflicted by those attacks.

Mortal wounds inflicted by [DEVASTATING WOUNDS] weapons can damage a maximum of one model for each critical wound; any remaining mortal wounds inflicted by that attack are lost.

Example: An attack made with a [DEVASTATING WOUNDS] weapon with a D characteristic of 3 results in a critical wound against an Intercessor Squad, so inflicts 3 mortal wounds. The first 2 mortal wounds are sufficient to destroy 1 Intercessor model, so the remaining mortal wound is lost.

goneAstartes chainswordAstartes chainsword

Range
Melee
Attacks
7
Weapon Skill
2+
Strength
4
AP
-1
Damage
1

goneHand flamerHand flamer

Range
12"
Attacks
D6
Ballistic Skill
-
Strength
3
AP
0
Damage
1

goneHand flamer — Hand flamerIgnores Cover

Rules

Each time an attack is made with an [IGNORES COVER] weapon, the target cannot have the benefit of cover against that attack (13.08), including from rules that give a model or unit the benefit of cover (e.g. Stealth).

goneHand flamer — Hand flamerPistol

Rules

Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).

When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:

  • One or more of its [CLOSE‑QUARTERS] weapons.
  • One or more of its other ranged weapons.

goneHand flamer — Hand flamerTorrent

Rules

Each time an attack is made with a [TORRENT] weapon, that attack automatically hits the target.

goneHeavy bolt pistolHeavy Bolt Pistol

Range
18"
Attacks
1
Ballistic Skill
2+
Strength
4
AP
-1
Damage
1

goneHeavy bolt pistol — Heavy Bolt PistolPistol

Rules

Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).

When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:

  • One or more of its [CLOSE‑QUARTERS] weapons.
  • One or more of its other ranged weapons.

gonePlasma pistolstandard

Range
12"
Attacks
1
Ballistic Skill
2+
Strength
7
AP
-2
Damage
1

gonePlasma pistolsupercharge

Range
12"
Attacks
1
Ballistic Skill
2+
Strength
8
AP
-3
Damage
2

gonePlasma pistol — standardPistol

Rules

Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).

When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:

  • One or more of its [CLOSE‑QUARTERS] weapons.
  • One or more of its other ranged weapons.

gonePlasma pistol — superchargeHazardous

Rules

Each time a unit is selected to shoot or selected to fight, after that unit has resolved all of its attacks, make a number of hazard rolls (06.03) for that unit equal to the number of [HAZARDOUS] weapons you selected in the Select Weapons step.

gonePlasma pistol — superchargePistol

Rules

Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).

When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:

  • One or more of its [CLOSE‑QUARTERS] weapons.
  • One or more of its other ranged weapons.

gonePower fistPower fist

Range
Melee
Attacks
5
Weapon Skill
2+
Strength
8
AP
-2
Damage
2

goneRelic weaponRelic weapon

Range
Melee
Attacks
6
Weapon Skill
2+
Strength
5
AP
-2
Damage
2

goneThunder hammerThunder hammer

Range
Melee
Attacks
5
Weapon Skill
3+
Strength
8
AP
-2
Damage
2

goneThunder hammer — Thunder hammerDevastating Wounds

Rules

Each time an attack made with a [DEVASTATING WOUNDS] weapon results in a critical wound, the attack sequence for that attack ends and the target unit suffers a number of mortal wounds equal to the D characteristic of that weapon. These are inflicted after resolving any normal damage inflicted by those attacks.

Mortal wounds inflicted by [DEVASTATING WOUNDS] weapons can damage a maximum of one model for each critical wound; any remaining mortal wounds inflicted by that attack are lost.

Example: An attack made with a [DEVASTATING WOUNDS] weapon with a D characteristic of 3 results in a critical wound against an Intercessor Squad, so inflicts 3 mortal wounds. The first 2 mortal wounds are sufficient to destroy 1 Intercessor model, so the remaining mortal wound is lost.

changedRelic Shield

Rule Text

TheThis bearermodel has a Wounds characteristic of+1 6.W.

newCaptain with Jump Pack: This model’s Heavy Bolt Pistol can be replaced with one of the following: ▫ 1 Hand Flamer ▫ 1 Plasma Pistol

newCaptain with Jump Pack: This model’s Chainsword can be replaced with one of the following: ▫ 1 Power Fist ▫ 1 Relic Weapon

newCaptain with Jump Pack: This model’s Heavy Bolt Pistol and Chainsword can be replaced with one of the following: ▫ 1 Thunder Hammer and 1 Relic Shield ▫ 1 Chainsword and 1 Relic Shield

goneCaptain with Jump Pack: This model’s heavy bolt pistol can be replaced with one of the following:

goneCaptain with Jump Pack: This model’s Astartes chainsword can be replaced with one of the following:

goneCaptain with Jump Pack: This model’s heavy bolt pistol and Astartes chainsword can be replaced with 1 thunder hammer and 1 relic shield.

goneCaptain with Jump Pack: If this model is equipped with a heavy bolt pistol and an Astartes chainsword, it can be equipped with 1 relic shield. This model’s heavy bolt pistol and Astartes chainsword cannot be replaced.

new■ This model’s Heavy Bolt Pistol can be replaced with one of the following: ▫ 1 Hand Flamer ▫ 1 Plasma Pistol

new■ This model’s Chainsword can be replaced with one of the following: ▫ 1 Power Fist ▫ 1 Relic Weapon

new■ This model’s Heavy Bolt Pistol and Chainsword can be replaced with one of the following: ▫ 1 Thunder Hammer and 1 Relic Shield ▫ 1 Chainsword and 1 Relic Shield

gone■ This model’s heavy bolt pistol can be replaced with one of the following: ◦ 1 plasma pistol ◦ 1 hand flamer

gone■ This model’s Astartes chainsword can be replaced with one of the following: ◦ 1 power fist ◦ 1 relic weapon

gone■ This model’s heavy bolt pistol and Astartes chainsword can be replaced with 1 thunder hammer and 1 relic shield.

gone■ If this model is equipped with a heavy bolt pistol and an Astartes chainsword, it can be equipped with 1 relic shield. This model’s heavy bolt pistol and Astartes chainsword cannot be replaced.

gone1 Captain with Jump Pack

Points
80 pts
Captain with Jump Pack count
1

changed1 Captain with Jump Pack

Points
75 pts 90 pts

changedCato Sicarius

Unit Composition

■ 1

  • 1 Cato Sicarius – EPIC HEROThismodel

This model is equipped with:with: 1 artisanArtisan plasmaPlasma pistol;Pistol; 1 Talassarian tempestTempest blade.Blade.

changedCato Sicarius

Toughness
4 5
Keywords
Infantry, Character, Epic Hero, Imperium, Tacticus, Captain, Cato, Sicarius Character, Epic Hero, Explosives, Imperium, Infantry, Tacticus
Equipped With
Artisan Plasma Pistol, Talassarian tempest blade

newTranshuman Strategist

Rules

-

newCaptain of the Honour Guard

Rules

If your army includes a Marneus Calgar unit, replace this unit’s Leader ability with the Support ability (this unit can still be attached to the same units).

newLeader

newCombat Doctrines

Rules

-

newKnight Champion of Macragge (Once per phase, per army)

Rules

In your opponent’s Movement phase, when an enemy unit ends a move within 8" of this unit, if this unit is unengaged, this unit can make a normal move of up to 6".

goneSupport

goneOath of Moment

Rules

-

goneKnight Champion of Macragge

Rules

In your opponent's Movement phase, if an enemy unit ends a move within 8” of this unit, if this unit is not within Engagement Range of one or more enemy units, this unit can make a Normal move of up to 6”.

changedHonour or Death

Rules

YouWhen canyou target this unit with the HeroicHeroic Intervention stratagem, regardless of any other uses ofstratagem, that stratagem this phase. If you do:■ That use is -1 CP.
■ That use does not prevent any uses of that stratagem on other units this phase.

newLeader

Rules

This model can be attached to the following units:

■ VICTRIX HONOUR GUARD

goneSupport

Rules

This model can be attached to the following units:

■ VICTRIX HONOUR GUARD

newArtisan Plasma Pistol

Type
weapon

goneArtisan plasma pistol

Type
weapon

newArtisan Plasma PistolArtisan Plasma Pistol

Range
12"
Attacks
1
Ballistic Skill
2+
Strength
8
AP
-3
Damage
2

newArtisan Plasma Pistol — Artisan Plasma PistolCLOSE-QUARTERS

Rules

Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).

When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:

  • One or more of its [CLOSE‑QUARTERS] weapons.
  • One or more of its other ranged weapons.

goneArtisan plasma pistolArtisan plasma pistol

Range
12"
Attacks
1
Ballistic Skill
2+
Strength
8
AP
-3
Damage
2

goneArtisan plasma pistol — Artisan plasma pistolPistol

Rules

Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).

When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:

  • One or more of its [CLOSE‑QUARTERS] weapons.
  • One or more of its other ranged weapons.

changed1 Cato Sicarius

Points
105 pts 115 pts

changedChaplain

Unit Composition

■

  • 1 1Chaplain ChaplainThismodel

This model is equipped with:with: absolvor1 boltAbsolvor pistol;Bolt croziusPistol; arcanum.1 Crozius Arcanum.

changedChaplain

Toughness
4 5
Keywords
Infantry, Character, Grenades, Imperium, Tacticus, Chaplain Character, Explosives, Imperium, Infantry, Tacticus
Equipped With
Absolvor bolt pistol, Crozius arcanum Absolvor Bolt Pistol, Crozius Arcanum

newCombat Doctrines

Rules

-

newSpiritual Leader (Once per battle round, per unit)

Rules

At the start of any phase, you can select one friendly battle-shocked Adeptus Astartes unit within 6" of this model. That unit is no longer battle-shocked.

goneOath of Moment

Rules

-

goneSpiritual Leader

Rules

Once per battle, at the start of any phase, you can select one friendly ADEPTUS ASTARTES unit that is Battle-shocked and within 12" of this model. That unit is no longer Battle-shocked.

changedLitany of Hate

Rules

While this model is leading a unit, each time a model in that unit makesThis aunit’s melee attack, add 1 to theattacks Woundhave roll.[Lance].

changedLeader

Rules

This model can be attached to the following units:

■ ASSAULT INTERCESSOR SQUAD
■ ASSAULT SQUAD
■
BLADEGUARD VETERAN SQUAD
■ CRUSADER SQUAD
■ DEATH COMPANY MARINES
■ DEATH COMPANY MARINES WITH BOLT RIFLES
■ DEATH COMPANY MARINES WITH BOLTGUNS
■
DEATHWATCH VETERANS
■ DECIMUS KILL TEAM
■ FORTIS KILL TEAM
■ HELLBLASTER SQUAD
■ INFERNUS SQUAD
■ INNER CIRCLE COMPANIONS
■ INTERCESSOR SQUAD
■ STERNGUARD VETERAN SQUAD
■ SWORD BRETHREN
■ TACTICALBRETHREN SQUAD
■ VANGUARD VETERAN SQUAD
■ WOLF GUARD

newAbsolvor Bolt Pistol

Type
weapon

newCrozius Arcanum

Type
weapon

goneAbsolvor bolt pistol

Type
weapon

goneCrozius arcanum

Type
weapon

newAbsolvor Bolt PistolAbsolvor Bolt Pistol

Range
18"
Attacks
1
Ballistic Skill
3+
Strength
5
AP
-2
Damage
2

newAbsolvor Bolt Pistol — Absolvor Bolt PistolCLOSE-QUARTERS

Rules

Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).

When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:

  • One or more of its [CLOSE‑QUARTERS] weapons.
  • One or more of its other ranged weapons.

newCrozius ArcanumCrozius Arcanum

Range
Melee
Attacks
5
Weapon Skill
2+
Strength
6
AP
-1
Damage
2

newCrozius Arcanum — Crozius ArcanumCLEAVE 1

Rules

This ability always takes the form [CLEAVE X]. Each time you gather attack dice for a [CLEAVE] weapon, if you only selected one target for all of that weapon’s attacks, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).

Example: If a [CLEAVE 1] weapon with an A characteristic of 3 targets one unit containing 16 models, you would gather three additional attack dice for that weapon (for a total of six for that weapon).

goneAbsolvor bolt pistolAbsolver bolt pistol

Range
18"
Attacks
1
Ballistic Skill
3+
Strength
5
AP
-1
Damage
2

goneAbsolvor bolt pistol — Absolver bolt pistolPistol

Rules

Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).

When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:

  • One or more of its [CLOSE‑QUARTERS] weapons.
  • One or more of its other ranged weapons.

goneCrozius arcanumCrozius arcanum

Range
Melee
Attacks
5
Weapon Skill
2+
Strength
6
AP
-1
Damage
2

changed1 Chaplain

Points
60 pts 70 pts

changedChaplain in Terminator Armour

Unit Composition

■ 1

  • 1 Chaplain in Terminator ArmourThisArmour model

This model is equipped with:with: storm1 bolter;Crozius croziusArcanum; arcanum.1 Storm Bolter.

Base Size
40mm 50mm

changedChaplain in Terminator Armour

Toughness
5 6
Keywords
Infantry, Character, Imperium, Terminator, Chaplain Chaplain, Character, Imperium, Infantry, Terminator
Equipped With
Storm bolter, Crozius arcanum Crozius Arcanum, Storm Bolter

newCombat Doctrines

Rules

-

newZealous Fortitude

Rules

This unit has Feel No Pain 4+ against mortal wounds.

goneOath of Moment

Rules

-

goneRecitation of Faith

Rules

While this model is leading a unit, models in that unit have the Feel No Pain 4+ ability against mortal wounds.

changedLitany of Hate

Rules

While this model is leading a unit, each time a model in that unit makesThis aunit’s melee attack, add 1 to theattacks Woundhave roll.[Lance].

changedLeader

Rules

This model can be attached to the following units:

■ DEATHWATCH TERMINATOR SQUAD
■ DEATHWING COMMAND SQUAD
■ DEATHWING KNIGHTS
■ DEATHWING TERMINATOR SQUAD
■ RELICTERMINATOR TERMINATORASSAULT SQUAD
■
TERMINATOR ASSAULT SQUAD
■
TERMINATORWOLF SQUADGUARD TERMINATORS**

newCrozius Arcanum

Type
weapon

newStorm Bolter

Type
weapon

goneCrozius arcanum

Type
weapon

goneStorm bolter

Type
weapon

newCrozius ArcanumCrozius Arcanum

Range
Melee
Attacks
5
Weapon Skill
2+
Strength
6
AP
-1
Damage
2

newCrozius Arcanum — Crozius ArcanumCLEAVE 1

Rules

This ability always takes the form [CLEAVE X]. Each time you gather attack dice for a [CLEAVE] weapon, if you only selected one target for all of that weapon’s attacks, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).

Example: If a [CLEAVE 1] weapon with an A characteristic of 3 targets one unit containing 16 models, you would gather three additional attack dice for that weapon (for a total of six for that weapon).

newStorm BolterStorm Bolter

Range
24"
Attacks
2
Ballistic Skill
3+
Strength
5
AP
-1
Damage
1

newStorm Bolter — Storm BolterRAPID FIRE 2

Rules

This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.

Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).

goneCrozius arcanumCrozius arcanum

Range
Melee
Attacks
5
Weapon Skill
2+
Strength
6
AP
-1
Damage
2

goneStorm bolterStorm bolter

Range
24"
Attacks
2
Ballistic Skill
3+
Strength
4
AP
0
Damage
1

goneStorm bolter — Storm bolterRapid Fire 2

Rules

This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.

Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).

changedRelic Shield

Rule Text

TheThis bearermodel has a Wounds characteristic of+1 6.W.

newChaplain in Terminator Armour: This model’s Storm Bolter can be replaced with 1 Relic Shield.

goneChaplain in Terminator Armour: This model’s storm bolter can be replaced with 1 relic shield.

new■ This model’s Storm Bolter can be replaced with 1 Relic Shield.

gone■ This model’s storm bolter can be replaced with 1 relic shield.

changed1 Chaplain in Terminator Armour

Points
75 pts 85 pts

changedChaplain on Bike

Unit Composition

■ 1

  • 1 Chaplain on BikeThisBike model

This model is equipped with:with: absolvor1 boltAbsolvor pistol;Bolt twinPistol; bolt1 rifle;Crozius croziusArcanum; arcanum.1 Twin Bolt Rifle.

Base Size
90 x 52.5mm Oval Base 90x52.5mm Oval Base

changedChaplain on Bike

Toughness
5 6
Objective Control
1 2
Keywords
Mounted, Character, Grenades, Imperium, Chaplain Chaplain, Character, Explosives, Imperium, Mounted
Equipped With
Absolvor bolt pistol, Twin bolt rifle, Crozius arcanum Absolvor Bolt Pistol, Crozius Arcanum, Twin Bolt Rifle

newCombat Doctrines

Rules

-

goneOath of Moment

Rules

-

changedLitany of Hate

Rules

While this model is leading a unit, each time a model in that unit makesThis aunit’s melee attack, add 1 to theattacks Woundhave roll.[Lance].

changedCatechism of Fire

Rules

EachIn timeyour thisShooting model’sphase, when this unit is selected to shoot, you can select one enemy unit within 12" of and visible to this model. Until the endenemy ofunit. theThis phase,unit’s ranged weapons equipped by modelsattacks inthat thistarget model’sthat unit have the [DEVASTATING WOUNDS] ability when targeting that enemy[Devastating unit.Wounds].

changedLeader

Rules

This model can be attached to the following units:

■ BIKE SQUAD
■ COMPANY VETERANS ON BIKES
■
OUTRIDER SQUAD
■ RAVENWING BLACK KNIGHTS

newAbsolvor Bolt Pistol

Type
weapon

newCrozius Arcanum

Type
weapon

newTwin Bolt Rifle

Type
weapon

goneAbsolvor bolt pistol

Type
weapon

goneCrozius arcanum

Type
weapon

goneTwin bolt rifle

Type
weapon

newAbsolvor Bolt PistolAbsolvor Bolt Pistol

Range
18"
Attacks
1
Ballistic Skill
3+
Strength
5
AP
-2
Damage
2

newAbsolvor Bolt Pistol — Absolvor Bolt PistolCLOSE-QUARTERS

Rules

Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).

When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:

  • One or more of its [CLOSE‑QUARTERS] weapons.
  • One or more of its other ranged weapons.

newCrozius ArcanumCrozius Arcanum

Range
Melee
Attacks
5
Weapon Skill
2+
Strength
6
AP
-1
Damage
2

newCrozius Arcanum — Crozius ArcanumCLEAVE 1

Rules

This ability always takes the form [CLEAVE X]. Each time you gather attack dice for a [CLEAVE] weapon, if you only selected one target for all of that weapon’s attacks, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).

Example: If a [CLEAVE 1] weapon with an A characteristic of 3 targets one unit containing 16 models, you would gather three additional attack dice for that weapon (for a total of six for that weapon).

newTwin Bolt RifleTwin Bolt Rifle

Range
24"
Attacks
2
Ballistic Skill
3+
Strength
5
AP
-1
Damage
1

newTwin Bolt Rifle — Twin Bolt RifleRAPID FIRE 2

Rules

This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.

Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).

newTwin Bolt Rifle — Twin Bolt RifleTWIN-LINKED

Rules

Each time an attack is made with a [TWIN‑LINKED] weapon, you can re‑roll the wound roll.

goneAbsolvor bolt pistolAbsolver bolt pistol

Range
18"
Attacks
1
Ballistic Skill
3+
Strength
5
AP
-1
Damage
2

goneAbsolvor bolt pistol — Absolver bolt pistolPistol

Rules

Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).

When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:

  • One or more of its [CLOSE‑QUARTERS] weapons.
  • One or more of its other ranged weapons.

goneCrozius arcanumCrozius arcanum

Range
Melee
Attacks
5
Weapon Skill
2+
Strength
6
AP
-1
Damage
2

goneTwin bolt rifleTwin bolt rifle

Range
24"
Attacks
2
Ballistic Skill
3+
Strength
4
AP
-1
Damage
1

goneTwin bolt rifle — Twin bolt rifleTwin-linked

Rules

Each time an attack is made with a [TWIN‑LINKED] weapon, you can re‑roll the wound roll.

changed1 Chaplain on Bike

Points
70 pts 80 pts

changedChaplain with Jump Pack

Unit Composition

■ 1

  • 1 Chaplain with Jump PackThisPack model

This model is equipped with:with: bolt1 pistol;Absolvor croziusBolt arcanum.Pistol; 1 Crozius Arcanum.

Base Size
32mm 40mm

changedChaplain with Jump Pack

Toughness
4 5
Keywords
Infantry, Character, Jump Pack, Fly, Imperium, Chaplain Chaplain, Character, Explosives, Fly, Imperium, Infantry, Jump Pack, Tacticus
Equipped With
Bolt pistol, Crozius arcanum Absolvor Bolt Pistol, Crozius Arcanum

newCombat Doctrines

Rules

-

goneOath of Moment

Rules

-

changedExhortation of Rage

Rules

Each timeWhile this model’s unit is selected to fight, you can select one enemy unit withinat Engagementor Rangebelow ofhalf-strength, this model’s unit and roll one D6: on a 4-5, that enemy unit suffers D3 mortal wounds; on a 6, thatunit’s enemymelee unitattacks sufferscan 3re-roll mortalwound wounds.rolls.

changedLitany of Hate

Rules

While this model is leading a unit, each time a model in that unit makesThis aunit’s melee attack, add 1 to theattacks Woundhave roll.[Lance].

changedLeader

Rules

This model can be attached to the following units:

■ ASSAULT INTERCESSORS WITH JUMP PACKS
■ ASSAULT SQUAD WITH JUMP PACKS
■
DEATH COMPANY MARINES WITH BOLTGUNS AND JUMP PACKS
■ DEATH COMPANY MARINES WITH JUMP PACKS
■ SKYCLAWS
■
TALONSTRIKE KILL TEAM
■ VANGUARD VETERAN SQUAD WITH JUMP PACKSSQUAD**

newAbsolvor Bolt Pistol

Type
weapon

newCrozius Arcanum

Type
weapon

goneAbsolvor bolt pistol

Type
weapon

goneBolt pistol

Type
weapon

goneBoltgun

Type
weapon

goneCombi-weapon

Type
weapon

goneCrozius arcanum

Type
weapon

goneGrav-pistol

Type
weapon

goneHand flamer

Type
weapon

goneInferno pistol

Type
weapon

gonePlasma pistol

Type
weapon

gonePower fist

Type
weapon

goneStorm bolter

Type
weapon

newAbsolvor Bolt PistolAbsolvor Bolt Pistol

Range
18"
Attacks
1
Ballistic Skill
3+
Strength
5
AP
-2
Damage
2

newAbsolvor Bolt Pistol — Absolvor Bolt PistolCLOSE-QUARTERS

Rules

Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).

When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:

  • One or more of its [CLOSE‑QUARTERS] weapons.
  • One or more of its other ranged weapons.

newCrozius ArcanumCrozius Arcanum

Range
Melee
Attacks
5
Weapon Skill
2+
Strength
6
AP
-1
Damage
2

newCrozius Arcanum — Crozius ArcanumCLEAVE 1

Rules

This ability always takes the form [CLEAVE X]. Each time you gather attack dice for a [CLEAVE] weapon, if you only selected one target for all of that weapon’s attacks, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).

Example: If a [CLEAVE 1] weapon with an A characteristic of 3 targets one unit containing 16 models, you would gather three additional attack dice for that weapon (for a total of six for that weapon).

goneAbsolvor bolt pistolAbsolvor bolt pistol

Range
18"
Attacks
1
Ballistic Skill
3+
Strength
5
AP
-1
Damage
2

goneAbsolvor bolt pistol — Absolvor bolt pistolCLOSE-QUARTERS

Rules

Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).

When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:

  • One or more of its [CLOSE‑QUARTERS] weapons.
  • One or more of its other ranged weapons.

goneBolt pistolBolt pistol

Range
12"
Attacks
1
Ballistic Skill
3+
Strength
4
AP
0
Damage
1

goneBolt pistol — Bolt pistolPistol

Rules

Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).

When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:

  • One or more of its [CLOSE‑QUARTERS] weapons.
  • One or more of its other ranged weapons.

goneBoltgunBoltgun

Range
24"
Attacks
2
Ballistic Skill
3+
Strength
4
AP
0
Damage
1

goneCombi-weaponCombi-weapon

Range
24"
Attacks
1
Ballistic Skill
4+
Strength
4
AP
0
Damage
1

goneCombi-weapon — Combi-weaponAnti-infantry 4+

Rules

This ability always takes the form [ANTI‑X Y+]. Each time an attack is made with an [ANTI] weapon, if the target unit has the keyword denoted by X, an unmodified wound roll of Y+ is a critical wound.
Example: An attack made with an [ANTI‑VEHICLE 4+] weapon against a VEHICLE unit will result in a critical wound on an unmodified wound roll of 4+, while an attack made with an [ANTI‑PSYKER 2+] weapon against a PSYKER unit will result in a critical wound on an unmodified wound roll of 2+.

goneCombi-weapon — Combi-weaponDevastating Wounds

Rules

Each time an attack made with a [DEVASTATING WOUNDS] weapon results in a critical wound, the attack sequence for that attack ends and the target unit suffers a number of mortal wounds equal to the D characteristic of that weapon. These are inflicted after resolving any normal damage inflicted by those attacks.

Mortal wounds inflicted by [DEVASTATING WOUNDS] weapons can damage a maximum of one model for each critical wound; any remaining mortal wounds inflicted by that attack are lost.

Example: An attack made with a [DEVASTATING WOUNDS] weapon with a D characteristic of 3 results in a critical wound against an Intercessor Squad, so inflicts 3 mortal wounds. The first 2 mortal wounds are sufficient to destroy 1 Intercessor model, so the remaining mortal wound is lost.

goneCombi-weapon — Combi-weaponRapid Fire 1

Rules

This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.

Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).

goneCrozius arcanumCrozius arcanum

Range
Melee
Attacks
5
Weapon Skill
2+
Strength
6
AP
-1
Damage
2

goneGrav-pistolGrav-pistol

Range
12"
Attacks
1
Ballistic Skill
3+
Strength
4
AP
-1
Damage
2

goneGrav-pistol — Grav-pistolAnti-vehicle 2+

Rules

This ability always takes the form [ANTI‑X Y+]. Each time an attack is made with an [ANTI] weapon, if the target unit has the keyword denoted by X, an unmodified wound roll of Y+ is a critical wound.
Example: An attack made with an [ANTI‑VEHICLE 4+] weapon against a VEHICLE unit will result in a critical wound on an unmodified wound roll of 4+, while an attack made with an [ANTI‑PSYKER 2+] weapon against a PSYKER unit will result in a critical wound on an unmodified wound roll of 2+.

goneGrav-pistol — Grav-pistolPistol

Rules

Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).

When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:

  • One or more of its [CLOSE‑QUARTERS] weapons.
  • One or more of its other ranged weapons.

goneHand flamerHand flamer

Range
12"
Attacks
D6
Ballistic Skill
-
Strength
3
AP
0
Damage
1

goneHand flamer — Hand flamerIgnores Cover

Rules

Each time an attack is made with an [IGNORES COVER] weapon, the target cannot have the benefit of cover against that attack (13.08), including from rules that give a model or unit the benefit of cover (e.g. Stealth).

goneHand flamer — Hand flamerPistol

Rules

Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).

When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:

  • One or more of its [CLOSE‑QUARTERS] weapons.
  • One or more of its other ranged weapons.

goneHand flamer — Hand flamerTorrent

Rules

Each time an attack is made with a [TORRENT] weapon, that attack automatically hits the target.

goneInferno pistolInferno pistol

Range
6"
Attacks
1
Ballistic Skill
3+
Strength
8
AP
-4
Damage
D3

goneInferno pistol — Inferno pistolMelta 2

Rules

This ability always takes the form [MELTA X]. Each time a model makes an attack with a [MELTA] weapon, if the target unit was within half range of that weapon in the Select Targets step, until the attacking unit’s attacks have been resolved, add X to that weapon’s D characteristic.

Example: A model targets a unit that is within half range of a [MELTA 2] weapon with a D characteristic of D6. While resolving those attacks, that weapon has a D characteristic of D6+2

goneInferno pistol — Inferno pistolPistol

Rules

Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).

When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:

  • One or more of its [CLOSE‑QUARTERS] weapons.
  • One or more of its other ranged weapons.

gonePlasma pistolstandard

Range
12"
Attacks
1
Ballistic Skill
3+
Strength
7
AP
-2
Damage
1

gonePlasma pistolsupercharge

Range
12"
Attacks
1
Ballistic Skill
3+
Strength
8
AP
-3
Damage
2

gonePlasma pistol — standardPistol

Rules

Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).

When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:

  • One or more of its [CLOSE‑QUARTERS] weapons.
  • One or more of its other ranged weapons.

gonePlasma pistol — superchargeHazardous

Rules

Each time a unit is selected to shoot or selected to fight, after that unit has resolved all of its attacks, make a number of hazard rolls (06.03) for that unit equal to the number of [HAZARDOUS] weapons you selected in the Select Weapons step.

gonePlasma pistol — superchargePistol

Rules

Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).

When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:

  • One or more of its [CLOSE‑QUARTERS] weapons.
  • One or more of its other ranged weapons.

gonePower fistPower fist

Range
Melee
Attacks
4
Weapon Skill
2+
Strength
8
AP
-2
Damage
2

goneStorm bolterStorm bolter

Range
24"
Attacks
2
Ballistic Skill
3+
Strength
4
AP
0
Damage
1

goneStorm bolter — Storm bolterRapid Fire 2

Rules

This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.

Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).

goneChaplain with Jump Pack: This model’s bolt pistol can be replaced with one of the following:

gone■ This model’s bolt pistol can be replaced with one of the following: ◦ 1 boltgun ◦ 1 combi-weapon ◦ 1 grav-pistol ◦ 1 hand flamer ◦ 1 inferno pistol ◦ 1 plasma pistol ◦ 1 storm bolter ◦ 1 power fist • 1 Absolvor Bolt Pistol

gone1 Chaplain with Jump Pack

Points
80 pts
Chaplain with Jump Pack count
1

changed1 Chaplain with Jump Pack

Points
75 pts 80 pts

changedChief Librarian Tigurius

Unit Composition

■ 1

  • 1 Chief Librarian Tigurius – EPIC HEROThismodel

This model is equipped with:with: bolt1 pistol;Bolt StormPistol; of1 theRod Emperor’sof Wrath;Tigurius; Rod1 Storm of Tigurius.the Emperor’s Wrath.

changedChief Librarian Tigurius

Toughness
4 5
Wounds
4 5
Keywords
Infantry, Character, Epic Hero, Psyker, Imperium, Tacticus, Chief Librarian Tigurius Character, Epic Hero, Explosives, Infantry, Psyker, Tacticus
Equipped With
Bolt Pistol, Storm of the Emperor’s Wrath, Rod of Tigurius Bolt Pistol, Rod of Tigurius, Storm of the Emperor’s Wrath

newTranshuman Strategist

Rules

-

newChief Librarian (psyker level 3)

Rules

This model has the psychic abilities listed in the Psychic Abilities section.

newCombat Doctrines

Rules

-

newHood of Hellfire (Psychic)

Rules

This unit has Feel No Pain 4+ against psychic attacks and mortal wounds.

newLibrarius

Rules

-

goneOath of Moment

Rules

-

goneHood of Hellfire

Rules

While this model is leading a unit, models in that unit have the Feel No Pain 4+ ability against Psychic Attacks and mortal wounds.

goneMaster of Prescience

Rules

■ This unit has Stealth.
■ Melee attacks that target this unit have ‐1 to hit rolls.
■ (Once per battle round, per army) When you target this unit with the Counteroffensive/Fire Overwatch/Heroic Intervention stratagem, that use is ‐1 CP.

newChief Librarian (psyker level 3)Prescience (psychic level 2)

Rules

In your Movement phase, if this unit is not battle-shocked, you can make a psychic roll for this unit by rolling one D6. If you do:

  • On a 1, this unit is battle-shocked.
  • This unit has +1 Sv until the start of your next turn.

newChief Librarian (psyker level 3)Telepathic Assault (psychic level 1)

Rules

In your Shooting phase, if this unit is not battle-shocked, you can make a psychic roll for this unit by rolling one D6. If you do:

  • On a 1, this unit is battle-shocked.
  • Select one visible enemy unit within 24" of this unit. That enemy unit suffers 2D3 mortal wounds.

changedLeader

Rules

This model can be attached to the following units:

■ ASSAULT INTERCESSOR SQUAD
■ ASSAULT SQUAD
■
BLADEGUARD VETERAN SQUAD
■ DESOLATION SQUAD
■ DEVASTATORINFERNUS SQUAD
■
INTERCESSOR SQUAD
■
STERNGUARD VETERAN SQUAD
■
TACTICAL
SQUAD
■
VANGUARD VETERAN SQUAD**

changedBolt PistolBolt Pistol

Strength
4 5
AP
0 -1

newBolt Pistol — Bolt PistolCLOSE-QUARTERS

Rules

Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).

When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:

  • One or more of its [CLOSE‑QUARTERS] weapons.
  • One or more of its other ranged weapons.

goneBolt Pistol — Bolt PistolPistol

Rules

Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).

When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:

  • One or more of its [CLOSE‑QUARTERS] weapons.
  • One or more of its other ranged weapons.

changedRod of TiguriusRod of Tigurius

Weapon Skill
3+ 2+
Damage
D3 2

newRod of Tigurius — Rod of TiguriusPSYCHIC

Rules

Each time an attack is made with a [PSYCHIC] weapon, you can ignore any or all modifiers to that attack’s BS or WS characteristic and any or all modifiers to the hit roll. Attacks made with [PSYCHIC] weapons are known as psychic attacks (this can be important for the triggering of other rules).

goneRod of Tigurius — Rod of TiguriusPsychic

Rules

Each time an attack is made with a [PSYCHIC] weapon, you can ignore any or all modifiers to that attack’s BS or WS characteristic and any or all modifiers to the hit roll. Attacks made with [PSYCHIC] weapons are known as psychic attacks (this can be important for the triggering of other rules).

newStorm of the Emperor’s WrathStorm of the Emperor’s Wrath

Range
18"
Attacks
D3+6
Ballistic Skill
2+
Strength
6
AP
-2
Damage
2

goneStorm of the Emperor’s Wrathwitchfire

Range
18"
Attacks
D6
Ballistic Skill
2+
Strength
6
AP
-2
Damage
2

goneStorm of the Emperor’s Wrathfocused witchfire

Range
18"
Attacks
2D6
Ballistic Skill
2+
Strength
6
AP
-2
Damage
2

newStorm of the Emperor’s Wrath — Storm of the Emperor’s WrathBLAST 1

Rules

Each time you gather attack dice for a [BLAST] weapon, add one additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).

If this ability takes the form [BLAST X], each time you gather attack dice for such a weapon, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down) instead.

Example: If a [BLAST 2] weapon with an A characteristic of 3 targets a unit containing 12 models, you would gather four additional attack dice for that weapon (for a total of seven for that weapon).

newStorm of the Emperor’s Wrath — Storm of the Emperor’s WrathPSYCHIC

Rules

Each time an attack is made with a [PSYCHIC] weapon, you can ignore any or all modifiers to that attack’s BS or WS characteristic and any or all modifiers to the hit roll. Attacks made with [PSYCHIC] weapons are known as psychic attacks (this can be important for the triggering of other rules).

goneStorm of the Emperor’s Wrath — witchfireBlast

Rules

Each time you gather attack dice for a [BLAST] weapon, add one additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).

If this ability takes the form [BLAST X], each time you gather attack dice for such a weapon, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down) instead.

Example: If a [BLAST 2] weapon with an A characteristic of 3 targets a unit containing 12 models, you would gather four additional attack dice for that weapon (for a total of seven for that weapon).

goneStorm of the Emperor’s Wrath — witchfirePsychic

Rules

Each time an attack is made with a [PSYCHIC] weapon, you can ignore any or all modifiers to that attack’s BS or WS characteristic and any or all modifiers to the hit roll. Attacks made with [PSYCHIC] weapons are known as psychic attacks (this can be important for the triggering of other rules).

goneStorm of the Emperor’s Wrath — focused witchfireBlast

Rules

Each time you gather attack dice for a [BLAST] weapon, add one additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).

If this ability takes the form [BLAST X], each time you gather attack dice for such a weapon, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down) instead.

Example: If a [BLAST 2] weapon with an A characteristic of 3 targets a unit containing 12 models, you would gather four additional attack dice for that weapon (for a total of seven for that weapon).

goneStorm of the Emperor’s Wrath — focused witchfireHazardous

Rules

Each time a unit is selected to shoot or selected to fight, after that unit has resolved all of its attacks, make a number of hazard rolls (06.03) for that unit equal to the number of [HAZARDOUS] weapons you selected in the Select Weapons step.

goneStorm of the Emperor’s Wrath — focused witchfirePsychic

Rules

Each time an attack is made with a [PSYCHIC] weapon, you can ignore any or all modifiers to that attack’s BS or WS characteristic and any or all modifiers to the hit roll. Attacks made with [PSYCHIC] weapons are known as psychic attacks (this can be important for the triggering of other rules).

changed1 Chief Librarian Tigurius

Points
85 pts 115 pts

changedCompany Heroes

Unit Composition

■

  • 1 1Ancient Ancient ■model
  • 1 1Company Champion model
  • 1 Company Champion ■Veteran 2with Bolt Rifle model
  • 1 Company VeteransTheVeteran with Heavy Bolter model

The Ancient is equipped with:with: bolt1 pistol;Combat boltKnife; rifle;1 closeMaster-crafted combatBolt weapon.ThePistol; 1 Master-crafted Bolt Rifle. The Company Champion is equipped with:with: bolt1 pistol;Master-crafted master-craftedBolt powerPistol; weapon.One1 Master-crafted Power Weapon. The Company Veteran with Bolt Rifle is equipped with:with: bolt1 pistol;Combat master-craftedKnife; heavy1 bolter;Master-crafted closeBolt combatPistol; weapon.One1 Master-crafted Bolt Rifle. The Company Veteran with Heavy Bolter is equipped with:with: bolt1 pistol;Combat master-craftedKnife; bolt1 rifle;Master-crafted closeBolt combatPistol; weapon.1 Master-crafted Heavy Bolter.

Points Scaling
+15 pts per 3 models

newCompany Veteran with heavy bolter

Movement
6"
Toughness
5
Save
3+
Wounds
4
Leadership
6+
Objective Control
2
Keywords
Explosives, Imperium, Infantry, Tacticus
Equipped With
Combat Knife, Master-crafted Bolt Pistol, Master-crafted Heavy Bolter

changedCompany Champion

Toughness
4 5
Objective Control
1 2
Keywords
Infantry, Grenades, Imperium, Tacticus, Company Heroes Explosives, Imperium, Infantry, Tacticus
Equipped With
Bolt pistol, Master-crafted power weapon Master-crafted Bolt Pistol, Master-crafted Power Weapon

changedCompany veteran with bolt rifle

Toughness
4 5
Objective Control
1 2
Keywords
Infantry, Grenades, Imperium, Tacticus, Company Heroes Explosives, Imperium, Infantry, Tacticus
Equipped With
Combat Knife, Master-crafted Bolt Pistol, Master-crafted Bolt Rifle

changedAncient

Toughness
4 5
Objective Control
1 2
Keywords
Infantry, Grenades, Imperium, Tacticus, Ancient, Company Heroes Explosives, Imperium, Infantry, Tacticus
Equipped With
Bolt pistol, Bolt rifle, Close combat weapon Combat Knife, Master-crafted Bolt Pistol, Master-crafted Bolt Rifle

newCombat Doctrines

Rules

-

newRaise the Banner

Rules

At the end of your Movement phase, if this unit is controlling an objective, that objective is secured.

goneOath of Moment

Rules

-

goneAstartes Banner

Rules

While this unit contains an Ancient, add 1 to the Objective Control characteristic of models in this unit.

changedCommand Squad

Rules

While a CHARACTER model is leading this unit, each time anAttacks attackthat targetstarget this unit, subtractunit 1have from-1 theto Woundwound roll.rolls.

newCombat Knife

Type
weapon

newMaster-crafted Bolt Pistol

Type
weapon

newMaster-crafted Bolt Rifle

Type
weapon

newMaster-crafted Heavy Bolter

Type
weapon

newMaster-crafted Power Weapon

Type
weapon

goneBolt pistol

Type
weapon

goneBolt rifle

Type
weapon

goneClose combat weapon

Type
weapon

goneMaster-crafted bolt rifle

Type
weapon

goneMaster-crafted heavy bolter

Type
weapon

goneMaster-crafted power weapon

Type
weapon

newCombat KnifeCombat Knife

Range
Melee
Attacks
5
Weapon Skill
3+
Strength
5
AP
-1
Damage
1

newMaster-crafted Bolt PistolMaster-crafted Bolt Pistol

Range
12"
Attacks
1
Ballistic Skill
3+
Strength
5
AP
-1
Damage
2

newMaster-crafted Bolt Pistol — Master-crafted Bolt PistolCLOSE-QUARTERS

Rules

Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).

When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:

  • One or more of its [CLOSE‑QUARTERS] weapons.
  • One or more of its other ranged weapons.

newMaster-crafted Bolt RifleMaster-crafted Bolt Rifle

Range
24"
Attacks
2
Ballistic Skill
3+
Strength
5
AP
-1
Damage
2

newMaster-crafted Bolt Rifle — Master-crafted Bolt RifleASSAULT

Rules

Units containing one or more models with an [ASSAULT] weapon can shoot using assault shooting (10.05).

newMaster-crafted Bolt Rifle — Master-crafted Bolt RifleRAPID FIRE 1

Rules

This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.

Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).

newMaster-crafted Heavy BolterMaster-crafted Heavy Bolter

Range
36"
Attacks
4
Ballistic Skill
3+
Strength
6
AP
-1
Damage
2

newMaster-crafted Heavy Bolter — Master-crafted Heavy BolterASSAULT

Rules

Units containing one or more models with an [ASSAULT] weapon can shoot using assault shooting (10.05).

newMaster-crafted Heavy Bolter — Master-crafted Heavy BolterHEAVY

Rules

In your Shooting phase, each time an attack is made with a [HEAVY] weapon, add 1 to the hit roll if all of the following apply to the attacking unit:

  • That unit is unengaged.
  • That unit was not set up on the battlefield this turn.
  • No model in that unit has moved more than 3" this turn.

newMaster-crafted Heavy Bolter — Master-crafted Heavy BolterRAPID FIRE 2

Rules

This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.

Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).

newMaster-crafted Heavy Bolter — Master-crafted Heavy BolterSUSTAINED HITS 1

Rules

This ability always takes the form [SUSTAINED HITS X]. Each time an attack made with a [SUSTAINED HITS] weapon results in a critical hit, that attack results in a number of additional hits on the target as denoted by X.

Example: An attack made with a [SUSTAINED HITS 2] weapon results in a critical hit. That attack therefore hits the target three times (once from the critical hit, and twice more from the [SUSTAINED HITS 2] ability).

newMaster-crafted Power WeaponMaster-crafted Power Weapon

Range
Melee
Attacks
6
Weapon Skill
2+
Strength
6
AP
-2
Damage
2

newMaster-crafted Power Weapon — Master-crafted Power WeaponPRECISION

Rules

While resolving attacks made with one or more [PRECISION] weapons, at the start of the Allocation Order step (05.03), if the target unit contains one or more CHARACTER models visible to one or more of the attacking models, the active player can select one allocation group that contains one of those visible CHARACTER models. If they do, until those attacks are resolved, or until that CHARACTER group is destroyed (whichever happens first), that CHARACTER group is the current allocation group.

goneBolt pistolBolt pistol

Range
12"
Attacks
1
Ballistic Skill
3+
Strength
4
AP
0
Damage
1

goneBolt pistol — Bolt pistolPistol

Rules

Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).

When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:

  • One or more of its [CLOSE‑QUARTERS] weapons.
  • One or more of its other ranged weapons.

goneBolt rifleBolt rifle

Range
24"
Attacks
2
Ballistic Skill
3+
Strength
4
AP
-1
Damage
1

goneBolt rifle — Bolt rifleAssault

Rules

Units containing one or more models with an [ASSAULT] weapon can shoot using assault shooting (10.05).

goneBolt rifle — Bolt rifleHeavy

Rules

In your Shooting phase, each time an attack is made with a [HEAVY] weapon, add 1 to the hit roll if all of the following apply to the attacking unit:

  • That unit is unengaged.
  • That unit was not set up on the battlefield this turn.
  • No model in that unit has moved moret han 3" this turn.

goneClose combat weaponClose combat weapon

Range
Melee
Attacks
5
Weapon Skill
3+
Strength
4
AP
0
Damage
1

goneMaster-crafted bolt rifleMaster-crafted bolt rifle

Range
24"
Attacks
2
Ballistic Skill
2+
Strength
4
AP
-1
Damage
2

goneMaster-crafted bolt rifle — Master-crafted bolt rifleDevastating Wounds

Rules

Each time an attack made with a [DEVASTATING WOUNDS] weapon results in a critical wound, the attack sequence for that attack ends and the target unit suffers a number of mortal wounds equal to the D characteristic of that weapon. These are inflicted after resolving any normal damage inflicted by those attacks.

Mortal wounds inflicted by [DEVASTATING WOUNDS] weapons can damage a maximum of one model for each critical wound; any remaining mortal wounds inflicted by that attack are lost.

Example: An attack made with a [DEVASTATING WOUNDS] weapon with a D characteristic of 3 results in a critical wound against an Intercessor Squad, so inflicts 3 mortal wounds. The first 2 mortal wounds are sufficient to destroy 1 Intercessor model, so the remaining mortal wound is lost.

goneMaster-crafted bolt rifle — Master-crafted bolt rifleRapid Fire 1

Rules

This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.

Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).

goneMaster-crafted heavy bolterMaster-crafted heavy bolter

Range
36"
Attacks
3
Ballistic Skill
3+
Strength
5
AP
-1
Damage
3

goneMaster-crafted heavy bolter — Master-crafted heavy bolterHeavy

Rules

In your Shooting phase, each time an attack is made with a [HEAVY] weapon, add 1 to the hit roll if all of the following apply to the attacking unit:

  • That unit is unengaged.
  • That unit was not set up on the battlefield this turn.
  • No model in that unit has moved moret han 3" this turn.

goneMaster-crafted heavy bolter — Master-crafted heavy bolterSustained Hits 2

Rules

This ability always takes the form [SUSTAINED HITS X]. Each time an attack made with a [SUSTAINED HITS] weapon results in a critical hit, that attack results in a number of additional hits on the target as denoted by X.

Example: An attack made with a [SUSTAINED HITS 2] weapon results in a critical hit. That attack therefore hits the target three times (once from the critical hit, and twice more from the [SUSTAINED HITS 2] ability).

goneMaster-crafted power weaponMaster-crafted power weapon

Range
Melee
Attacks
6
Weapon Skill
2+
Strength
5
AP
-2
Damage
2

goneMaster-crafted power weapon — Master-crafted power weaponPrecision

Rules

While resolving attacks made with one or more [PRECISION] weapons, at the start of the Allocation Order step (05.03), if the target unit contains one or more CHARACTER models visible to one or more of the attacking models, the active player can select one allocation group that contains one of those visible CHARACTER models. If they do, until those attacks are resolved, or until that CHARACTER group is destroyed (whichever happens first), that CHARACTER group is the current allocation group.

newCompany veteran with bolt rifle: Default Wargear

newCompany Veteran with heavy bolter: Default Wargear

goneCompany Veteran: Default Wargear

new1 Company Champion, 1 Company Veteran with heavy bolter, 1 Company veteran with bolt rifle, 1 Ancient

Points
135 pts
Company Champion count
1
Company Veteran with heavy bolter count
1
Company veteran with bolt rifle count
1
Ancient count
1

gone1 Company Champion, 2 Company Veteran, 1 Ancient

Points
105 pts
Company Champion count
1
Company Veteran count
2
Ancient count
1

changedDarnath Lysander

Unit Composition

■ 1

  • 1 Darnath Lysander – EPIC HEROThismodel

This model is equipped with:with: 1 Fist of Dorn.

changedDarnath Lysander

Toughness
5 6
Keywords
Infantry, Character, Epic Hero, Imperium, Terminator, Captain, Darnath Lysander Captain, Character, Epic Hero, Imperium, Infantry, Terminator

newCombat Doctrines

Rules

-

newRampart (Once per battle, per army)

Rules

At the start of any phase, you can use this ability. If you do, this model has 2+ InSv until the end of the phase.

newTranshuman Strategist

Rules

-

goneOath of Moment

Rules

-

goneRampart

Rules

Once per battle, at the start of any phase, this model can use this ability. If it does, until the end of the phase, this model has a 2+ invulnerable save.

goneInspiring Commander

Rules

If you include this model in your army, until the end of the battle, non-CHARACTER models in TERMINATOR ASSAULT SQUAD and TERMINATOR SQUAD units from your army have an Objective Control characteristic of 2 while they are not Battle-shocked.

changedIcon of Obstinacy

Rules

Each time an attack targets this model’s unit, if the Strength characteristic ofAttacks that attack istarget greaterthis thanunit orhave equal-1 to the Toughness characteristic of that unit, subtract 1 from the Woundhit roll.rolls.

changedLeader

Rules

This model can be attached to the following units:

■ RELIC TERMINATOR SQUAD
■
TERMINATOR ASSAULT SQUAD
■ TERMINATOR SQUAD

newFist of Dorn — Fist of DornCLEAVE 1

Rules

This ability always takes the form [CLEAVE X]. Each time you gather attack dice for a [CLEAVE] weapon, if you only selected one target for all of that weapon’s attacks, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).

Example: If a [CLEAVE 1] weapon with an A characteristic of 3 targets one unit containing 16 models, you would gather three additional attack dice for that weapon (for a total of six for that weapon).

newFist of Dorn — Fist of DornDEVASTATING WOUNDS

Rules

Each time an attack made with a [DEVASTATING WOUNDS] weapon results in a critical wound, the attack sequence for that attack ends and the target unit suffers a number of mortal wounds equal to the D characteristic of that weapon. These are inflicted after resolving any normal damage inflicted by those attacks.

Mortal wounds inflicted by [DEVASTATING WOUNDS] weapons can damage a maximum of one model for each critical wound; any remaining mortal wounds inflicted by that attack are lost.

Example: An attack made with a [DEVASTATING WOUNDS] weapon with a D characteristic of 3 results in a critical wound against an Intercessor Squad, so inflicts 3 mortal wounds. The first 2 mortal wounds are sufficient to destroy 1 Intercessor model, so the remaining mortal wound is lost.

goneFist of Dorn — Fist of DornDevastating Wounds

Rules

Each time an attack made with a [DEVASTATING WOUNDS] weapon results in a critical wound, the attack sequence for that attack ends and the target unit suffers a number of mortal wounds equal to the D characteristic of that weapon. These are inflicted after resolving any normal damage inflicted by those attacks.

Mortal wounds inflicted by [DEVASTATING WOUNDS] weapons can damage a maximum of one model for each critical wound; any remaining mortal wounds inflicted by that attack are lost.

Example: An attack made with a [DEVASTATING WOUNDS] weapon with a D characteristic of 3 results in a critical wound against an Intercessor Squad, so inflicts 3 mortal wounds. The first 2 mortal wounds are sufficient to destroy 1 Intercessor model, so the remaining mortal wound is lost.

changed1 Darnath Lysander

Points
100 pts 160 pts

changedDesolation Squad

Unit Composition

■ 1

  • 1 Desolation Sergeant ■Sergeant 4model
  • 4 Desolation MarinesEveryMarine models

Every model is equipped with:with: bolt1 pistol;Bolt castellanPistol; launcher;1 superfragCastellan rocketLauncher; launcher;1 closeCeramite combatFists; weapon.1 Superfrag Rocket Launcher.

Points Scaling
+30 pts per 2 models +10 pts per 3 models

changedDesolation Sergeant

Toughness
4 5
Keywords
Infantry, Grenades, Imperium, Tacticus, Desolation Squad Explosives, Imperium, Infantry, Tacticus
Equipped With
Bolt pistol, Castellan launcher, Superfrag rocket launcher, Close combat weapon Bolt Pistol, Castellan Launcher, Ceramite Fists, Superfrag Rocket Launcher

changedDesolation Marine

Toughness
4 5
Keywords
Infantry, Grenades, Imperium, Tacticus, Desolation Squad Explosives, Imperium, Infantry, Tacticus
Equipped With
Bolt pistol, Castellan launcher, Superfrag rocket launcher, Close combat weapon Bolt Pistol, Castellan Launcher, Ceramite Fists, Superfrag Rocket Launcher

newCombat Doctrines

Rules

-

goneOath of Moment

Rules

-

changedTargeter Optics

Rules

Each time this unit Remains Stationary, until the start of your next MovementThis phase,unit’s ranged weaponsattacks equippedthat bytarget modelsa invisible thisenemy unit have the [IGNORES COVER][Ignores ability.Cover].

newBolt Pistol

Type
weapon

newCastellan Launcher

Type
weapon

newCeramite Fists

Type
weapon

newSuperfrag Rocket Launcher

Type
weapon

newSuperkrak Rocket Launcher

Type
weapon

newVengor Launcher

Type
weapon

goneBolt pistol

Type
weapon

goneCastellan launcher

Type
weapon

goneClose combat weapon

Type
weapon

goneSuperfrag rocket launcher

Type
weapon

goneSuperkrak rocket launcher

Type
weapon

goneVengor launcher

Type
weapon

newBolt PistolBolt Pistol

Range
12"
Attacks
1
Ballistic Skill
3+
Strength
5
AP
-1
Damage
1

newBolt Pistol — Bolt PistolCLOSE-QUARTERS

Rules

Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).

When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:

  • One or more of its [CLOSE‑QUARTERS] weapons.
  • One or more of its other ranged weapons.

newCastellan LauncherCastellan Launcher

Range
24"
Attacks
2
Ballistic Skill
3+
Strength
5
AP
-1
Damage
1

newCastellan Launcher — Castellan LauncherHEAVY

Rules

In your Shooting phase, each time an attack is made with a [HEAVY] weapon, add 1 to the hit roll if all of the following apply to the attacking unit:

  • That unit is unengaged.
  • That unit was not set up on the battlefield this turn.
  • No model in that unit has moved more than 3" this turn.

newCeramite FistsCeramite Fists

Range
Melee
Attacks
3
Weapon Skill
3+
Strength
5
AP
0
Damage
1

newSuperfrag Rocket LauncherSuperfrag Rocket Launcher

Range
48"
Attacks
4
Ballistic Skill
3+
Strength
5
AP
-1
Damage
1

newSuperfrag Rocket Launcher — Superfrag Rocket LauncherBLAST 1

Rules

Each time you gather attack dice for a [BLAST] weapon, add one additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).

If this ability takes the form [BLAST X], each time you gather attack dice for such a weapon, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down) instead.

Example: If a [BLAST 2] weapon with an A characteristic of 3 targets a unit containing 12 models, you would gather four additional attack dice for that weapon (for a total of seven for that weapon).

newSuperfrag Rocket Launcher — Superfrag Rocket LauncherHEAVY

Rules

In your Shooting phase, each time an attack is made with a [HEAVY] weapon, add 1 to the hit roll if all of the following apply to the attacking unit:

  • That unit is unengaged.
  • That unit was not set up on the battlefield this turn.
  • No model in that unit has moved more than 3" this turn.

newSuperkrak Rocket LauncherSuperkrak Rocket Launcher

Range
48"
Attacks
1
Ballistic Skill
3+
Strength
10
AP
-2
Damage
D3+3

newSuperkrak Rocket Launcher — Superkrak Rocket LauncherHEAVY

Rules

In your Shooting phase, each time an attack is made with a [HEAVY] weapon, add 1 to the hit roll if all of the following apply to the attacking unit:

  • That unit is unengaged.
  • That unit was not set up on the battlefield this turn.
  • No model in that unit has moved more than 3" this turn.

newVengor LauncherVengor Launcher

Range
48"
Attacks
4
Ballistic Skill
3+
Strength
7
AP
-1
Damage
2

newVengor Launcher — Vengor LauncherBLAST 1

Rules

Each time you gather attack dice for a [BLAST] weapon, add one additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).

If this ability takes the form [BLAST X], each time you gather attack dice for such a weapon, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down) instead.

Example: If a [BLAST 2] weapon with an A characteristic of 3 targets a unit containing 12 models, you would gather four additional attack dice for that weapon (for a total of seven for that weapon).

newVengor Launcher — Vengor LauncherHEAVY

Rules

In your Shooting phase, each time an attack is made with a [HEAVY] weapon, add 1 to the hit roll if all of the following apply to the attacking unit:

  • That unit is unengaged.
  • That unit was not set up on the battlefield this turn.
  • No model in that unit has moved more than 3" this turn.

newVengor Launcher — Vengor LauncherINDIRECT FIRE

Rules

Units containing one or more models with an [INDIRECT FIRE] weapon can shoot using indirect shooting (10.07).

goneBolt pistolBolt pistol

Range
12"
Attacks
1
Ballistic Skill
3+
Strength
4
AP
0
Damage
1

goneBolt pistol — Bolt pistolPistol

Rules

Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).

When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:

  • One or more of its [CLOSE‑QUARTERS] weapons.
  • One or more of its other ranged weapons.

goneCastellan launcherCastellan launcher

Range
36"
Attacks
D3
Ballistic Skill
3+
Strength
4
AP
0
Damage
1

goneCastellan launcher — Castellan launcherBlast

Rules

Each time you gather attack dice for a [BLAST] weapon, add one additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).

If this ability takes the form [BLAST X], each time you gather attack dice for such a weapon, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down) instead.

Example: If a [BLAST 2] weapon with an A characteristic of 3 targets a unit containing 12 models, you would gather four additional attack dice for that weapon (for a total of seven for that weapon).

goneCastellan launcher — Castellan launcherIndirect Fire

Rules

Units containing one or more models with an [INDIRECT FIRE] weapon can shoot using indirect shooting (10.07).

goneClose combat weaponClose combat weapon

Range
Melee
Attacks
3
Weapon Skill
3+
Strength
4
AP
0
Damage
1

goneSuperfrag rocket launcherSuperfrag rocket launcher

Range
48"
Attacks
D6+1
Ballistic Skill
4+
Strength
5
AP
0
Damage
1

goneSuperfrag rocket launcher — Superfrag rocket launcherBlast

Rules

Each time you gather attack dice for a [BLAST] weapon, add one additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).

If this ability takes the form [BLAST X], each time you gather attack dice for such a weapon, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down) instead.

Example: If a [BLAST 2] weapon with an A characteristic of 3 targets a unit containing 12 models, you would gather four additional attack dice for that weapon (for a total of seven for that weapon).

goneSuperfrag rocket launcher — Superfrag rocket launcherHeavy

Rules

In your Shooting phase, each time an attack is made with a [HEAVY] weapon, add 1 to the hit roll if all of the following apply to the attacking unit:

  • That unit is unengaged.
  • That unit was not set up on the battlefield this turn.
  • No model in that unit has moved moret han 3" this turn.

goneSuperkrak rocket launcherSuperkrak rocket launcher

Range
48"
Attacks
1
Ballistic Skill
4+
Strength
10
AP
-2
Damage
D6+1

goneSuperkrak rocket launcher — Superkrak rocket launcherHeavy

Rules

In your Shooting phase, each time an attack is made with a [HEAVY] weapon, add 1 to the hit roll if all of the following apply to the attacking unit:

  • That unit is unengaged.
  • That unit was not set up on the battlefield this turn.
  • No model in that unit has moved moret han 3" this turn.

goneVengor launcherVengor launcher

Range
48"
Attacks
D6
Ballistic Skill
2+
Strength
7
AP
-1
Damage
2

goneVengor launcher — Vengor launcherBlast

Rules

Each time you gather attack dice for a [BLAST] weapon, add one additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).

If this ability takes the form [BLAST X], each time you gather attack dice for such a weapon, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down) instead.

Example: If a [BLAST 2] weapon with an A characteristic of 3 targets a unit containing 12 models, you would gather four additional attack dice for that weapon (for a total of seven for that weapon).

goneVengor launcher — Vengor launcherIndirect Fire

Rules

Units containing one or more models with an [INDIRECT FIRE] weapon can shoot using indirect shooting (10.07).

newDesolation Sergeant: The Desolation Sergeant can have their Superfrag Rocket Launcher replaced with 1 Vengor Launcher.

newDesolation Sergeant: The Desolation Sergeant can have their Superkrak Rocket Launcher replaced with 1 Vengor Launcher.

newDesolation Sergeant: All models in this unit can each have their Superfrag Rocket Launcher replaced with 1 Superkrak Rocket Launcher.

newDesolation Marine: All models in this unit can each have their Superfrag Rocket Launcher replaced with 1 Superkrak Rocket Launcher.

goneDesolation Sergeant: All of the models in this unit can each have their superfrag rocket launcher replaced with 1 superkrak rocket launcher.

goneDesolation Sergeant: The Desolation Sergeant’s superfrag rocket launcher or superkrak rocket launcher can be replaced with 1 vengor launcher

goneDesolation Marine: All of the models in this unit can each have their superfrag rocket launcher replaced with 1 superkrak rocket launcher.

new■ The Desolation Sergeant can have their Superfrag Rocket Launcher replaced with 1 Vengor Launcher.

new■ The Desolation Sergeant can have their Superkrak Rocket Launcher replaced with 1 Vengor Launcher.

new■ All models in this unit can each have their Superfrag Rocket Launcher replaced with 1 Superkrak Rocket Launcher.

gone■ All of the models in this unit can each have their superfrag rocket launcher replaced with 1 superkrak rocket launcher.

gone■ The Desolation Sergeant’s superfrag rocket launcher or superkrak rocket launcher can be replaced with 1 vengor launcher.

changed4 Desolation Marine, 1 Desolation Sergeant

Points
180 pts 135 pts

changedDrop Pod

Unit Composition

■ 1

  • 1 Drop PodPod model
Base Size
Hull Custom

changedDrop Pod

Objective Control
0 -
Keywords
Vehicle, Transport, Dedicated Transport, Imperium, Drop Pod, Frame Dedicated Transport, Frame, Imperium, Transport, Vehicle

newCombat Doctrines

Rules

-

goneOath of Moment

Rules

-

goneCombat Disembarkation

Rules

Each time a unit disembarks from this model after it has been set up on the battlefield, that unit is still eligible to declare a charge this turn.

changedDeployment Complete

Rules

OnceWhen this unit is set up on the battlefield and all units embarked within it have disembarked, until the end of the battle, units cannot embark within this TRANSPORT.unit.

changedDrop Pod Assault

Rules
  • This modelunit must start the battle in Reserves and can be set upstrategic inreserves.
  • In theyour Reinforcementsfirst stepMovement ofphase, yourthis first,unit secondcan ormake thirdan Movementingress phase,move.
  • When regardlessthis ofunit anyis missionset rules.up, Anyall units embarked within this modelunit must immediately disembark after it hasmake beena setdisembark/assault updisembark onmove the(pg battlefield,157), and theythose units must be set up more than 8" away from all enemy models.units.

newTRANSPORT

Rules

This model has a transport capacity of 12 Adeptus Astartes Infantry models. It cannot transport Gravis/Jump Pack/Terminator models.

goneDesigner’s Note

Rules

*The highlighted portions of this model are the only parts that are considered to make up its hull. Models can be set up or end a move on any part of this model that is not highlighted in red. If any models are on non-highlighted sections of this model when it is destroyed, place those models as close to their original position as possible, on the battlefield, after removing this model.*

goneTransport

Rules

This model has a transport capacity of 12 ADEPTUS ASTARTES INFANTRY models. It cannot transport CENTURION, GRAVIS, JUMP PACK, WULFEN or TERMINATOR models.

gone1 Drop Pod

Points
60 pts
Drop Pod count
1

gone1 Drop Pod

Points
60 pts
Drop Pod count
1

changedEliminator Squad

Unit Composition

■ 1

  • 1 Eliminator Sergeant ■Sergeant 2model
  • 2 EliminatorsEveryEliminator models

Every model is equipped with:with: bolt1 pistol;Bolt boltPistol; sniper1 rifle;Bolt closeSniper combatRifle; weapon.1 Ceramite Fists.

changedEliminator Sergeant

Movement
6" 8"
Keywords
Infantry, Grenades, Imperium, Phobos, Eliminator Squad Explosives, Imperium, Infantry, Phobos, Smoke
Equipped With
Bolt pistol, Bolt sniper rifle, Close combat weapon Bolt Pistol, Bolt Sniper Rifle, Ceramite Fists

changedEliminator

Movement
6" 8"
Keywords
Infantry, Grenades, Imperium, Phobos, Eliminator Squad Explosives, Imperium, Infantry, Phobos, Smoke
Equipped With
Bolt pistol, Bolt sniper rifle, Close combat weapon Bolt Pistol, Bolt Sniper Rifle, Ceramite Fists

newCombat Doctrines

Rules

-

newChameleoline Cloaks

Rules

This unit has -3" detection range.

newSpecial-issue Optics and Ammunition

Rules

In your Shooting phase, when this unit is selected to shoot, you can select one of the following:

  • This unit’s ranged attacks have [Ignores Cover].
  • Or: Select one enemy unit within 24" of this unit. That enemy unit has +6" detection range until this unit has shot.

goneOath of Moment

Rules

-

goneReposition Under Covering Fire

Rules

In your Shooting phase, after this unit has shot, if it contains an Eliminator Sergeant equipped with an instigator bolt carbine, this unit can make a Normal move. If it does so, until the end of the turn, this unit is not eligible to declare a charge.

goneMark the Target

Rules

Each time this unit Remains Stationary, until the start of your next Movement phase, ranged weapons equipped by models in this unit have the [DEVASTATING WOUNDS] ability.

newBolt Pistol

Type
weapon

newBolt Sniper Rifle

Type
weapon

newCeramite Fists

Type
weapon

newInstigator Bolt Carbine

Type
weapon

newLas Fusil

Type
weapon

goneBolt pistol

Type
weapon

goneBolt sniper rifle

Type
weapon

goneClose combat weapon

Type
weapon

goneInstigator bolt carbine

Type
weapon

goneLas fusil

Type
weapon

newBolt PistolBolt Pistol

Range
12"
Attacks
1
Ballistic Skill
3+
Strength
5
AP
-1
Damage
1

newBolt Pistol — Bolt PistolCLOSE-QUARTERS

Rules

Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).

When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:

  • One or more of its [CLOSE‑QUARTERS] weapons.
  • One or more of its other ranged weapons.

newBolt Sniper RifleBolt Sniper Rifle

Range
36"
Attacks
1
Ballistic Skill
3+
Strength
6
AP
-2
Damage
3

newBolt Sniper Rifle — Bolt Sniper RifleHEAVY

Rules

In your Shooting phase, each time an attack is made with a [HEAVY] weapon, add 1 to the hit roll if all of the following apply to the attacking unit:

  • That unit is unengaged.
  • That unit was not set up on the battlefield this turn.
  • No model in that unit has moved more than 3" this turn.

newBolt Sniper Rifle — Bolt Sniper RiflePRECISION

Rules

While resolving attacks made with one or more [PRECISION] weapons, at the start of the Allocation Order step (05.03), if the target unit contains one or more CHARACTER models visible to one or more of the attacking models, the active player can select one allocation group that contains one of those visible CHARACTER models. If they do, until those attacks are resolved, or until that CHARACTER group is destroyed (whichever happens first), that CHARACTER group is the current allocation group.

newCeramite FistsCeramite Fists

Range
Melee
Attacks
3
Weapon Skill
3+
Strength
5
AP
0
Damage
1

newInstigator Bolt CarbineInstigator Bolt Carbine

Range
24"
Attacks
2
Ballistic Skill
2+
Strength
5
AP
-2
Damage
2

newInstigator Bolt Carbine — Instigator Bolt CarbineLETHAL HITS: non-MONSTER/VEHICLE

Rules

Each time an attack made with a [LETHAL HITS] weapon results in a critical hit, you can choose for that attack to automatically wound the target.

Designer’s Note: Choosing to automatically wound the target means that no wound roll is made for that attack. You may decide against this, as it means that attack cannot result in a critical wound and so cannot trigger other abilities such as [DEVASTATING WOUNDS].

newInstigator Bolt Carbine — Instigator Bolt CarbinePRECISION

Rules

While resolving attacks made with one or more [PRECISION] weapons, at the start of the Allocation Order step (05.03), if the target unit contains one or more CHARACTER models visible to one or more of the attacking models, the active player can select one allocation group that contains one of those visible CHARACTER models. If they do, until those attacks are resolved, or until that CHARACTER group is destroyed (whichever happens first), that CHARACTER group is the current allocation group.

newInstigator Bolt Carbine — Instigator Bolt CarbineRAPID FIRE 2

Rules

This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.

Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).

newLas FusilLas Fusil

Range
36"
Attacks
1
Ballistic Skill
3+
Strength
10
AP
-3
Damage
D3+3

newLas Fusil — Las FusilHEAVY

Rules

In your Shooting phase, each time an attack is made with a [HEAVY] weapon, add 1 to the hit roll if all of the following apply to the attacking unit:

  • That unit is unengaged.
  • That unit was not set up on the battlefield this turn.
  • No model in that unit has moved more than 3" this turn.

goneBolt pistolBolt pistol

Range
12"
Attacks
1
Ballistic Skill
3+
Strength
4
AP
0
Damage
1

goneBolt pistol — Bolt pistolPistol

Rules

Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).

When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:

  • One or more of its [CLOSE‑QUARTERS] weapons.
  • One or more of its other ranged weapons.

goneBolt sniper rifleBolt sniper rifle

Range
36"
Attacks
1
Ballistic Skill
3+
Strength
5
AP
-2
Damage
3

goneBolt sniper rifle — Bolt sniper rifleHeavy

Rules

In your Shooting phase, each time an attack is made with a [HEAVY] weapon, add 1 to the hit roll if all of the following apply to the attacking unit:

  • That unit is unengaged.
  • That unit was not set up on the battlefield this turn.
  • No model in that unit has moved moret han 3" this turn.

goneBolt sniper rifle — Bolt sniper riflePrecision

Rules

While resolving attacks made with one or more [PRECISION] weapons, at the start of the Allocation Order step (05.03), if the target unit contains one or more CHARACTER models visible to one or more of the attacking models, the active player can select one allocation group that contains one of those visible CHARACTER models. If they do, until those attacks are resolved, or until that CHARACTER group is destroyed (whichever happens first), that CHARACTER group is the current allocation group.

goneClose combat weaponClose combat weapon

Range
Melee
Attacks
3
Weapon Skill
3+
Strength
4
AP
0
Damage
1

goneInstigator bolt carbineInstigator bolt carbine

Range
24"
Attacks
1
Ballistic Skill
3+
Strength
4
AP
-2
Damage
2

goneInstigator bolt carbine — Instigator bolt carbinePrecision

Rules

While resolving attacks made with one or more [PRECISION] weapons, at the start of the Allocation Order step (05.03), if the target unit contains one or more CHARACTER models visible to one or more of the attacking models, the active player can select one allocation group that contains one of those visible CHARACTER models. If they do, until those attacks are resolved, or until that CHARACTER group is destroyed (whichever happens first), that CHARACTER group is the current allocation group.

goneLas fusilLas fusil

Range
36"
Attacks
1
Ballistic Skill
3+
Strength
9
AP
-3
Damage
D6

goneLas fusil — Las fusilHeavy

Rules

In your Shooting phase, each time an attack is made with a [HEAVY] weapon, add 1 to the hit roll if all of the following apply to the attacking unit:

  • That unit is unengaged.
  • That unit was not set up on the battlefield this turn.
  • No model in that unit has moved moret han 3" this turn.

newEliminator Sergeant: The Eliminator Sergeant can have their Bolt Sniper Rifle replaced with one of the following: ▫ 1 Instigator Bolt Carbine ▫ 1 Las Fusil

newEliminator: All Eliminator models in this unit can each have their Bolt Sniper Rifle replaced with 1 Las Fusil.

goneEliminator Sergeant: The Eliminator Sergeant’s bolt sniper rifle can be replaced with one of the following:

goneEliminator: All Eliminators in this unit can each have their bolt sniper rifle replaced with 1 las fusil.

new■ The Eliminator Sergeant can have their Bolt Sniper Rifle replaced with one of the following: ▫ 1 Instigator Bolt Carbine ▫ 1 Las Fusil

new■ All Eliminator models in this unit can each have their Bolt Sniper Rifle replaced with 1 Las Fusil.

gone■ The Eliminator Sergeant’s bolt sniper rifle can be replaced with one of the following: ◦ 1 instigator bolt carbine ◦ 1 las fusil

gone■ All Eliminators in this unit can each have their bolt sniper rifle replaced with 1 las fusil.

changed1 Eliminator Sergeant, 2 Eliminator

Points
75 pts 85 pts

changedEradicator Squad with melta rifles

was Eradicator Squad

Unit Composition

■ 1

  • 1 Eradicator Sergeant ■Sergeant 2-5model
  • 2-5 EradicatorsEveryEradicator models

Every model is equipped with:with: bolt1 pistol;Bolt meltaPistol; rifle;1 closeCeramite combatFists; weapon.1 Melta Rifle.

Points Scaling
+10 pts per 3 models +15 pts per 3 models

changedEradicator Sergeant

Keywords
Infantry, Grenades, Imperium, Gravis, Eradicator Squad Explosives, Gravis, Imperium, Infantry
Equipped With
Bolt pistol, Melta rifle, Close combat weapon Bolt Pistol, Ceramite Fists, Melta Rifle

changedEradicator

Keywords
Infantry, Grenades, Imperium, Gravis, Eradicator Squad Explosives, Gravis, Imperium, Infantry
Equipped With
Bolt pistol, Melta rifle, Close combat weapon Bolt Pistol, Ceramite Fists, Melta Rifle

newCombat Doctrines

Rules

-

goneOath of Moment

Rules

-

changedTotal Obliteration

Rules

Each timeThis aunit’s ranged attack made by a model in this unit targets a MONSTER or VEHICLE model, you can re-roll the Hit roll, you can re-roll the Wound roll and youattacks can re-roll the Damagedamage roll.rolls.

newBolt Pistol

Type
weapon

newCeramite Fists

Type
weapon

newMelta Rifle

Type
weapon

goneBolt pistol

Type
weapon

goneClose combat weapon

Type
weapon

goneMelta rifle

Type
weapon

newBolt PistolBolt Pistol

Range
12"
Attacks
1
Ballistic Skill
3+
Strength
5
AP
-1
Damage
1

newBolt Pistol — Bolt PistolCLOSE-QUARTERS

Rules

Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).

When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:

  • One or more of its [CLOSE‑QUARTERS] weapons.
  • One or more of its other ranged weapons.

newCeramite FistsCeramite Fists

Range
Melee
Attacks
3
Weapon Skill
3+
Strength
5
AP
0
Damage
1

newMelta RifleMelta Rifle

Range
18"
Attacks
1
Ballistic Skill
3+
Strength
10
AP
-3
Damage
D3+2

newMelta RifleHunter

Range
18"
Attacks
1
Ballistic Skill
2+
Strength
12
AP
-3
Damage
D3+2

newMelta Rifle — Melta RifleMELTA 2

Rules

This ability always takes the form [MELTA X]. Each time a model makes an attack with a [MELTA] weapon, if the target unit was within half range of that weapon in the Select Targets step, until the attacking unit’s attacks have been resolved, add X to that weapon’s D characteristic.

Example: A model targets a unit that is within half range of a [MELTA 2] weapon with a D characteristic of D6. While resolving those attacks, that weapon has a D characteristic of D6+2

newMelta Rifle — HunterMELTA 2

Rules

This ability always takes the form [MELTA X]. Each time a model makes an attack with a [MELTA] weapon, if the target unit was within half range of that weapon in the Select Targets step, until the attacking unit’s attacks have been resolved, add X to that weapon’s D characteristic.

Example: A model targets a unit that is within half range of a [MELTA 2] weapon with a D characteristic of D6. While resolving those attacks, that weapon has a D characteristic of D6+2

goneBolt pistolBolt pistol

Range
12"
Attacks
1
Ballistic Skill
3+
Strength
4
AP
0
Damage
1

goneBolt pistol — Bolt pistolPistol

Rules

Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).

When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:

  • One or more of its [CLOSE‑QUARTERS] weapons.
  • One or more of its other ranged weapons.

goneClose combat weaponClose combat weapon

Range
Melee
Attacks
3
Weapon Skill
3+
Strength
4
AP
0
Damage
1

goneMelta rifleMelta rifle

Range
18"
Attacks
1
Ballistic Skill
3+
Strength
9
AP
-4
Damage
D6

goneMelta rifle — Melta rifleHeavy

Rules

In your Shooting phase, each time an attack is made with a [HEAVY] weapon, add 1 to the hit roll if all of the following apply to the attacking unit:

  • That unit is unengaged.
  • That unit was not set up on the battlefield this turn.
  • No model in that unit has moved moret han 3" this turn.

goneMelta rifle — Melta rifleMelta 2

Rules

This ability always takes the form [MELTA X]. Each time a model makes an attack with a [MELTA] weapon, if the target unit was within half range of that weapon in the Select Targets step, until the attacking unit’s attacks have been resolved, add X to that weapon’s D characteristic.

Example: A model targets a unit that is within half range of a [MELTA 2] weapon with a D characteristic of D6. While resolving those attacks, that weapon has a D characteristic of D6+2

newMulti-meltaHunter

Range
18"
Attacks
2
Ballistic Skill
2+
Strength
12
AP
-3
Damage
D3+2

newMulti-melta — HunterMELTA 3

Rules

This ability always takes the form [MELTA X]. Each time a model makes an attack with a [MELTA] weapon, if the target unit was within half range of that weapon in the Select Targets step, until the attacking unit’s attacks have been resolved, add X to that weapon’s D characteristic.

Example: A model targets a unit that is within half range of a [MELTA 2] weapon with a D characteristic of D6. While resolving those attacks, that weapon has a D characteristic of D6+2

changedMulti-meltaMulti-melta

Ballistic Skill
4+ 3+
Strength
9 10
AP
-4 -3
Damage
D6 D3+2

newMulti-melta — Multi-meltaMELTA 3

Rules

This ability always takes the form [MELTA X]. Each time a model makes an attack with a [MELTA] weapon, if the target unit was within half range of that weapon in the Select Targets step, until the attacking unit’s attacks have been resolved, add X to that weapon’s D characteristic.

Example: A model targets a unit that is within half range of a [MELTA 2] weapon with a D characteristic of D6. While resolving those attacks, that weapon has a D characteristic of D6+2

goneMulti-melta — Multi-meltaHeavy

Rules

In your Shooting phase, each time an attack is made with a [HEAVY] weapon, add 1 to the hit roll if all of the following apply to the attacking unit:

  • That unit is unengaged.
  • That unit was not set up on the battlefield this turn.
  • No model in that unit has moved moret han 3" this turn.

goneMulti-melta — Multi-meltaMelta 2

Rules

This ability always takes the form [MELTA X]. Each time a model makes an attack with a [MELTA] weapon, if the target unit was within half range of that weapon in the Select Targets step, until the attacking unit’s attacks have been resolved, add X to that weapon’s D characteristic.

Example: A model targets a unit that is within half range of a [MELTA 2] weapon with a D characteristic of D6. While resolving those attacks, that weapon has a D characteristic of D6+2

newEradicator: For every 3 models in this unit, 1 Eradicator model can have their Melta Rifle replaced with 1 Multi-melta.

goneEradicator: For every 3 models in this unit, 1 Eradicator’s melta rifle can be replaced with 1 multi-melta.

new■ For every 3 models in this unit, 1 Eradicator model can have their Melta Rifle replaced with 1 Multi-melta.

gone■ For every 3 models in this unit, 1 Eradicator’s melta rifle can be replaced with 1 multi-melta.

new1 Eradicator Sergeant, 5 Eradicator

Points
190 pts
Eradicator Sergeant count
1
Eradicator count
5

gone2 Eradicator, 1 Eradicator Sergeant

Points
90 pts
Eradicator count
2
Eradicator Sergeant count
1

changed1 Eradicator Sergeant, 2 Eradicator

Points
180 pts 90 pts
Eradicator count
3-5 2

changedEradicator Squad with heavy bolters

was Eradicator Squad with Heavy Bolters

Unit Composition

▪

  • 1 Eradicator Sergeant ▪ 2model
  • 2-5 EradicatorsEveryEradicator models

Every model is equipped with:with: 1 boltBolt pistol;Pistol; 1 heavyCeramite bolter;Fists; 1 close‑combatHeavy weaponBolter.

Points Scaling
+15 pts per 3 models

changedEradicator

Keywords
Infantry, Imperium, Gravis, Eradicator Squad, Eradicator Squad with Heavy Bolters Explosives, Gravis, Imperium, Infantry
Equipped With
Bolt Pistol, Ceramite Fists, Heavy Bolter

changedEradicator Sergeant

Keywords
Infantry, Imperium, Gravis, Eradicator Squad, Eradicator Squad with Heavy Bolters Explosives, Gravis, Imperium, Infantry
Equipped With
Bolt Pistol, Ceramite Fists, Heavy Bolter

newCombat Doctrines

Rules

-

newOverlapping Destruction

Rules

In your Shooting phase, you can select one enemy unit. This unit’s Heavy Bolter weapons that target that enemy unit have [Blast 1].

goneOath of Moment

Rules

-

goneOverlapping Detonations

Rules

In your Shooting phase, when this unit is selected to shoot you can select one non-MONSTER/VEHICLE enemy unit visible to it. While making attacks, this unit’s heavy bolters that targeted that selected unit have [BLAST 1].

newBolt Pistol

Type
weapon

newCeramite Fists

Type
weapon

goneBolt pistol

Type
weapon

goneClose-combat weapon

Type
weapon

newBolt PistolBolt Pistol

Range
12"
Attacks
1
Ballistic Skill
3+
Strength
5
AP
-1
Damage
1

newBolt Pistol — Bolt PistolCLOSE-QUARTERS

Rules

Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).

When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:

  • One or more of its [CLOSE‑QUARTERS] weapons.
  • One or more of its other ranged weapons.

newCeramite FistsCeramite Fists

Range
Melee
Attacks
3
Weapon Skill
3+
Strength
5
AP
0
Damage
1

goneBolt pistolBolt pistol

Range
12"
Attacks
1
Ballistic Skill
3+
Strength
4
AP
0
Damage
1

goneBolt pistol — Bolt pistolPistol

Rules

Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).

When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:

  • One or more of its [CLOSE‑QUARTERS] weapons.
  • One or more of its other ranged weapons.

goneClose-combat weaponClose-combat weapon

Range
Melee
Attacks
3
Weapon Skill
3+
Strength
4
AP
0
Damage
1

changedHeavy BolterHeavy Bolter

Strength
5 6

newHeavy Bolter — Heavy BolterHEAVY

Rules

In your Shooting phase, each time an attack is made with a [HEAVY] weapon, add 1 to the hit roll if all of the following apply to the attacking unit:

  • That unit is unengaged.
  • That unit was not set up on the battlefield this turn.
  • No model in that unit has moved more than 3" this turn.

newHeavy Bolter — Heavy BolterRAPID FIRE 2

Rules

This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.

Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).

newHeavy Bolter — Heavy BolterSUSTAINED HITS 1

Rules

This ability always takes the form [SUSTAINED HITS X]. Each time an attack made with a [SUSTAINED HITS] weapon results in a critical hit, that attack results in a number of additional hits on the target as denoted by X.

Example: An attack made with a [SUSTAINED HITS 2] weapon results in a critical hit. That attack therefore hits the target three times (once from the critical hit, and twice more from the [SUSTAINED HITS 2] ability).

goneHeavy Bolter — Heavy BolterHeavy

Rules

In your Shooting phase, each time an attack is made with a [HEAVY] weapon, add 1 to the hit roll if all of the following apply to the attacking unit:

  • That unit is unengaged.
  • That unit was not set up on the battlefield this turn.
  • No model in that unit has moved moret han 3" this turn.

goneHeavy Bolter — Heavy BolterSustained Hits 1

Rules

This ability always takes the form [SUSTAINED HITS X]. Each time an attack made with a [SUSTAINED HITS] weapon results in a critical hit, that attack results in a number of additional hits on the target as denoted by X.

Example: An attack made with a [SUSTAINED HITS 2] weapon results in a critical hit. That attack therefore hits the target three times (once from the critical hit, and twice more from the [SUSTAINED HITS 2] ability).

newEradicator: Default Wargear

goneEradicator: Eradicator

new1 Eradicator Sergeant, 5 Eradicator

Points
200 pts
Eradicator Sergeant count
1
Eradicator count
5

gone1 Eradicator Sergeant, 2 Eradicator

Points
80 pts
Eradicator Sergeant count
1
Eradicator count
2

gone1 Eradicator Sergeant, 2 Eradicator

Points
80 pts
Eradicator Sergeant count
1
Eradicator count
2

gone1 Eradicator Sergeant, 2 Eradicator

Points
80 pts
Eradicator Sergeant count
1
Eradicator count
2

changed2 Eradicator, 1 Eradicator Sergeant

Points
80 pts 95 pts

changedFirestrike Servo-turrets

Unit Composition

■ 1-2

  • 1-2 Firestrike Servo-turretsEveryServo-turrets models

Every model is equipped with:with: twin1 FirestrikeHovering las-talon;Bulk; close1 combatTwin weapon.Firestrike Las-talon.

changedFirestrike Servo-turrets

Movement
3" 5"
Keywords
Artillery, Vehicle, Imperium, Firestrike Servo-turrets Artillery, Imperium, Vehicle
Equipped With
Twin Firestrike las-talon, Close combat weapon Hovering Bulk, Twin Firestrike Las-talon

newCombat Doctrines

Rules

-

newSentinel Protocols (Once per phase, per unit)

Rules

You can target this unit with the Fire Overwatch stratagem, regardless of any other uses of that stratagem this phase. If you do:

  • This unit’s snap shooting attacks hit on unmodified hit rolls of 4+ until that stratagem is resolved.
  • That use does not prevent any uses of that stratagem on other units this phase.

goneOath of Moment

Rules

-

goneSentinel Protocols

Rules

Each time you select this unit for the Fire Overwatch Stratagem, hits are scored on unmodified Hit rolls of 4+ when resolving that Stratagem.

newHovering Bulk

Type
weapon

newTwin Firestrike Autocannon

Type
weapon

newTwin Firestrike Las-talon

Type
weapon

goneClose combat weapon

Type
weapon

goneTwin Firestrike autocannon

Type
weapon

goneTwin Firestrike las-talon

Type
weapon

newHovering BulkHovering Bulk

Range
Melee
Attacks
3
Weapon Skill
3+
Strength
5
AP
0
Damage
1

newTwin Firestrike AutocannonTwin Firestrike Autocannon

Range
48"
Attacks
4
Ballistic Skill
2+
Strength
9
AP
-1
Damage
3

newTwin Firestrike Autocannon — Twin Firestrike AutocannonRAPID FIRE 2

Rules

This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.

Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).

newTwin Firestrike Autocannon — Twin Firestrike AutocannonTWIN-LINKED

Rules

Each time an attack is made with a [TWIN‑LINKED] weapon, you can re‑roll the wound roll.

newTwin Firestrike Las-talonTwin Firestrike Las-talon

Range
36"
Attacks
2
Ballistic Skill
2+
Strength
10
AP
-3
Damage
D3+3

newTwin Firestrike Las-talon — Twin Firestrike Las-talonTWIN-LINKED

Rules

Each time an attack is made with a [TWIN‑LINKED] weapon, you can re‑roll the wound roll.

goneClose combat weaponClose combat weapon

Range
Melee
Attacks
3
Weapon Skill
3+
Strength
4
AP
0
Damage
1

goneTwin Firestrike autocannonTwin Firestrike autocannon

Range
48"
Attacks
3
Ballistic Skill
2+
Strength
9
AP
-1
Damage
3

goneTwin Firestrike autocannon — Twin Firestrike autocannonTwin-linked

Rules

Each time an attack is made with a [TWIN‑LINKED] weapon, you can re‑roll the wound roll.

goneTwin Firestrike las-talonTwin Firestrike las-talon

Range
36"
Attacks
2
Ballistic Skill
2+
Strength
10
AP
-3
Damage
D6+1

goneTwin Firestrike las-talon — Twin Firestrike las-talonTwin-linked

Rules

Each time an attack is made with a [TWIN‑LINKED] weapon, you can re‑roll the wound roll.

newFirestrike Servo-turrets: Default Wargear

newFirestrike Servo-turrets: Any number of models can each have their Twin Firestrike Las-talon replaced with 1 Twin Firestrike Autocannon.

goneFirestrike Servo-turret: Default Wargear

goneFirestrike Servo-turret: Any number of models can each have their twin Firestrike las-talon replaced with 1 twin Firestrike autocannon.

new■ Any number of models can each have their Twin Firestrike Las-talon replaced with 1 Twin Firestrike Autocannon.

gone■ Any number of models can each have their twin Firestrike las-talon replaced with 1 twin Firestrike autocannon.

new1 Firestrike Servo-turrets

Points
80 pts
Firestrike Servo-turrets count
1

new2 Firestrike Servo-turrets

Points
160 pts
Firestrike Servo-turrets count
2

gone1 Firestrike Servo-turret

Points
75 pts
Firestrike Servo-turret count
1

gone2 Firestrike Servo-turret

Points
150 pts
Firestrike Servo-turret count
2

changedGladiator Lancer

Unit Composition

■ 1

  • 1 Gladiator LancerThisLancer model

This model is equipped with:with: Lancer1 laserArmoured destroyer;Hull; 21 stormDefensive bolters;Array; armoured1 hull.Laser Destroyer.

changedGladiator Lancer

Keywords
Vehicle, Smoke, Imperium, Gladiator Lancer, Frame Frame, Imperium, Smoke, Vehicle
Equipped With
Lancer laser destroyer, Storm bolter, Armoured hull Armoured Hull, Defensive Array, Laser Destroyer

newCombat Doctrines

Rules

-

newDamaged 4

goneOath of Moment

Rules

-

changedAquilon Optics

Rules

Each timeThis thisunit’s modelranged isattacks selectedthat totarget shoot,a youMonster/Vehicle canunit re-rollcan:

  • Re-roll one Hit roll, you canhit re-rollroll.
  • Re-roll one Woundwound roll and you can re-roll.
  • Re-roll one Damagedamage roll when resolving its attacks..

newArmoured Hull

Type
weapon

newDefensive Array

Type
weapon

newLaser Destroyer

Type
weapon

goneArmoured hull

Type
weapon

goneFragstorm grenade launcher

Type
weapon

goneIcarus rocket pod

Type
weapon

goneIronhail heavy stubber

Type
weapon

goneLancer laser destroyer

Type
weapon

goneStorm bolter

Type
weapon

newArmoured HullArmoured Hull

Range
Melee
Attacks
3
Weapon Skill
4+
Strength
6
AP
0
Damage
1

newDefensive ArrayDefensive Array

Range
24"
Attacks
6
Ballistic Skill
3+
Strength
5
AP
-1
Damage
1

newDefensive Array — Defensive ArrayRAPID FIRE 6

Rules

This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.

Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).

newLaser DestroyerLaser Destroyer

Range
72"
Attacks
2
Ballistic Skill
3+
Strength
14
AP
-3
Damage
D6+3

newLaser Destroyer — Laser DestroyerHEAVY

Rules

In your Shooting phase, each time an attack is made with a [HEAVY] weapon, add 1 to the hit roll if all of the following apply to the attacking unit:

  • That unit is unengaged.
  • That unit was not set up on the battlefield this turn.
  • No model in that unit has moved more than 3" this turn.

goneArmoured hullArmoured hull

Range
Melee
Attacks
3
Weapon Skill
4+
Strength
6
AP
0
Damage
1

goneFragstorm grenade launcherFragstorm grenade launcher

Range
18"
Attacks
D6
Ballistic Skill
3+
Strength
4
AP
0
Damage
1

goneFragstorm grenade launcher — Fragstorm grenade launcherBlast

Rules

Each time you gather attack dice for a [BLAST] weapon, add one additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).

If this ability takes the form [BLAST X], each time you gather attack dice for such a weapon, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down) instead.

Example: If a [BLAST 2] weapon with an A characteristic of 3 targets a unit containing 12 models, you would gather four additional attack dice for that weapon (for a total of seven for that weapon).

goneIcarus rocket podIcarus rocket pod

Range
24"
Attacks
D3
Ballistic Skill
3+
Strength
8
AP
-1
Damage
2

goneIcarus rocket pod — Icarus rocket podAnti-fly 2+

Rules

This ability always takes the form [ANTI‑X Y+]. Each time an attack is made with an [ANTI] weapon, if the target unit has the keyword denoted by X, an unmodified wound roll of Y+ is a critical wound.
Example: An attack made with an [ANTI‑VEHICLE 4+] weapon against a VEHICLE unit will result in a critical wound on an unmodified wound roll of 4+, while an attack made with an [ANTI‑PSYKER 2+] weapon against a PSYKER unit will result in a critical wound on an unmodified wound roll of 2+.

goneIronhail heavy stubberIronhail heavy stubber

Range
36"
Attacks
3
Ballistic Skill
3+
Strength
4
AP
0
Damage
1

goneIronhail heavy stubber — Ironhail heavy stubberRapid Fire 3

Rules

This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.

Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).

goneLancer laser destroyerLancer laser destroyer

Range
72"
Attacks
2
Ballistic Skill
3+
Strength
14
AP
-4
Damage
D6+3

goneLancer laser destroyer — Lancer laser destroyerHeavy

Rules

In your Shooting phase, each time an attack is made with a [HEAVY] weapon, add 1 to the hit roll if all of the following apply to the attacking unit:

  • That unit is unengaged.
  • That unit was not set up on the battlefield this turn.
  • No model in that unit has moved moret han 3" this turn.

goneStorm bolterStorm bolter

Range
24"
Attacks
2
Ballistic Skill
3+
Strength
4
AP
0
Damage
1

goneStorm bolter — Storm bolterRapid Fire 2

Rules

This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.

Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).

goneGladiator Lancer: This model’s 2 storm bolters can be replaced with 2 fragstorm grenade launchers.

goneGladiator Lancer: This model can be equipped with 1 ironhail heavy stubber.

goneGladiator Lancer: This model can be equipped with 1 Icarus rocket pod.

gone■ This model’s 2 storm bolters can be replaced with 2 fragstorm grenade launchers.

gone■ This model can be equipped with 1 ironhail heavy stubber.

gone■ This model can be equipped with 1 Icarus rocket pod.

changed1 Gladiator Lancer

Points
160 pts 165 pts

changedGladiator Reaper

Unit Composition

■ 1

  • 1 Gladiator ReaperThisReaper model

This model is equipped with:with: 21 tempestArmoured bolters;Hull; twin1 heavyDefensive onslaughtArray; gatling1 cannon;Twin armouredHeavy hull.Onslaught Gatling Cannon.

changedGladiator Reaper

Keywords
Vehicle, Smoke, Imperium, Gladiator Reaper, Frame Frame, Imperium, Smoke, Vehicle
Equipped With
Tempest bolter, Twin heavy onslaught gatling cannon, Armoured hull Armoured Hull, Defensive Array, Twin Heavy Onslaught Gatling Cannon

newCombat Doctrines

Rules

-

newDamaged 4

goneOath of Moment

Rules

-

changedReaping Tally

Rules

This model’s twin heavy onslaughtunit’s gatlingranged cannonattacks hasthat thetarget [SUSTAINEDa HITSunit 2](excluding abilityMonster/Vehicle whenunits) targetinghave INFANTRY+1 units.AP.

newArmoured Hull

Type
weapon

newDefensive Array

Type
weapon

newTwin Heavy Onslaught Gatling Cannon

Type
weapon

goneArmoured hull

Type
weapon

goneIcarus rocket pod

Type
weapon

goneIronhail heavy stubber

Type
weapon

goneTempest bolter

Type
weapon

goneTwin heavy onslaught gatling cannon

Type
weapon

newArmoured HullArmoured Hull

Range
Melee
Attacks
3
Weapon Skill
4+
Strength
6
AP
0
Damage
1

newDefensive ArrayDefensive Array

Range
24"
Attacks
12
Ballistic Skill
3+
Strength
5
AP
-1
Damage
1

newDefensive Array — Defensive ArrayRAPID FIRE 12

Rules

This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.

Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).

newTwin Heavy Onslaught Gatling CannonTwin Heavy Onslaught Gatling Cannon

Range
24"
Attacks
12
Ballistic Skill
3+
Strength
6
AP
-1
Damage
1

newTwin Heavy Onslaught Gatling Cannon — Twin Heavy Onslaught Gatling CannonDEVASTATING WOUNDS: non-MONSTER/VEHICLE

Rules

Each time an attack made with a [DEVASTATING WOUNDS] weapon results in a critical wound, the attack sequence for that attack ends and the target unit suffers a number of mortal wounds equal to the D characteristic of that weapon. These are inflicted after resolving any normal damage inflicted by those attacks.

Mortal wounds inflicted by [DEVASTATING WOUNDS] weapons can damage a maximum of one model for each critical wound; any remaining mortal wounds inflicted by that attack are lost.

Example: An attack made with a [DEVASTATING WOUNDS] weapon with a D characteristic of 3 results in a critical wound against an Intercessor Squad, so inflicts 3 mortal wounds. The first 2 mortal wounds are sufficient to destroy 1 Intercessor model, so the remaining mortal wound is lost.

newTwin Heavy Onslaught Gatling Cannon — Twin Heavy Onslaught Gatling CannonSUSTAINED HITS 2: non-MONSTER/VEHICLE

Rules

This ability always takes the form [SUSTAINED HITS X]. Each time an attack made with a [SUSTAINED HITS] weapon results in a critical hit, that attack results in a number of additional hits on the target as denoted by X.

Example: An attack made with a [SUSTAINED HITS 2] weapon results in a critical hit. That attack therefore hits the target three times (once from the critical hit, and twice more from the [SUSTAINED HITS 2] ability).

newTwin Heavy Onslaught Gatling Cannon — Twin Heavy Onslaught Gatling CannonTWIN-LINKED

Rules

Each time an attack is made with a [TWIN‑LINKED] weapon, you can re‑roll the wound roll.

goneArmoured hullArmoured hull

Range
Melee
Attacks
3
Weapon Skill
4+
Strength
6
AP
0
Damage
1

goneIcarus rocket podIcarus rocket pod

Range
24"
Attacks
D3
Ballistic Skill
3+
Strength
8
AP
-1
Damage
2

goneIcarus rocket pod — Icarus rocket podAnti-fly 2+

Rules

This ability always takes the form [ANTI‑X Y+]. Each time an attack is made with an [ANTI] weapon, if the target unit has the keyword denoted by X, an unmodified wound roll of Y+ is a critical wound.
Example: An attack made with an [ANTI‑VEHICLE 4+] weapon against a VEHICLE unit will result in a critical wound on an unmodified wound roll of 4+, while an attack made with an [ANTI‑PSYKER 2+] weapon against a PSYKER unit will result in a critical wound on an unmodified wound roll of 2+.

goneIronhail heavy stubberIronhail heavy stubber

Range
36"
Attacks
3
Ballistic Skill
3+
Strength
4
AP
0
Damage
1

goneIronhail heavy stubber — Ironhail heavy stubberRapid Fire 3

Rules

This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.

Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).

goneTempest bolterTempest bolter

Range
24"
Attacks
4
Ballistic Skill
3+
Strength
4
AP
-1
Damage
1

goneTempest bolter — Tempest bolterRapid Fire 4

Rules

This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.

Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).

goneTwin heavy onslaught gatling cannonTwin heavy onslaught gatling cannon

Range
24"
Attacks
12
Ballistic Skill
3+
Strength
6
AP
0
Damage
1

goneTwin heavy onslaught gatling cannon — Twin heavy onslaught gatling cannonDevastating Wounds

Rules

Each time an attack made with a [DEVASTATING WOUNDS] weapon results in a critical wound, the attack sequence for that attack ends and the target unit suffers a number of mortal wounds equal to the D characteristic of that weapon. These are inflicted after resolving any normal damage inflicted by those attacks.

Mortal wounds inflicted by [DEVASTATING WOUNDS] weapons can damage a maximum of one model for each critical wound; any remaining mortal wounds inflicted by that attack are lost.

Example: An attack made with a [DEVASTATING WOUNDS] weapon with a D characteristic of 3 results in a critical wound against an Intercessor Squad, so inflicts 3 mortal wounds. The first 2 mortal wounds are sufficient to destroy 1 Intercessor model, so the remaining mortal wound is lost.

goneTwin heavy onslaught gatling cannon — Twin heavy onslaught gatling cannonTwin-linked

Rules

Each time an attack is made with a [TWIN‑LINKED] weapon, you can re‑roll the wound roll.

goneGladiator Reaper: This model can be equipped with 1 ironhail heavy stubber.

goneGladiator Reaper: This model can be equipped with 1 Icarus rocket pod.

gone■ This model can be equipped with 1 ironhail heavy stubber.

gone■ This model can be equipped with 1 Icarus rocket pod.

changed1 Gladiator Reaper

Points
160 pts 165 pts

changedGladiator Valiant

Unit Composition

■ 1

  • 1 Gladiator ValiantThisValiant model

This model is equipped with:with: 21 multi-meltas;Armoured twinHull; las-talon;1 armouredDefensive hull.Array; 2 Multi-melta; 1 Twin Las-talon.

changedGladiator Valiant

Keywords
Vehicle, Smoke, Imperium, Gladiator Valiant, Frame Frame, Imperium, Smoke, Vehicle
Equipped With
Multi-melta, Twin las-talon, Armoured hull Armoured Hull, Defensive Array, Multi-melta, Twin Las-talon

newCombat Doctrines

Rules

-

newDamaged 4

goneOath of Moment

Rules

-

changedPriority Target Acquisition

Rules

Each time this model makes an attack withThis itsunit’s twinranged las-talonattacks that targets the closest eligibletarget MONSTERa orunit VEHICLEwithin unit,12" addof 1this tounit thehave Hit+1 roll.S.

newArmoured Hull

Type
weapon

newDefensive Array

Type
weapon

newTwin Las-talon

Type
weapon

goneArmoured hull

Type
weapon

goneIcarus rocket pod

Type
weapon

goneIronhail heavy stubber

Type
weapon

goneTwin las-talon

Type
weapon

newArmoured HullArmoured Hull

Range
Melee
Attacks
3
Weapon Skill
4+
Strength
6
AP
0
Damage
1

newDefensive ArrayDefensive Array

Range
24"
Attacks
6
Ballistic Skill
3+
Strength
5
AP
-1
Damage
1

newDefensive Array — Defensive ArrayRAPID FIRE 6

Rules

This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.

Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).

newTwin Las-talonTwin Las-talon

Range
36"
Attacks
2
Ballistic Skill
3+
Strength
10
AP
-3
Damage
D3+3

newTwin Las-talon — Twin Las-talonTWIN-LINKED

Rules

Each time an attack is made with a [TWIN‑LINKED] weapon, you can re‑roll the wound roll.

goneArmoured hullArmoured hull

Range
Melee
Attacks
3
Weapon Skill
4+
Strength
6
AP
0
Damage
1

goneIcarus rocket podIcarus rocket pod

Range
24"
Attacks
D3
Ballistic Skill
3+
Strength
8
AP
-1
Damage
2

goneIcarus rocket pod — Icarus rocket podAnti-fly 2+

Rules

This ability always takes the form [ANTI‑X Y+]. Each time an attack is made with an [ANTI] weapon, if the target unit has the keyword denoted by X, an unmodified wound roll of Y+ is a critical wound.
Example: An attack made with an [ANTI‑VEHICLE 4+] weapon against a VEHICLE unit will result in a critical wound on an unmodified wound roll of 4+, while an attack made with an [ANTI‑PSYKER 2+] weapon against a PSYKER unit will result in a critical wound on an unmodified wound roll of 2+.

goneIronhail heavy stubberIronhail heavy stubber

Range
36"
Attacks
3
Ballistic Skill
3+
Strength
4
AP
0
Damage
1

goneIronhail heavy stubber — Ironhail heavy stubberRapid Fire 3

Rules

This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.

Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).

goneTwin las-talonTwin las-talon

Range
36"
Attacks
2
Ballistic Skill
3+
Strength
10
AP
-3
Damage
D6+1

goneTwin las-talon — Twin las-talonTwin-linked

Rules

Each time an attack is made with a [TWIN‑LINKED] weapon, you can re‑roll the wound roll.

changedMulti-meltaMulti-melta

Strength
9 10
AP
-4 -3
Damage
D6 D3+2

newMulti-melta — Multi-meltaMELTA 3

Rules

This ability always takes the form [MELTA X]. Each time a model makes an attack with a [MELTA] weapon, if the target unit was within half range of that weapon in the Select Targets step, until the attacking unit’s attacks have been resolved, add X to that weapon’s D characteristic.

Example: A model targets a unit that is within half range of a [MELTA 2] weapon with a D characteristic of D6. While resolving those attacks, that weapon has a D characteristic of D6+2

goneMulti-melta — Multi-meltaMelta 2

Rules

This ability always takes the form [MELTA X]. Each time a model makes an attack with a [MELTA] weapon, if the target unit was within half range of that weapon in the Select Targets step, until the attacking unit’s attacks have been resolved, add X to that weapon’s D characteristic.

Example: A model targets a unit that is within half range of a [MELTA 2] weapon with a D characteristic of D6. While resolving those attacks, that weapon has a D characteristic of D6+2

goneGladiator Valiant: This model can be equipped with 1 ironhail heavy stubber.

goneGladiator Valiant: This model can be equipped with 1 Icarus rocket pod.

gone■ This model can be equipped with 1 ironhail heavy stubber.

gone■ This model can be equipped with 1 Icarus rocket pod.

changed1 Gladiator Valiant

Points
150 pts 165 pts

changedHeavy Intercessor Squad

Unit Composition

■ 1

  • 1 Heavy Intercessor Sergeant ■Sergeant 4-9model
  • 4-9 Heavy IntercessorsEveryIntercessor models

Every model is equipped with:with: bolt1 pistol;Bolt heavyPistol; bolt1 rifle;Ceramite closeFists; combat1 weapon.Heavy Bolt Rifle.

changedHeavy Intercessor

Keywords
Infantry, Battleline, Grenades, Imperium, Gravis, Heavy Intercessor Squad Battleline, Explosives, Gravis, Imperium, Infantry
Equipped With
Bolt pistol, Heavy bolt rifle, Close combat weapon Bolt Pistol, Ceramite Fists, Heavy Bolt Rifle

changedHeavy Intercessor Sergeant

Keywords
Infantry, Battleline, Grenades, Imperium, Gravis, Heavy Intercessor Squad Battleline, Explosives, Gravis, Imperium, Infantry
Equipped With
Bolt pistol, Heavy bolt rifle, Close combat weapon Bolt Pistol, Ceramite Fists, Heavy Bolt Rifle

newCombat Doctrines

Rules

-

goneOath of Moment

Rules

-

changedUnyielding in the Face of the Foe

Rules

While this unit is within range ofcontrolling an objective marker you control, each time an attack with a Damage characteristic of 1 is allocated to a model in, this unit,unit addhas 1+1 to any armour saving throw made against thatsave attack.rolls.

newBolt Pistol

Type
weapon

newCeramite Fists

Type
weapon

newHeavy Bolt Rifle

Type
weapon

newHeavy Bolter

Type
weapon

goneBolt pistol

Type
weapon

goneClose combat weapon

Type
weapon

goneHeavy bolt rifle

Type
weapon

goneHeavy bolter

Type
weapon

newBolt PistolBolt Pistol

Range
12"
Attacks
1
Ballistic Skill
3+
Strength
5
AP
-1
Damage
1

newBolt Pistol — Bolt PistolCLOSE-QUARTERS

Rules

Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).

When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:

  • One or more of its [CLOSE‑QUARTERS] weapons.
  • One or more of its other ranged weapons.

newCeramite FistsCeramite Fists

Range
Melee
Attacks
3
Weapon Skill
3+
Strength
5
AP
0
Damage
1

newHeavy Bolt RifleHeavy Bolt Rifle

Range
30"
Attacks
2
Ballistic Skill
3+
Strength
5
AP
-1
Damage
2

newHeavy Bolt Rifle — Heavy Bolt RifleHEAVY

Rules

In your Shooting phase, each time an attack is made with a [HEAVY] weapon, add 1 to the hit roll if all of the following apply to the attacking unit:

  • That unit is unengaged.
  • That unit was not set up on the battlefield this turn.
  • No model in that unit has moved more than 3" this turn.

newHeavy Bolt Rifle — Heavy Bolt RifleRAPID FIRE 1

Rules

This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.

Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).

newHeavy BolterHeavy Bolter

Range
36"
Attacks
3
Ballistic Skill
3+
Strength
5
AP
-1
Damage
2

newHeavy Bolter — Heavy BolterHEAVY

Rules

In your Shooting phase, each time an attack is made with a [HEAVY] weapon, add 1 to the hit roll if all of the following apply to the attacking unit:

  • That unit is unengaged.
  • That unit was not set up on the battlefield this turn.
  • No model in that unit has moved more than 3" this turn.

newHeavy Bolter — Heavy BolterRAPID FIRE 2

Rules

This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.

Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).

newHeavy Bolter — Heavy BolterSUSTAINED HITS 1

Rules

This ability always takes the form [SUSTAINED HITS X]. Each time an attack made with a [SUSTAINED HITS] weapon results in a critical hit, that attack results in a number of additional hits on the target as denoted by X.

Example: An attack made with a [SUSTAINED HITS 2] weapon results in a critical hit. That attack therefore hits the target three times (once from the critical hit, and twice more from the [SUSTAINED HITS 2] ability).

goneBolt pistolBolt pistol

Range
12"
Attacks
1
Ballistic Skill
3+
Strength
4
AP
0
Damage
1

goneBolt pistol — Bolt pistolPistol

Rules

Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).

When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:

  • One or more of its [CLOSE‑QUARTERS] weapons.
  • One or more of its other ranged weapons.

goneClose combat weaponClose combat weapon

Range
Melee
Attacks
3
Weapon Skill
3+
Strength
4
AP
0
Damage
1

goneHeavy bolt rifleHeavy bolt rifle

Range
30"
Attacks
2
Ballistic Skill
3+
Strength
5
AP
-1
Damage
2

goneHeavy bolt rifle — Heavy bolt rifleAssault

Rules

Units containing one or more models with an [ASSAULT] weapon can shoot using assault shooting (10.05).

goneHeavy bolt rifle — Heavy bolt rifleHeavy

Rules

In your Shooting phase, each time an attack is made with a [HEAVY] weapon, add 1 to the hit roll if all of the following apply to the attacking unit:

  • That unit is unengaged.
  • That unit was not set up on the battlefield this turn.
  • No model in that unit has moved moret han 3" this turn.

goneHeavy bolterHeavy bolter

Range
36"
Attacks
3
Ballistic Skill
3+
Strength
5
AP
-1
Damage
2

goneHeavy bolter — Heavy bolterAssault

Rules

Units containing one or more models with an [ASSAULT] weapon can shoot using assault shooting (10.05).

goneHeavy bolter — Heavy bolterHeavy

Rules

In your Shooting phase, each time an attack is made with a [HEAVY] weapon, add 1 to the hit roll if all of the following apply to the attacking unit:

  • That unit is unengaged.
  • That unit was not set up on the battlefield this turn.
  • No model in that unit has moved moret han 3" this turn.

goneHeavy bolter — Heavy bolterSustained Hits 1

Rules

This ability always takes the form [SUSTAINED HITS X]. Each time an attack made with a [SUSTAINED HITS] weapon results in a critical hit, that attack results in a number of additional hits on the target as denoted by X.

Example: An attack made with a [SUSTAINED HITS 2] weapon results in a critical hit. That attack therefore hits the target three times (once from the critical hit, and twice more from the [SUSTAINED HITS 2] ability).

newHeavy Intercessor: For every 5 models in this unit, 1 Heavy Intercessor model can have their Heavy Bolt Rifle replaced with 1 Heavy Bolter.

goneHeavy Intercessor: For every 5 models in this unit, 1 Heavy Intercessor’s heavy bolt rifle can be replaced with 1 heavy bolter.

new■ For every 5 models in this unit, 1 Heavy Intercessor model can have their Heavy Bolt Rifle replaced with 1 Heavy Bolter.

gone■ For every 5 models in this unit, 1 Heavy Intercessor’s heavy bolt rifle can be replaced with 1 heavy bolter.

new9 Heavy Intercessor, 1 Heavy Intercessor Sergeant

Points
220 pts
Heavy Intercessor count
9
Heavy Intercessor Sergeant count
1

gone4 Heavy Intercessor, 1 Heavy Intercessor Sergeant

Points
100 pts
Heavy Intercessor count
4
Heavy Intercessor Sergeant count
1

changed1 Heavy Intercessor Sergeant, 4 Heavy Intercessor

Points
200 pts 110 pts
Heavy Intercessor count
5-9 4

changedHellblaster Squad

Unit Composition

■ 1

  • 1 Hellblaster Sergeant ■Sergeant 4-9model
  • 4-9 HellblastersEveryHellblaster models

Every model is equipped with:with: bolt1 pistol;Bolt plasmaPistol; incinerator;1 closeCeramite combatFists; weapon.1 Plasma Incinerator.

Points Scaling
+15 pts per 3 models

changedHellblaster Sergeant

Toughness
4 5
Keywords
Infantry, Grenades, Imperium, Tacticus, Hellblaster Squad Explosives, Imperium, Infantry, Tacticus
Equipped With
Bolt pistol, Plasma incinerator, Close combat weapon Bolt Pistol, Ceramite Fists, Plasma Incinerator

changedHellblaster

Toughness
4 5
Keywords
Infantry, Grenades, Imperium, Tacticus, Hellblaster Squad Explosives, Imperium, Infantry, Tacticus
Equipped With
Bolt pistol, Plasma incinerator, Close combat weapon Bolt Pistol, Ceramite Fists, Plasma Incinerator

newCombat Doctrines

Rules

-

newRites of Thermal Appeasement

Rules

This unit has +1 to hazard rolls made for its Plasma Incinerator and Plasma Pistol weapons.

goneOath of Moment

Rules

-

goneFor the Chapter!

Rules

Each time a model in this unit is destroyed, roll one D6: on a 3+, do not remove it from play. The destroyed model can shoot after the attacking model’s unit has finished making its attacks, and is then removed from play. When resolving these attacks, any Hazardous tests taken for that attack are automatically passed.

*Designer’s Note: This ability is triggered even when a model in this unit is destroyed as the result of failing a Hazardous test, meaning such a model may be able to shoot twice in the same phase.*

newBolt Pistol

Type
weapon

newCeramite Fists

Type
weapon

newPlasma Incinerator

Type
weapon

newPlasma Pistol

Type
weapon

goneBolt pistol

Type
weapon

goneClose combat weapon

Type
weapon

gonePlasma incinerator

Type
weapon

gonePlasma pistol

Type
weapon

newBolt PistolBolt Pistol

Range
12"
Attacks
1
Ballistic Skill
3+
Strength
5
AP
-1
Damage
1

newBolt Pistol — Bolt PistolCLOSE-QUARTERS

Rules

Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).

When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:

  • One or more of its [CLOSE‑QUARTERS] weapons.
  • One or more of its other ranged weapons.

newCeramite FistsCeramite Fists

Range
Melee
Attacks
3
Weapon Skill
3+
Strength
5
AP
0
Damage
1

newPlasma IncineratorStandard

Range
24"
Attacks
2
Ballistic Skill
3+
Strength
7
AP
-2
Damage
2

newPlasma IncineratorSupercharge

Range
24"
Attacks
2
Ballistic Skill
3+
Strength
8
AP
-3
Damage
2

newPlasma Incinerator — StandardASSAULT

Rules

Units containing one or more models with an [ASSAULT] weapon can shoot using assault shooting (10.05).

newPlasma Incinerator — StandardRAPID FIRE 1

Rules

This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.

Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).

newPlasma Incinerator — SuperchargeASSAULT

Rules

Units containing one or more models with an [ASSAULT] weapon can shoot using assault shooting (10.05).

newPlasma Incinerator — SuperchargeHAZARDOUS

Rules

Each time a unit is selected to shoot or selected to fight, after that unit has resolved all of its attacks, make a number of hazard rolls (06.03) for that unit equal to the number of [HAZARDOUS] weapons you selected in the Select Weapons step.

newPlasma Incinerator — SuperchargeRAPID FIRE 1

Rules

This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.

Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).

newPlasma PistolStandard

Range
12"
Attacks
1
Ballistic Skill
3+
Strength
7
AP
-2
Damage
1

newPlasma PistolSupercharge

Range
12"
Attacks
1
Ballistic Skill
3+
Strength
8
AP
-3
Damage
2

newPlasma Pistol — StandardCLOSE-QUARTERS

Rules

Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).

When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:

  • One or more of its [CLOSE‑QUARTERS] weapons.
  • One or more of its other ranged weapons.

newPlasma Pistol — SuperchargeCLOSE-QUARTERS

Rules

Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).

When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:

  • One or more of its [CLOSE‑QUARTERS] weapons.
  • One or more of its other ranged weapons.

newPlasma Pistol — SuperchargeHAZARDOUS

Rules

Each time a unit is selected to shoot or selected to fight, after that unit has resolved all of its attacks, make a number of hazard rolls (06.03) for that unit equal to the number of [HAZARDOUS] weapons you selected in the Select Weapons step.

goneBolt pistolBolt pistol

Range
12"
Attacks
1
Ballistic Skill
3+
Strength
4
AP
0
Damage
1

goneBolt pistol — Bolt pistolPistol

Rules

Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).

When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:

  • One or more of its [CLOSE‑QUARTERS] weapons.
  • One or more of its other ranged weapons.

goneClose combat weaponClose combat weapon

Range
Melee
Attacks
3
Weapon Skill
3+
Strength
4
AP
0
Damage
1

gonePlasma incineratorstandard

Range
24"
Attacks
2
Ballistic Skill
3+
Strength
7
AP
-2
Damage
1

gonePlasma incineratorsupercharge

Range
24"
Attacks
2
Ballistic Skill
3+
Strength
8
AP
-3
Damage
2

gonePlasma incinerator — standardAssault

Rules

Units containing one or more models with an [ASSAULT] weapon can shoot using assault shooting (10.05).

gonePlasma incinerator — standardHeavy

Rules

In your Shooting phase, each time an attack is made with a [HEAVY] weapon, add 1 to the hit roll if all of the following apply to the attacking unit:

  • That unit is unengaged.
  • That unit was not set up on the battlefield this turn.
  • No model in that unit has moved moret han 3" this turn.

gonePlasma incinerator — superchargeAssault

Rules

Units containing one or more models with an [ASSAULT] weapon can shoot using assault shooting (10.05).

gonePlasma incinerator — superchargeHeavy

Rules

In your Shooting phase, each time an attack is made with a [HEAVY] weapon, add 1 to the hit roll if all of the following apply to the attacking unit:

  • That unit is unengaged.
  • That unit was not set up on the battlefield this turn.
  • No model in that unit has moved moret han 3" this turn.

gonePlasma incinerator — superchargeHazardous

Rules

Each time a unit is selected to shoot or selected to fight, after that unit has resolved all of its attacks, make a number of hazard rolls (06.03) for that unit equal to the number of [HAZARDOUS] weapons you selected in the Select Weapons step.

gonePlasma pistolstandard

Range
12"
Attacks
1
Ballistic Skill
3+
Strength
7
AP
-2
Damage
1

gonePlasma pistolsupercharge

Range
12"
Attacks
1
Ballistic Skill
3+
Strength
8
AP
-3
Damage
2

gonePlasma pistol — standardPistol

Rules

Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).

When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:

  • One or more of its [CLOSE‑QUARTERS] weapons.
  • One or more of its other ranged weapons.

gonePlasma pistol — superchargeHazardous

Rules

Each time a unit is selected to shoot or selected to fight, after that unit has resolved all of its attacks, make a number of hazard rolls (06.03) for that unit equal to the number of [HAZARDOUS] weapons you selected in the Select Weapons step.

gonePlasma pistol — superchargePistol

Rules

Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).

When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:

  • One or more of its [CLOSE‑QUARTERS] weapons.
  • One or more of its other ranged weapons.

newHellblaster Sergeant: The Hellblaster Sergeant can have their Bolt Pistol replaced with 1 Plasma Pistol.

goneHellblaster Sergeant: The Hellblaster Sergeant’s bolt pistol can be replaced with 1 plasma pistol.

new■ The Hellblaster Sergeant can have their Bolt Pistol replaced with 1 Plasma Pistol.

gone■ The Hellblaster Sergeant’s bolt pistol can be replaced with 1 plasma pistol.

new1 Hellblaster Sergeant, 9 Hellblaster

Points
220 pts
Hellblaster Sergeant count
1
Hellblaster count
9

gone4 Hellblaster, 1 Hellblaster Sergeant

Points
110 pts
Hellblaster count
4
Hellblaster Sergeant count
1

changed4 Hellblaster, 1 Hellblaster Sergeant

Points
220 pts 110 pts
Hellblaster count
5-9 4

changedImpulsor

Unit Composition

■

  • 1 1Impulsor ImpulsorThismodel

This model is equipped with:with: 21 stormArmoured bolters;Hull; armoured1 hull.Storm Bolters.

changedImpulsor

Keywords
Vehicle, Transport, Dedicated Transport, Imperium, Impulsor, Frame Dedicated Transport, Frame, Imperium, Transport, Vehicle
Equipped With
Storm bolter, Armoured hull Armoured Hull, Storm Bolters

newCombat Doctrines

Rules

-

newRapid Disembarkation

Rules

In your Movement phase, when this unit ends an advance move, units embarked within this unit can make a shock disembark move (pg 157).

newFiring Deck 7

goneFiring Deck 6

goneOath of Moment

Rules

-

goneAssault Vehicle

Rules

Units can disembark from this TRANSPORT after it has Advanced. Units that do so count as having made a Normal move, and cannot declare a charge that turn.

newTRANSPORT

Rules

This model has a transport capacity of 7 Adeptus Astartes Infantry models. It cannot transport Terminator/Jump Pack models. Each Gravis model takes up the space of 2 models.

goneTransport

Rules

This model has a transport capacity of 7 TACTICUS or PHOBOS INFANTRY models. It cannot transport JUMP PACK models.

newOrbital Comms Array

Type
wargear
Rule Text

This unit has Scouts 6".

newArmoured Hull

Type
weapon

newBellicatus Missile Array

Type
weapon

newFragstorm Grenade Launchers

Type
weapon

newIronhail Heavy Stubber

Type
weapon

newIronhail Skytalon Array

Type
weapon

newStorm Bolters

Type
weapon

goneOrbital Comms Array (Aura)

Type
wargear
Rule Text

While a friendly ADEPTUS ASTARTES unit is within 6" of the bearer, each time you target that unit with a Stratagem, roll one D6: on a 5+, you gain 1CP.

goneArmoured hull

Type
weapon

goneBellicatus missile array

Type
weapon

goneFragstorm grenade launcher

Type
weapon

goneIronhail heavy stubber

Type
weapon

goneIronhail skytalon array

Type
weapon

goneStorm bolter

Type
weapon

newArmoured HullArmoured Hull

Range
Melee
Attacks
3
Weapon Skill
4+
Strength
6
AP
0
Damage
1

newBellicatus Missile ArrayFrag

Range
48"
Attacks
4
Ballistic Skill
3+
Strength
4
AP
-1
Damage
1

newBellicatus Missile ArrayIcarus

Range
48"
Attacks
3
Ballistic Skill
3+
Strength
6
AP
-1
Damage
2

newBellicatus Missile ArrayKrak

Range
48"
Attacks
1
Ballistic Skill
3+
Strength
10
AP
-2
Damage
D3+3

newBellicatus Missile Array — FragBLAST 1

Rules

Each time you gather attack dice for a [BLAST] weapon, add one additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).

If this ability takes the form [BLAST X], each time you gather attack dice for such a weapon, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down) instead.

Example: If a [BLAST 2] weapon with an A characteristic of 3 targets a unit containing 12 models, you would gather four additional attack dice for that weapon (for a total of seven for that weapon).

newBellicatus Missile Array — IcarusANTI-FLY 2+

Rules

This ability always takes the form [ANTI‑X Y+]. Each time an attack is made with an [ANTI] weapon, if the target unit has the keyword denoted by X, an unmodified wound roll of Y+ is a critical wound.
Example: An attack made with an [ANTI‑VEHICLE 4+] weapon against a VEHICLE unit will result in a critical wound on an unmodified wound roll of 4+, while an attack made with an [ANTI‑PSYKER 2+] weapon against a PSYKER unit will result in a critical wound on an unmodified wound roll of 2+.

newFragstorm Grenade LaunchersFragstorm Grenade Launchers

Range
18"
Attacks
6
Ballistic Skill
3+
Strength
4
AP
-1
Damage
1

newFragstorm Grenade Launchers — Fragstorm Grenade LaunchersBLAST 2

Rules

Each time you gather attack dice for a [BLAST] weapon, add one additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).

If this ability takes the form [BLAST X], each time you gather attack dice for such a weapon, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down) instead.

Example: If a [BLAST 2] weapon with an A characteristic of 3 targets a unit containing 12 models, you would gather four additional attack dice for that weapon (for a total of seven for that weapon).

newIronhail Heavy StubberIronhail Heavy Stubber

Range
36"
Attacks
3
Ballistic Skill
3+
Strength
4
AP
-1
Damage
1

newIronhail Heavy Stubber — Ironhail Heavy StubberRAPID FIRE 3

Rules

This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.

Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).

newIronhail Skytalon ArrayIronhail Skytalon Array

Range
36"
Attacks
6
Ballistic Skill
3+
Strength
4
AP
-1
Damage
1

newIronhail Skytalon Array — Ironhail Skytalon ArrayRAPID FIRE 6

Rules

This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.

Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).

newStorm BoltersStorm Bolters

Range
24"
Attacks
4
Ballistic Skill
3+
Strength
5
AP
-1
Damage
1

newStorm Bolters — Storm BoltersRAPID FIRE 4

Rules

This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.

Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).

goneArmoured hullArmoured hull

Range
Melee
Attacks
3
Weapon Skill
4+
Strength
6
AP
0
Damage
1

goneBellicatus missile arrayfrag

Range
48"
Attacks
D6
Ballistic Skill
3+
Strength
4
AP
0
Damage
1

goneBellicatus missile arrayIcarus

Range
48"
Attacks
D3
Ballistic Skill
3+
Strength
8
AP
-1
Damage
2

goneBellicatus missile arraykrak

Range
48"
Attacks
1
Ballistic Skill
3+
Strength
8
AP
-2
Damage
D6

goneBellicatus missile array — fragBlast

Rules

Each time you gather attack dice for a [BLAST] weapon, add one additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).

If this ability takes the form [BLAST X], each time you gather attack dice for such a weapon, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down) instead.

Example: If a [BLAST 2] weapon with an A characteristic of 3 targets a unit containing 12 models, you would gather four additional attack dice for that weapon (for a total of seven for that weapon).

goneBellicatus missile array — IcarusAnti-fly 2+

Rules

This ability always takes the form [ANTI‑X Y+]. Each time an attack is made with an [ANTI] weapon, if the target unit has the keyword denoted by X, an unmodified wound roll of Y+ is a critical wound.
Example: An attack made with an [ANTI‑VEHICLE 4+] weapon against a VEHICLE unit will result in a critical wound on an unmodified wound roll of 4+, while an attack made with an [ANTI‑PSYKER 2+] weapon against a PSYKER unit will result in a critical wound on an unmodified wound roll of 2+.

goneFragstorm grenade launcherFragstorm grenade launcher

Range
18"
Attacks
D6
Ballistic Skill
3+
Strength
4
AP
0
Damage
1

goneFragstorm grenade launcher — Fragstorm grenade launcherBlast

Rules

Each time you gather attack dice for a [BLAST] weapon, add one additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).

If this ability takes the form [BLAST X], each time you gather attack dice for such a weapon, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down) instead.

Example: If a [BLAST 2] weapon with an A characteristic of 3 targets a unit containing 12 models, you would gather four additional attack dice for that weapon (for a total of seven for that weapon).

goneIronhail heavy stubberIronhail heavy stubber

Range
36"
Attacks
3
Ballistic Skill
3+
Strength
4
AP
0
Damage
1

goneIronhail heavy stubber — Ironhail heavy stubberRapid Fire 3

Rules

This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.

Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).

goneIronhail skytalon arrayIronhail skytalon array

Range
36"
Attacks
8
Ballistic Skill
3+
Strength
4
AP
0
Damage
1

goneIronhail skytalon array — Ironhail skytalon arrayAnti-fly 4+

Rules

This ability always takes the form [ANTI‑X Y+]. Each time an attack is made with an [ANTI] weapon, if the target unit has the keyword denoted by X, an unmodified wound roll of Y+ is a critical wound.
Example: An attack made with an [ANTI‑VEHICLE 4+] weapon against a VEHICLE unit will result in a critical wound on an unmodified wound roll of 4+, while an attack made with an [ANTI‑PSYKER 2+] weapon against a PSYKER unit will result in a critical wound on an unmodified wound roll of 2+.

goneIronhail skytalon array — Ironhail skytalon arraySustained Hits 1

Rules

This ability always takes the form [SUSTAINED HITS X]. Each time an attack made with a [SUSTAINED HITS] weapon results in a critical hit, that attack results in a number of additional hits on the target as denoted by X.

Example: An attack made with a [SUSTAINED HITS 2] weapon results in a critical hit. That attack therefore hits the target three times (once from the critical hit, and twice more from the [SUSTAINED HITS 2] ability).

goneStorm bolterStorm bolter

Range
24"
Attacks
2
Ballistic Skill
3+
Strength
4
AP
0
Damage
1

goneStorm bolter — Storm bolterRapid Fire 2

Rules

This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.

Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).

changedShield Dome

Rule Text

TheThis bearerunit has a 5+ invulnerable save.InSv.

newImpulsor: This model can be equipped with one of the following: ▫ 1 Bellicatus Missile Array ▫ 1 Orbital Comms Array ▫ 1 Ironhail Skytalon Array ▫ 1 Shield Dome

newImpulsor: This model’s Storm Bolters can be replaced with 1 Fragstorm Grenade Launchers.

newImpulsor: This model can be equipped with 1 Ironhail Heavy Stubber.

goneImpulsor: This model can be equipped with 1 ironhail heavy stubber.

goneImpulsor: This model’s 2 storm bolters can be replaced with 2 fragstorm grenade launchers.

goneImpulsor: This model can be equipped with one of the following:

gone■ This model can be equipped with 1 ironhail heavy stubber.

gone■ This model’s 2 storm bolters can be replaced with 2 fragstorm grenade launchers.

gone■ This model can be equipped with one of the following: ◦ 1 bellicatus missile array ◦ 1 ironhail skytalon array ◦ 1 orbital comms array ◦ 1 shield dome

changedInceptor Squad

Unit Composition

■ 1

  • 1 Inceptor Sergeant ■Sergeant 2-5model
  • 2-5 InceptorsEveryInceptor models

Every model is equipped with:with: assault1 bolters;Assault closeBolters; combat1 weapon.Ceramite Fists.

changedInceptor

Keywords
Infantry, Jump Pack, Fly, Imperium, Gravis, Inceptor Squad Fly, Gravis, Imperium, Infantry, Jump Pack
Equipped With
Assault bolters, Close combat weapon Assault Bolters, Ceramite Fists

changedInceptor Sergeant

Keywords
Infantry, Jump Pack, Fly, Imperium, Gravis, Inceptor Squad Fly, Gravis, Imperium, Infantry, Jump Pack
Equipped With
Assault bolters, Close combat weapon Assault Bolters, Ceramite Fists

newCombat Doctrines

Rules

-

newParabolic Jetleap

Rules

At the end of your opponent’s Fight phase, if this unit is unengaged, you can place this unit in strategic reserves.

goneOath of Moment

Rules

-

changedMeteoric Descent

Rules

In your Movement phase, when this unit is set up on the battlefield using the Deep Strike ability, it can perform a meteoric descent. If it does, this unit can be set up anywhere on the battlefield that is more than 6" horizontally away from all enemy units,made butan untilingress themove endthis ofturn, thethis turn,unit’s itranged isattacks nothave eligible+1 to declare ahit charge.rolls.

newAssault Bolters

Type
weapon

newCeramite Fists

Type
weapon

newPlasma Exterminators

Type
weapon

goneAssault bolters

Type
weapon

goneClose combat weapon

Type
weapon

gonePlasma exterminators

Type
weapon

newAssault BoltersAssault Bolters

Range
18"
Attacks
3
Ballistic Skill
3+
Strength
5
AP
-1
Damage
2

newAssault Bolters — Assault BoltersASSAULT

Rules

Units containing one or more models with an [ASSAULT] weapon can shoot using assault shooting (10.05).

newAssault Bolters — Assault BoltersCLOSE-QUARTERS

Rules

Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).

When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:

  • One or more of its [CLOSE‑QUARTERS] weapons.
  • One or more of its other ranged weapons.

newAssault Bolters — Assault BoltersSUSTAINED HITS 2

Rules

This ability always takes the form [SUSTAINED HITS X]. Each time an attack made with a [SUSTAINED HITS] weapon results in a critical hit, that attack results in a number of additional hits on the target as denoted by X.

Example: An attack made with a [SUSTAINED HITS 2] weapon results in a critical hit. That attack therefore hits the target three times (once from the critical hit, and twice more from the [SUSTAINED HITS 2] ability).

newAssault Bolters — Assault BoltersTWIN-LINKED

Rules

Each time an attack is made with a [TWIN‑LINKED] weapon, you can re‑roll the wound roll.

newCeramite FistsCeramite Fists

Range
Melee
Attacks
3
Weapon Skill
3+
Strength
5
AP
0
Damage
1

newPlasma ExterminatorsStandard

Range
18"
Attacks
2
Ballistic Skill
3+
Strength
7
AP
-2
Damage
2

newPlasma ExterminatorsSupercharge

Range
18"
Attacks
2
Ballistic Skill
3+
Strength
8
AP
-3
Damage
3

newPlasma Exterminators — StandardASSAULT

Rules

Units containing one or more models with an [ASSAULT] weapon can shoot using assault shooting (10.05).

newPlasma Exterminators — StandardCLOSE-QUARTERS

Rules

Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).

When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:

  • One or more of its [CLOSE‑QUARTERS] weapons.
  • One or more of its other ranged weapons.

newPlasma Exterminators — StandardTWIN-LINKED

Rules

Each time an attack is made with a [TWIN‑LINKED] weapon, you can re‑roll the wound roll.

newPlasma Exterminators — SuperchargeASSAULT

Rules

Units containing one or more models with an [ASSAULT] weapon can shoot using assault shooting (10.05).

newPlasma Exterminators — SuperchargeCLOSE-QUARTERS

Rules

Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).

When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:

  • One or more of its [CLOSE‑QUARTERS] weapons.
  • One or more of its other ranged weapons.

newPlasma Exterminators — SuperchargeHAZARDOUS

Rules

Each time a unit is selected to shoot or selected to fight, after that unit has resolved all of its attacks, make a number of hazard rolls (06.03) for that unit equal to the number of [HAZARDOUS] weapons you selected in the Select Weapons step.

newPlasma Exterminators — SuperchargeTWIN-LINKED

Rules

Each time an attack is made with a [TWIN‑LINKED] weapon, you can re‑roll the wound roll.

goneAssault boltersAssault bolters

Range
18"
Attacks
3
Ballistic Skill
3+
Strength
5
AP
-1
Damage
2

goneAssault bolters — Assault boltersAssault

Rules

Units containing one or more models with an [ASSAULT] weapon can shoot using assault shooting (10.05).

goneAssault bolters — Assault boltersPistol

Rules

Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).

When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:

  • One or more of its [CLOSE‑QUARTERS] weapons.
  • One or more of its other ranged weapons.

goneAssault bolters — Assault boltersSustained Hits 2

Rules

This ability always takes the form [SUSTAINED HITS X]. Each time an attack made with a [SUSTAINED HITS] weapon results in a critical hit, that attack results in a number of additional hits on the target as denoted by X.

Example: An attack made with a [SUSTAINED HITS 2] weapon results in a critical hit. That attack therefore hits the target three times (once from the critical hit, and twice more from the [SUSTAINED HITS 2] ability).

goneAssault bolters — Assault boltersTwin-linked

Rules

Each time an attack is made with a [TWIN‑LINKED] weapon, you can re‑roll the wound roll.

goneClose combat weaponClose combat weapon

Range
Melee
Attacks
3
Weapon Skill
3+
Strength
4
AP
0
Damage
1

gonePlasma exterminatorsstandard

Range
18"
Attacks
2
Ballistic Skill
3+
Strength
7
AP
-2
Damage
2

gonePlasma exterminatorssupercharge

Range
18"
Attacks
2
Ballistic Skill
3+
Strength
8
AP
-3
Damage
3

gonePlasma exterminators — standardAssault

Rules

Units containing one or more models with an [ASSAULT] weapon can shoot using assault shooting (10.05).

gonePlasma exterminators — standardPistol

Rules

Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).

When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:

  • One or more of its [CLOSE‑QUARTERS] weapons.
  • One or more of its other ranged weapons.

gonePlasma exterminators — standardTwin-linked

Rules

Each time an attack is made with a [TWIN‑LINKED] weapon, you can re‑roll the wound roll.

gonePlasma exterminators — superchargeAssault

Rules

Units containing one or more models with an [ASSAULT] weapon can shoot using assault shooting (10.05).

gonePlasma exterminators — superchargePistol

Rules

Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).

When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:

  • One or more of its [CLOSE‑QUARTERS] weapons.
  • One or more of its other ranged weapons.

gonePlasma exterminators — superchargeHazardous

Rules

Each time a unit is selected to shoot or selected to fight, after that unit has resolved all of its attacks, make a number of hazard rolls (06.03) for that unit equal to the number of [HAZARDOUS] weapons you selected in the Select Weapons step.

gonePlasma exterminators — superchargeTwin-linked

Rules

Each time an attack is made with a [TWIN‑LINKED] weapon, you can re‑roll the wound roll.

newInceptor: All models in this unit can each have their Assault Bolters replaced with 1 Plasma Exterminators.

newInceptor Sergeant: All models in this unit can each have their Assault Bolters replaced with 1 Plasma Exterminators.

goneInceptor Sergeant: All models in this unit can each have their assault bolters replaced with 1 plasma exterminators.

goneInceptor: All models in this unit can each have their assault bolters replaced with 1 plasma exterminators.

new■ All models in this unit can each have their Assault Bolters replaced with 1 Plasma Exterminators.

gone■ All models in this unit can each have their assault bolters replaced with 1 plasma exterminators.

new1 Inceptor Sergeant, 5 Inceptor

Points
250 pts
Inceptor Sergeant count
1
Inceptor count
5

gone1 Inceptor Sergeant, 2 Inceptor

Points
125 pts
Inceptor Sergeant count
1
Inceptor count
2

changed2 Inceptor, 1 Inceptor Sergeant

Points
250 pts 125 pts
Inceptor count
3-5 2

changedIncursor Squad

Unit Composition

■ 1

  • 1 Incursor Sergeant ■Sergeant 4-9model
  • 4-9 IncursorsEveryIncursor models

Every model is equipped with:with: bolt1 pistol;Bolt occulusPistol; bolt1 carbine;Occulus pairedBolt combatCarbine; blades.1 Paired Combat Blades.

changedIncursor

Movement
6" 8"
Keywords
Infantry, Grenades, Smoke, Imperium, Phobos, Incursor Squad Explosives, Imperium, Infantry, Phobos, Smoke
Equipped With
Bolt pistol, Occulus bolt carbine, Paired combat blades Bolt Pistol, Occulus Bolt Carbine, Paired Combat Blades

changedIncursor Sergeant

Movement
6" 8"
Keywords
Infantry, Grenades, Smoke, Imperium, Phobos, Incursor Squad Explosives, Imperium, Infantry, Phobos, Smoke
Equipped With
Bolt pistol, Occulus bolt carbine, Paired combat blades Bolt Pistol, Occulus Bolt Carbine, Paired Combat Blades

newCombat Doctrines

Rules

-

newHaywire Mine (Once per battle, per unit)

Rules

In your Shooting phase, you can select one visible enemy unit within 6" of this unit and roll one D6. On a 2+:

  • That enemy unit suffers D3 mortal wounds.
  • Or: If that enemy unit is a Vehicle unit, that enemy unit suffers 2D3 mortal wounds.

newDivinator-class Auspexes (Once per phase, per unit)

Rules

In your Shooting phase, when a friendly Adeptus Astartes unit is selected to shoot, you can use this ability. If you do, select one visible enemy unit within 18" of this unit. That unit is scanned:

  • While a unit is scanned, ranged attacks that target that unit can re-roll hit rolls of 1.

goneOath of Moment

Rules

-

goneMulti-spectrum Array

Rules

Each time this unit has shot, select one enemy unit hit by one or more of those attacks. Until the end of the phase, each time a friendly ADEPTUS ASTARTES unit makes an attack that targets that enemy unit, add 1 to the Hit roll.

newBolt Pistol

Type
weapon

newOcculus Bolt Carbine

Type
weapon

newPaired Combat Blades

Type
weapon

goneHaywire Mine

Type
wargear
Rule Text

Once per battle, at the start of any phase, you can select one enemy unit within 3" of the bearer and roll one D6: on a 2+, that enemy unit suffers D3 mortal wounds, or 2D3 mortal wounds instead if it is a VEHICLE unit.

goneBolt pistol

Type
weapon

goneOcculus bolt carbine

Type
weapon

gonePaired combat blades

Type
weapon

newBolt PistolBolt Pistol

Range
12"
Attacks
1
Ballistic Skill
3+
Strength
5
AP
-1
Damage
1

newBolt Pistol — Bolt PistolCLOSE-QUARTERS

Rules

Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).

When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:

  • One or more of its [CLOSE‑QUARTERS] weapons.
  • One or more of its other ranged weapons.

newOcculus Bolt CarbineOcculus Bolt Carbine

Range
24"
Attacks
2
Ballistic Skill
3+
Strength
5
AP
-1
Damage
1

newOcculus Bolt Carbine — Occulus Bolt CarbineASSAULT

Rules

Units containing one or more models with an [ASSAULT] weapon can shoot using assault shooting (10.05).

newOcculus Bolt Carbine — Occulus Bolt CarbineIGNORES COVER

Rules

Each time an attack is made with an [IGNORES COVER] weapon, the target cannot have the benefit of cover against that attack (13.08), including from rules that give a model or unit the benefit of cover (e.g. Stealth).

newPaired Combat BladesPaired Combat Blades

Range
Melee
Attacks
3
Weapon Skill
3+
Strength
5
AP
-1
Damage
1

newPaired Combat Blades — Paired Combat BladesSUSTAINED HITS 1

Rules

This ability always takes the form [SUSTAINED HITS X]. Each time an attack made with a [SUSTAINED HITS] weapon results in a critical hit, that attack results in a number of additional hits on the target as denoted by X.

Example: An attack made with a [SUSTAINED HITS 2] weapon results in a critical hit. That attack therefore hits the target three times (once from the critical hit, and twice more from the [SUSTAINED HITS 2] ability).

goneBolt pistolBolt pistol

Range
12"
Attacks
1
Ballistic Skill
3+
Strength
4
AP
0
Damage
1

goneBolt pistol — Bolt pistolPistol

Rules

Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).

When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:

  • One or more of its [CLOSE‑QUARTERS] weapons.
  • One or more of its other ranged weapons.

goneOcculus bolt carbineOcculus bolt carbine

Range
24"
Attacks
2
Ballistic Skill
3+
Strength
4
AP
0
Damage
1

goneOcculus bolt carbine — Occulus bolt carbineAssault

Rules

Units containing one or more models with an [ASSAULT] weapon can shoot using assault shooting (10.05).

goneOcculus bolt carbine — Occulus bolt carbineIgnores Cover

Rules

Each time an attack is made with an [IGNORES COVER] weapon, the target cannot have the benefit of cover against that attack (13.08), including from rules that give a model or unit the benefit of cover (e.g. Stealth).

gonePaired combat bladesPaired combat blades

Range
Melee
Attacks
3
Weapon Skill
3+
Strength
4
AP
-1
Damage
1

gonePaired combat blades — Paired combat bladesSustained Hits 1

Rules

This ability always takes the form [SUSTAINED HITS X]. Each time an attack made with a [SUSTAINED HITS] weapon results in a critical hit, that attack results in a number of additional hits on the target as denoted by X.

Example: An attack made with a [SUSTAINED HITS 2] weapon results in a critical hit. That attack therefore hits the target three times (once from the critical hit, and twice more from the [SUSTAINED HITS 2] ability).

goneIncursor: One Incursor can be equipped with 1 haywire mine

gone■ One Incursor can be equipped with 1 haywire mine

new9 Incursor, 1 Incursor Sergeant

Points
160 pts
Incursor count
9
Incursor Sergeant count
1

gone4 Incursor, 1 Incursor Sergeant

Points
85 pts
Incursor count
4
Incursor Sergeant count
1

changed1 Incursor Sergeant, 4 Incursor

Points
150 pts 95 pts
Incursor count
5-9 4

changedInfernus Squad

Unit Composition

■ 1

  • 1 Infernus Sergeant ■Sergeant 4-9model
  • 4-9 Infernus MarinesEveryMarine models

Every model is equipped with:with: bolt1 pistol;Bolt pyreblaster;Pistol; close1 combatCeramite weapon.Fists; 1 Pyreblaster.

Points Scaling
+10 pts per 3 models

changedInfernus Sergeant

Toughness
4 5
Keywords
Infantry, Grenades, Imperium, Tacticus, Infernus Squad Explosives, Imperium, Infantry, Tacticus
Equipped With
Bolt pistol, Pyreblaster, Close combat weapon Bolt Pistol, Ceramite Fists, Pyreblaster

changedInfernus Marine

Toughness
4 5
Keywords
Infantry, Grenades, Imperium, Tacticus, Infernus Squad Explosives, Imperium, Infantry, Tacticus
Equipped With
Bolt pistol, Pyreblaster, Close combat weapon Bolt Pistol, Ceramite Fists, Pyreblaster

newCombat Doctrines

Rules

-

newDriven from Cover

Rules

In your Shooting phase, when this unit has shot, select one enemy unit hit by those attacks. Friendly ADEPTUS ASTARTES units’ ranged attacks that target that enemy unit have [IGNORES COVER].

goneOath of Moment

Rules

-

goneIncendiary Terror

Rules

In your Shooting phase, after this unit has shot, you can select one enemy INFANTRY unit hit by one or more of those attacks made with a pyreblaster. That enemy unit must take a Battle-shock test, subtracting 1 from that test.

newBolt Pistol

Type
weapon

newCeramite Fists

Type
weapon

goneBolt pistol

Type
weapon

goneClose combat weapon

Type
weapon

newBolt PistolBolt Pistol

Range
12"
Attacks
1
Ballistic Skill
3+
Strength
5
AP
-1
Damage
1

newBolt Pistol — Bolt PistolCLOSE-QUARTERS

Rules

Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).

When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:

  • One or more of its [CLOSE‑QUARTERS] weapons.
  • One or more of its other ranged weapons.

newCeramite FistsCeramite Fists

Range
Melee
Attacks
3
Weapon Skill
3+
Strength
5
AP
0
Damage
1

goneBolt pistolBolt pistol

Range
12"
Attacks
1
Ballistic Skill
3+
Strength
4
AP
0
Damage
1

goneBolt pistol — Bolt pistolPistol

Rules

Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).

When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:

  • One or more of its [CLOSE‑QUARTERS] weapons.
  • One or more of its other ranged weapons.

goneClose combat weaponClose combat weapon

Range
Melee
Attacks
3
Weapon Skill
3+
Strength
4
AP
0
Damage
1

changedPyreblasterPyreblaster

Attacks
D6 3

newPyreblaster — PyreblasterBLAST 1

Rules

Each time you gather attack dice for a [BLAST] weapon, add one additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).

If this ability takes the form [BLAST X], each time you gather attack dice for such a weapon, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down) instead.

Example: If a [BLAST 2] weapon with an A characteristic of 3 targets a unit containing 12 models, you would gather four additional attack dice for that weapon (for a total of seven for that weapon).

newPyreblaster — PyreblasterTORRENT

Rules

Each time an attack is made with a [TORRENT] weapon, that attack automatically hits the target.

gonePyreblaster — PyreblasterIgnores Cover

Rules

Each time an attack is made with an [IGNORES COVER] weapon, the target cannot have the benefit of cover against that attack (13.08), including from rules that give a model or unit the benefit of cover (e.g. Stealth).

gonePyreblaster — PyreblasterTorrent

Rules

Each time an attack is made with a [TORRENT] weapon, that attack automatically hits the target.

new9 Infernus Marine, 1 Infernus Sergeant

Points
200 pts
Infernus Marine count
9
Infernus Sergeant count
1

gone4 Infernus Marine, 1 Infernus Sergeant

Points
85 pts
Infernus Marine count
4
Infernus Sergeant count
1

changed1 Infernus Sergeant, 4 Infernus Marine

Points
180 pts 100 pts
Infernus Marine count
5-9 4

changedInfiltrator Squad

Unit Composition

■ 1

  • 1 Infiltrator Sergeant ■Sergeant 4-9model
  • 4-9 InfiltratorsEveryInfiltrator models

Every model is equipped with:with: bolt1 pistol;Bolt marksmanPistol; bolt1 carbine;Ceramite closeFists; combat1 weapon.Marksman Bolt Carbine.

Points Scaling
+10 pts per 3 models

changedInfiltrator

Movement
6" 8"
Keywords
Infantry, Grenades, Smoke, Imperium, Phobos, Infiltrator Squad Explosives, Imperium, Infantry, Phobos, Smoke
Equipped With
Bolt pistol, Marksman bolt carbine, Close combat weapon Bolt Pistol, Ceramite Fists, Marksman Bolt Carbine

changedInfiltrator Sergeant

Movement
6" 8"
Keywords
Infantry, Grenades, Smoke, Imperium, Phobos, Infiltrator Squad Explosives, Imperium, Infantry, Phobos, Smoke
Equipped With
Bolt pistol, Marksman bolt carbine, Close combat weapon Bolt Pistol, Ceramite Fists, Marksman Bolt Carbine

newCombat Doctrines

Rules

-

goneOath of Moment

Rules

-

changedOmni-scramblers

Rules

Enemy units that are setIn upyour onShooting thephase, battlefieldyou fromcan Reservesselect cannotone bevisible setenemy upunit within 12"18" of this unit. That unit is detected:

  • While a unit is detected, that unit has +3" detection range.

newBolt Pistol

Type
weapon

newCeramite Fists

Type
weapon

newMarksman Bolt Carbine

Type
weapon

goneInfiltrator Comms Array

Type
wargear
Rule Text

Each time you target the bearer’s unit with a Stratagem, roll one D6: on a 5+, you gain 1CP.

goneBolt pistol

Type
weapon

goneClose combat weapon

Type
weapon

goneMarksman bolt carbine

Type
weapon

newBolt PistolBolt Pistol

Range
12"
Attacks
1
Ballistic Skill
3+
Strength
5
AP
-1
Damage
1

newBolt Pistol — Bolt PistolCLOSE-QUARTERS

Rules

Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).

When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:

  • One or more of its [CLOSE‑QUARTERS] weapons.
  • One or more of its other ranged weapons.

newCeramite FistsCeramite Fists

Range
Melee
Attacks
3
Weapon Skill
3+
Strength
5
AP
0
Damage
1

newMarksman Bolt CarbineMarksman Bolt Carbine

Range
24"
Attacks
2
Ballistic Skill
3+
Strength
5
AP
-1
Damage
1

newMarksman Bolt Carbine — Marksman Bolt CarbinePRECISION

Rules

While resolving attacks made with one or more [PRECISION] weapons, at the start of the Allocation Order step (05.03), if the target unit contains one or more CHARACTER models visible to one or more of the attacking models, the active player can select one allocation group that contains one of those visible CHARACTER models. If they do, until those attacks are resolved, or until that CHARACTER group is destroyed (whichever happens first), that CHARACTER group is the current allocation group.

newMarksman Bolt Carbine — Marksman Bolt CarbineRAPID FIRE 1

Rules

This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.

Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).

goneBolt pistolBolt pistol

Range
12"
Attacks
1
Ballistic Skill
3+
Strength
4
AP
0
Damage
1

goneBolt pistol — Bolt pistolPistol

Rules

Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).

When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:

  • One or more of its [CLOSE‑QUARTERS] weapons.
  • One or more of its other ranged weapons.

goneClose combat weaponClose combat weapon

Range
Melee
Attacks
3
Weapon Skill
3+
Strength
4
AP
0
Damage
1

goneMarksman bolt carbineMarksman bolt carbine

Range
24"
Attacks
2
Ballistic Skill
3+
Strength
4
AP
0
Damage
1

goneMarksman bolt carbine — Marksman bolt carbineHeavy

Rules

In your Shooting phase, each time an attack is made with a [HEAVY] weapon, add 1 to the hit roll if all of the following apply to the attacking unit:

  • That unit is unengaged.
  • That unit was not set up on the battlefield this turn.
  • No model in that unit has moved moret han 3" this turn.

changedHelix Gauntlet

Rule Text

Models in the bearer’sIn unityour haveCommand thephase, Feelthis Nounit Painheals 6+D3 ability.wounds.

newInfiltrator: 1 model can be equipped with 1 Helix Gauntlet.

newInfiltrator Sergeant: 1 model can be equipped with 1 Helix Gauntlet.

goneInfiltrator: 1 Infiltrator can be equipped with 1 helix gauntlet. This model cannot also take an Infiltrator comms array

goneInfiltrator: 1 Infiltrator can be equipped with 1 Infiltrator comms array. This model cannot also take an helix gauntlet

new■ 1 model can be equipped with 1 Helix Gauntlet.

gone■ 1 Infiltrator can be equipped with 1 helix gauntlet.*

gone■ 1 Infiltrator can be equipped with 1 Infiltrator comms array.*

gone* These options cannot be taken on the same model.

new9 Infiltrator, 1 Infiltrator Sergeant

Points
150 pts
Infiltrator count
9
Infiltrator Sergeant count
1

gone4 Infiltrator, 1 Infiltrator Sergeant

Points
110 pts
Infiltrator count
4
Infiltrator Sergeant count
1

changed1 Infiltrator Sergeant, 4 Infiltrator

Points
180 pts 80 pts
Infiltrator count
5-9 4

changedIntercessor Squad

Unit Composition

■ 1

  • 1 Intercessor Sergeant ■Sergeant 4-9model
  • 4-9 IntercessorsEveryIntercessor models

Every model is equipped with:with: bolt1 pistol;Bolt boltPistol; rifle;1 closeBolt combatRifle; weapon.1 Knives and Fists.

changedIntercessor

Toughness
4 5
Keywords
Infantry, Battleline, Grenades, Imperium, Tacticus, Intercessor Squad Battleline, Explosives, Imperium, Infantry, Tacticus
Equipped With
Bolt pistol, Bolt rifle, Close combat weapon Bolt Pistol, Bolt Rifle, Knives and Fists

changedIntercessor Sergeant

Toughness
4 5
Keywords
Infantry, Battleline, Grenades, Imperium, Tacticus, Intercessor Squad Battleline, Explosives, Imperium, Infantry, Tacticus
Equipped With
Bolt pistol, Bolt rifle, Close combat weapon Bolt Pistol, Bolt Rifle, Knives and Fists

newCombat Doctrines

Rules

-

newBolter Discipline

Rules

In your Shooting phase, if any of the following apply, this unit’s ranged attacks have +1 to hit rolls:

  • This unit is within range of an objective.
  • The target of that attack is within range of an objective.

newTactical Mainstay

Rules
  • Being engaged/battle-shocked does not prevent this unit from being eligible to start an action.
  • When this unit starts an action, that action does not prevent this unit from being eligible to shoot.

goneOath of Moment

Rules

-

goneObjective Secured

Rules

At the end of your Command phase, if this unit is within range of an objective marker you control, that objective marker remains under your control until your opponent’s Level of Control over that objective marker is greater than yours at the end of a phase.

goneHail of Bolts

Rules

In your Shooting phase, when this unit is selected to shoot, select up to one visible enemy unit. While making those attacks, this unit’s Bolt Rifle attacks that targeted that enemy unit have +2 A.

newBolt Pistol

Type
weapon

newBolt Rifle

Type
weapon

newChainsword

Type
weapon

newGrenade Launcher

Type
weapon

newHand Flamer

Type
weapon

newKnives and Fists

Type
weapon

newPlasma Pistol

Type
weapon

newPower Fist

Type
weapon

newPower Weapon

Type
weapon

newThunder Hammer

Type
weapon

goneAstartes chainsword

Type
weapon

goneAstartes grenade launcher

Type
weapon

goneBolt pistol

Type
weapon

goneBolt rifle

Type
weapon

goneClose combat weapon

Type
weapon

goneHand flamer

Type
weapon

gonePlasma pistol

Type
weapon

gonePower fist

Type
weapon

gonePower weapon

Type
weapon

goneThunder hammer

Type
weapon

newBolt PistolBolt Pistol

Range
12"
Attacks
1
Ballistic Skill
3+
Strength
5
AP
-1
Damage
1

newBolt Pistol — Bolt PistolCLOSE-QUARTERS

Rules

Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).

When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:

  • One or more of its [CLOSE‑QUARTERS] weapons.
  • One or more of its other ranged weapons.

newBolt RifleFocused Fire

Range
24"
Attacks
1
Ballistic Skill
3+
Strength
6
AP
-1
Damage
2

newBolt RifleSaturation

Range
24"
Attacks
2
Ballistic Skill
3+
Strength
5
AP
-1
Damage
1

newBolt Rifle — Focused FireHEAVY

Rules

In your Shooting phase, each time an attack is made with a [HEAVY] weapon, add 1 to the hit roll if all of the following apply to the attacking unit:

  • That unit is unengaged.
  • That unit was not set up on the battlefield this turn.
  • No model in that unit has moved more than 3" this turn.

newBolt Rifle — Focused FireRAPID FIRE 1

Rules

This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.

Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).

newBolt Rifle — SaturationASSAULT

Rules

Units containing one or more models with an [ASSAULT] weapon can shoot using assault shooting (10.05).

newBolt Rifle — SaturationRAPID FIRE 1

Rules

This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.

Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).

newChainswordChainsword

Range
Melee
Attacks
5
Weapon Skill
3+
Strength
5
AP
-1
Damage
1

newGrenade LauncherFrag

Range
24"
Attacks
4
Ballistic Skill
3+
Strength
4
AP
-1
Damage
1

newGrenade LauncherKrak

Range
24"
Attacks
1
Ballistic Skill
3+
Strength
10
AP
-2
Damage
3

newGrenade Launcher — FragBLAST 1

Rules

Each time you gather attack dice for a [BLAST] weapon, add one additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).

If this ability takes the form [BLAST X], each time you gather attack dice for such a weapon, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down) instead.

Example: If a [BLAST 2] weapon with an A characteristic of 3 targets a unit containing 12 models, you would gather four additional attack dice for that weapon (for a total of seven for that weapon).

newGrenade Launcher — KrakRAPID FIRE 1

Rules

This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.

Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).

newHand FlamerHand Flamer

Range
9"
Attacks
3
Ballistic Skill
-
Strength
4
AP
0
Damage
1

newHand Flamer — Hand FlamerCLOSE-QUARTERS

Rules

Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).

When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:

  • One or more of its [CLOSE‑QUARTERS] weapons.
  • One or more of its other ranged weapons.

newHand Flamer — Hand FlamerTORRENT

Rules

Each time an attack is made with a [TORRENT] weapon, that attack automatically hits the target.

newKnives and FistsKnives and Fists

Range
Melee
Attacks
3
Weapon Skill
3+
Strength
5
AP
0
Damage
1

newPlasma PistolStandard

Range
12"
Attacks
1
Ballistic Skill
3+
Strength
7
AP
-2
Damage
1

newPlasma PistolSupercharge

Range
12"
Attacks
1
Ballistic Skill
3+
Strength
8
AP
-3
Damage
2

newPlasma Pistol — StandardCLOSE-QUARTERS

Rules

Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).

When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:

  • One or more of its [CLOSE‑QUARTERS] weapons.
  • One or more of its other ranged weapons.

newPlasma Pistol — SuperchargeCLOSE-QUARTERS

Rules

Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).

When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:

  • One or more of its [CLOSE‑QUARTERS] weapons.
  • One or more of its other ranged weapons.

newPlasma Pistol — SuperchargeHAZARDOUS

Rules

Each time a unit is selected to shoot or selected to fight, after that unit has resolved all of its attacks, make a number of hazard rolls (06.03) for that unit equal to the number of [HAZARDOUS] weapons you selected in the Select Weapons step.

newPower FistPower Fist

Range
Melee
Attacks
3
Weapon Skill
3+
Strength
8
AP
-2
Damage
2

newPower WeaponPower Weapon

Range
Melee
Attacks
4
Weapon Skill
3+
Strength
5
AP
-2
Damage
1

newThunder HammerThunder Hammer

Range
Melee
Attacks
3
Weapon Skill
4+
Strength
8
AP
-2
Damage
3

newThunder Hammer — Thunder HammerDEVASTATING WOUNDS

Rules

Each time an attack made with a [DEVASTATING WOUNDS] weapon results in a critical wound, the attack sequence for that attack ends and the target unit suffers a number of mortal wounds equal to the D characteristic of that weapon. These are inflicted after resolving any normal damage inflicted by those attacks.

Mortal wounds inflicted by [DEVASTATING WOUNDS] weapons can damage a maximum of one model for each critical wound; any remaining mortal wounds inflicted by that attack are lost.

Example: An attack made with a [DEVASTATING WOUNDS] weapon with a D characteristic of 3 results in a critical wound against an Intercessor Squad, so inflicts 3 mortal wounds. The first 2 mortal wounds are sufficient to destroy 1 Intercessor model, so the remaining mortal wound is lost.

goneAstartes chainswordAstartes chainsword

Range
Melee
Attacks
5
Weapon Skill
3+
Strength
4
AP
-1
Damage
1

goneAstartes grenade launcherfrag

Range
24"
Attacks
D3
Ballistic Skill
3+
Strength
4
AP
0
Damage
1

goneAstartes grenade launcherkrak

Range
24"
Attacks
1
Ballistic Skill
3+
Strength
9
AP
-2
Damage
D3

goneAstartes grenade launcher — fragBlast

Rules

Each time you gather attack dice for a [BLAST] weapon, add one additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).

If this ability takes the form [BLAST X], each time you gather attack dice for such a weapon, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down) instead.

Example: If a [BLAST 2] weapon with an A characteristic of 3 targets a unit containing 12 models, you would gather four additional attack dice for that weapon (for a total of seven for that weapon).

goneBolt pistolBolt pistol

Range
12"
Attacks
1
Ballistic Skill
3+
Strength
4
AP
0
Damage
1

goneBolt pistol — Bolt pistolPistol

Rules

Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).

When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:

  • One or more of its [CLOSE‑QUARTERS] weapons.
  • One or more of its other ranged weapons.

goneBolt rifleBolt rifle

Range
24"
Attacks
2
Ballistic Skill
3+
Strength
4
AP
-1
Damage
1

goneBolt rifle — Bolt rifleAssault

Rules

Units containing one or more models with an [ASSAULT] weapon can shoot using assault shooting (10.05).

goneBolt rifle — Bolt rifleHeavy

Rules

In your Shooting phase, each time an attack is made with a [HEAVY] weapon, add 1 to the hit roll if all of the following apply to the attacking unit:

  • That unit is unengaged.
  • That unit was not set up on the battlefield this turn.
  • No model in that unit has moved moret han 3" this turn.

goneClose combat weaponClose combat weapon

Range
Melee
Attacks
3
Weapon Skill
3+
Strength
4
AP
0
Damage
1

goneHand flamerHand flamer

Range
12"
Attacks
D6
Ballistic Skill
-
Strength
3
AP
0
Damage
1

goneHand flamer — Hand flamerIgnores Cover

Rules

Each time an attack is made with an [IGNORES COVER] weapon, the target cannot have the benefit of cover against that attack (13.08), including from rules that give a model or unit the benefit of cover (e.g. Stealth).

goneHand flamer — Hand flamerPistol

Rules

Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).

When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:

  • One or more of its [CLOSE‑QUARTERS] weapons.
  • One or more of its other ranged weapons.

goneHand flamer — Hand flamerTorrent

Rules

Each time an attack is made with a [TORRENT] weapon, that attack automatically hits the target.

gonePlasma pistolstandard

Range
12"
Attacks
1
Ballistic Skill
3+
Strength
7
AP
-2
Damage
1

gonePlasma pistolsupercharge

Range
12"
Attacks
1
Ballistic Skill
3+
Strength
8
AP
-3
Damage
2

gonePlasma pistol — standardPistol

Rules

Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).

When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:

  • One or more of its [CLOSE‑QUARTERS] weapons.
  • One or more of its other ranged weapons.

gonePlasma pistol — superchargeHazardous

Rules

Each time a unit is selected to shoot or selected to fight, after that unit has resolved all of its attacks, make a number of hazard rolls (06.03) for that unit equal to the number of [HAZARDOUS] weapons you selected in the Select Weapons step.

gonePlasma pistol — superchargePistol

Rules

Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).

When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:

  • One or more of its [CLOSE‑QUARTERS] weapons.
  • One or more of its other ranged weapons.

gonePower fistPower fist

Range
Melee
Attacks
3
Weapon Skill
3+
Strength
8
AP
-2
Damage
2

gonePower weaponPower weapon

Range
Melee
Attacks
4
Weapon Skill
3+
Strength
5
AP
-2
Damage
1

goneThunder hammerThunder hammer

Range
Melee
Attacks
3
Weapon Skill
4+
Strength
8
AP
-2
Damage
2

goneThunder hammer — Thunder hammerDevastating Wounds

Rules

Each time an attack made with a [DEVASTATING WOUNDS] weapon results in a critical wound, the attack sequence for that attack ends and the target unit suffers a number of mortal wounds equal to the D characteristic of that weapon. These are inflicted after resolving any normal damage inflicted by those attacks.

Mortal wounds inflicted by [DEVASTATING WOUNDS] weapons can damage a maximum of one model for each critical wound; any remaining mortal wounds inflicted by that attack are lost.

Example: An attack made with a [DEVASTATING WOUNDS] weapon with a D characteristic of 3 results in a critical wound against an Intercessor Squad, so inflicts 3 mortal wounds. The first 2 mortal wounds are sufficient to destroy 1 Intercessor model, so the remaining mortal wound is lost.

newIntercessor Sergeant: The Intercessor Sergeant can have their Knives and Fists replaced with one of the following: ▫ 1 Chainsword ▫ 1 Power Fist ▫ 1 Power Weapon ▫ 1 Thunder Hammer

newIntercessor Sergeant: The Intercessor Sergeant can have their Bolt Rifle replaced with one of the following: ▫ 1 Chainsword ▫ 1 Hand Flamer ▫ 1 Plasma Pistol ▫ 1 Power Weapon

newIntercessor: For every 5 models in this unit, 1 Intercessor model can be equipped with 1 Grenade Launcher.

goneIntercessor Sergeant: The Intercessor Sergeant’s bolt rifle can be replaced with one of the following

goneIntercessor Sergeant: The Intercessor Sergeant’s close combat weapon can be replaced with one of the following:

goneIntercessor Sergeant: For every 5 models in this unit, 1 model equipped with a bolt rifle can be equipped with 1 Astartes grenade launcher.

goneIntercessor: For every 5 models in this unit, 1 model equipped with a bolt rifle can be equipped with 1 Astartes grenade launcher.

new■ The Intercessor Sergeant can have their Knives and Fists replaced with one of the following: ▫ 1 Chainsword ▫ 1 Power Fist ▫ 1 Power Weapon ▫ 1 Thunder Hammer

new■ The Intercessor Sergeant can have their Bolt Rifle replaced with one of the following: ▫ 1 Chainsword ▫ 1 Hand Flamer ▫ 1 Plasma Pistol ▫ 1 Power Weapon

new■ For every 5 models in this unit, 1 Intercessor model can be equipped with 1 Grenade Launcher.

gone■ The Intercessor Sergeant’s bolt rifle can be replaced with one of the following: ◦ 1 Astartes chainsword ◦ 1 hand flamer ◦ 1 plasma pistol ◦ 1 power weapon

gone■ The Intercessor Sergeant’s close combat weapon can be replaced with one of the following: ◦ 1 Astartes chainsword ◦ 1 power fist ◦ 1 power weapon ◦ 1 thunder hammer

gone■ For every 5 models in this unit, 1 model equipped with a bolt rifle can be equipped with 1 Astartes grenade launcher.

new1 Intercessor Sergeant, 9 Intercessor

Points
175 pts
Intercessor Sergeant count
1
Intercessor count
9

gone4 Intercessor, 1 Intercessor Sergeant

Points
80 pts
Intercessor count
4
Intercessor Sergeant count
1

changed4 Intercessor, 1 Intercessor Sergeant

Points
150 pts 95 pts
Intercessor count
5-9 4

changedInvader ATVs

was Invader ATV

Unit Composition

■ 1

  • 1-2 Invader ATVThisATV models

Every model is equipped with:with: bolt1 pistol;Armoured twinImpact; bolt1 rifle;Bolt onslaughtPistol; gatling1 cannon;Onslaught closeGatling combatCannon; weapon.1 Twin Bolt Rifle.

Base Size
Hull None
Points Scaling
+10 pts per 3 models

changedInvader ATV

Movement
12" 10"
Toughness
5 6
Keywords
Mounted, Grenades, Imperium, Invader ATV, Frame Frame, Imperium, Mounted, Vehicle
Equipped With
Bolt pistol, Twin bolt rifle, Onslaught gatling cannon, Close combat weapon Armoured Impact, Bolt Pistol, Onslaught Gatling Cannon, Twin Bolt Rifle

newCombat Doctrines

Rules

-

newAggressive Reconnaissance

Rules

In your Shooting phase, this unit’s ranged attacks that target an enemy unit that is not within 6" of any other enemy units have +1 to wound rolls.

goneOath of Moment

Rules

-

goneOutrider Escort

Rules

Once per turn, in your opponent’s Shooting phase, when another friendly ADEPTUS ASTARTES MOUNTED unit within 6" of this model is selected as the target of an attack, one model from your army with this ability can use it. If it does, after that enemy unit has finished making its attacks, that model can shoot as if it were your Shooting phase, but when resolving those attacks it can only target that enemy unit (and only if it is an eligible target).

newArmoured Impact

Type
weapon

newBolt Pistol

Type
weapon

newOnslaught Gatling Cannon

Type
weapon

newTwin Bolt Rifle

Type
weapon

goneBolt pistol

Type
weapon

goneClose combat weapon

Type
weapon

goneOnslaught gatling cannon

Type
weapon

goneTwin bolt rifle

Type
weapon

newArmoured ImpactArmoured Impact

Range
Melee
Attacks
4
Weapon Skill
3+
Strength
5
AP
0
Damage
1

newBolt PistolBolt Pistol

Range
12"
Attacks
1
Ballistic Skill
3+
Strength
5
AP
-1
Damage
1

newBolt Pistol — Bolt PistolCLOSE-QUARTERS

Rules

Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).

When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:

  • One or more of its [CLOSE‑QUARTERS] weapons.
  • One or more of its other ranged weapons.

newOnslaught Gatling CannonOnslaught Gatling Cannon

Range
24"
Attacks
8
Ballistic Skill
3+
Strength
5
AP
-1
Damage
1

newOnslaught Gatling Cannon — Onslaught Gatling CannonDEVASTATING WOUNDS: non-MONSTER/VEHICLE

Rules

Each time an attack made with a [DEVASTATING WOUNDS] weapon results in a critical wound, the attack sequence for that attack ends and the target unit suffers a number of mortal wounds equal to the D characteristic of that weapon. These are inflicted after resolving any normal damage inflicted by those attacks.

Mortal wounds inflicted by [DEVASTATING WOUNDS] weapons can damage a maximum of one model for each critical wound; any remaining mortal wounds inflicted by that attack are lost.

Example: An attack made with a [DEVASTATING WOUNDS] weapon with a D characteristic of 3 results in a critical wound against an Intercessor Squad, so inflicts 3 mortal wounds. The first 2 mortal wounds are sufficient to destroy 1 Intercessor model, so the remaining mortal wound is lost.

newTwin Bolt RifleTwin Bolt Rifle

Range
24"
Attacks
2
Ballistic Skill
2+
Strength
5
AP
-1
Damage
1

newTwin Bolt Rifle — Twin Bolt RifleASSAULT

Rules

Units containing one or more models with an [ASSAULT] weapon can shoot using assault shooting (10.05).

newTwin Bolt Rifle — Twin Bolt RifleRAPID FIRE 2

Rules

This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.

Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).

newTwin Bolt Rifle — Twin Bolt RifleTWIN-LINKED

Rules

Each time an attack is made with a [TWIN‑LINKED] weapon, you can re‑roll the wound roll.

goneBolt pistolBolt pistol

Range
12"
Attacks
1
Ballistic Skill
3+
Strength
4
AP
0
Damage
1

goneBolt pistol — Bolt pistolPistol

Rules

Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).

When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:

  • One or more of its [CLOSE‑QUARTERS] weapons.
  • One or more of its other ranged weapons.

goneClose combat weaponClose combat weapon

Range
Melee
Attacks
5
Weapon Skill
3+
Strength
4
AP
0
Damage
1

goneOnslaught gatling cannonOnslaught gatling cannon

Range
24"
Attacks
8
Ballistic Skill
3+
Strength
5
AP
0
Damage
1

goneOnslaught gatling cannon — Onslaught gatling cannonDevastating Wounds

Rules

Each time an attack made with a [DEVASTATING WOUNDS] weapon results in a critical wound, the attack sequence for that attack ends and the target unit suffers a number of mortal wounds equal to the D characteristic of that weapon. These are inflicted after resolving any normal damage inflicted by those attacks.

Mortal wounds inflicted by [DEVASTATING WOUNDS] weapons can damage a maximum of one model for each critical wound; any remaining mortal wounds inflicted by that attack are lost.

Example: An attack made with a [DEVASTATING WOUNDS] weapon with a D characteristic of 3 results in a critical wound against an Intercessor Squad, so inflicts 3 mortal wounds. The first 2 mortal wounds are sufficient to destroy 1 Intercessor model, so the remaining mortal wound is lost.

goneTwin bolt rifleTwin bolt rifle

Range
24"
Attacks
2
Ballistic Skill
3+
Strength
4
AP
-1
Damage
1

goneTwin bolt rifle — Twin bolt rifleTwin-linked

Rules

Each time an attack is made with a [TWIN‑LINKED] weapon, you can re‑roll the wound roll.

changedMulti-meltaMulti-melta

Strength
9 10
AP
-4 -3
Damage
D6 D3+2

newMulti-melta — Multi-meltaMELTA 3

Rules

This ability always takes the form [MELTA X]. Each time a model makes an attack with a [MELTA] weapon, if the target unit was within half range of that weapon in the Select Targets step, until the attacking unit’s attacks have been resolved, add X to that weapon’s D characteristic.

Example: A model targets a unit that is within half range of a [MELTA 2] weapon with a D characteristic of D6. While resolving those attacks, that weapon has a D characteristic of D6+2

goneMulti-melta — Multi-meltaMelta 2

Rules

This ability always takes the form [MELTA X]. Each time a model makes an attack with a [MELTA] weapon, if the target unit was within half range of that weapon in the Select Targets step, until the attacking unit’s attacks have been resolved, add X to that weapon’s D characteristic.

Example: A model targets a unit that is within half range of a [MELTA 2] weapon with a D characteristic of D6. While resolving those attacks, that weapon has a D characteristic of D6+2

newInvader ATV: All models in this unit can each have their Onslaught Gatling Cannon replaced with 1 Multi-melta.

goneInvader ATV: This model’s onslaught gatling cannon can be replaced with 1 multi-melta.

new■ All models in this unit can each have their Onslaught Gatling Cannon replaced with 1 Multi-melta.

gone■ This model’s onslaught gatling cannon can be replaced with 1 multi-melta.

new2 Invader ATV

Points
130 pts
Invader ATV count
2

changed1 Invader ATV

Points
60 pts 65 pts

changedInvictor Tactical Warsuit

Unit Composition

■ 1

  • 1 Invictor Tactical WarsuitThisWarsuit model

This model is equipped with:with: fragstorm1 grenadeFragstorm launcher;Grenade heavyLauncher; bolter;1 incendiumHeavy cannon;Bolter; twin1 ironhailIncendium heavyCannon; stubber;1 Invictor fist.Fist; 1 Ironhail Heavy Stubbers.

changedInvictor Tactical Warsuit

Movement
8" 10"
Toughness
8 9
Keywords
Vehicle, Walker, Imperium, Phobos, Invictor Tactical Warsuit Imperium, Phobos, Vehicle, Walker
Equipped With
Fragstorm grenade launcher, Heavy bolter, Incendium cannon, Twin ironhail heavy stubber, Invictor fist Fragstorm Grenade Launcher, Heavy Bolter, Incendium Cannon, Invictor Fist, Ironhail Heavy Stubbers

newCombat Doctrines

Rules

-

newForward Assault Warsuit

Rules

At the start of the first battle round, you can select one enemy unit to be this unit’s mark:

  • This unit’s attacks that target this unit’s mark can re-roll wound rolls of 1.
  • Each time this unit’s mark is destroyed, select one enemy unit to be this unit’s mark.

newDamaged 4

goneOath of Moment

Rules

-

goneVanguard Support

Rules

Once per turn, in your opponent’s Shooting phase, when a friendly ADEPTUS ASTARTES PHOBOS INFANTRY unit within 6" of this model is selected as the target of an attack, this model can use this ability. If it does, after that enemy model’s unit has finished making its attacks, this model can shoot as if it were your Shooting phase, but when resolving those attacks it can only target that enemy unit (and only if it is an eligible target).

newFragstorm Grenade Launcher

Type
weapon

newHeavy Bolter

Type
weapon

newIncendium Cannon

Type
weapon

newInvictor Fist

Type
weapon

newIronhail Heavy Stubbers

Type
weapon

newTwin Ironhail Autocannon

Type
weapon

goneFragstorm grenade launcher

Type
weapon

goneHeavy bolter

Type
weapon

goneIncendium cannon

Type
weapon

goneInvictor fist

Type
weapon

goneTwin ironhail autocannon

Type
weapon

goneTwin ironhail heavy stubber

Type
weapon

newFragstorm Grenade LauncherFragstorm Grenade Launcher

Range
18"
Attacks
3
Ballistic Skill
3+
Strength
4
AP
-1
Damage
1

newFragstorm Grenade Launcher — Fragstorm Grenade LauncherBLAST 1

Rules

Each time you gather attack dice for a [BLAST] weapon, add one additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).

If this ability takes the form [BLAST X], each time you gather attack dice for such a weapon, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down) instead.

Example: If a [BLAST 2] weapon with an A characteristic of 3 targets a unit containing 12 models, you would gather four additional attack dice for that weapon (for a total of seven for that weapon).

newHeavy BolterHeavy Bolter

Range
36"
Attacks
3
Ballistic Skill
3+
Strength
5
AP
-1
Damage
2

newHeavy Bolter — Heavy BolterRAPID FIRE 2

Rules

This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.

Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).

newHeavy Bolter — Heavy BolterSUSTAINED HITS 1

Rules

This ability always takes the form [SUSTAINED HITS X]. Each time an attack made with a [SUSTAINED HITS] weapon results in a critical hit, that attack results in a number of additional hits on the target as denoted by X.

Example: An attack made with a [SUSTAINED HITS 2] weapon results in a critical hit. That attack therefore hits the target three times (once from the critical hit, and twice more from the [SUSTAINED HITS 2] ability).

newIncendium CannonIncendium Cannon

Range
12"
Attacks
4
Ballistic Skill
-
Strength
6
AP
-1
Damage
2

newIncendium Cannon — Incendium CannonBLAST 2

Rules

Each time you gather attack dice for a [BLAST] weapon, add one additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).

If this ability takes the form [BLAST X], each time you gather attack dice for such a weapon, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down) instead.

Example: If a [BLAST 2] weapon with an A characteristic of 3 targets a unit containing 12 models, you would gather four additional attack dice for that weapon (for a total of seven for that weapon).

newIncendium Cannon — Incendium CannonTORRENT

Rules

Each time an attack is made with a [TORRENT] weapon, that attack automatically hits the target.

newInvictor FistInvictor Fist

Range
Melee
Attacks
5
Weapon Skill
3+
Strength
12
AP
-2
Damage
3

newIronhail Heavy StubbersIronhail Heavy Stubbers

Range
36"
Attacks
6
Ballistic Skill
3+
Strength
4
AP
-1
Damage
1

newIronhail Heavy Stubbers — Ironhail Heavy StubbersRAPID FIRE 6

Rules

This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.

Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).

newTwin Ironhail AutocannonTwin Ironhail Autocannon

Range
48"
Attacks
4
Ballistic Skill
3+
Strength
9
AP
-1
Damage
3

newTwin Ironhail Autocannon — Twin Ironhail AutocannonTWIN-LINKED

Rules

Each time an attack is made with a [TWIN‑LINKED] weapon, you can re‑roll the wound roll.

goneFragstorm grenade launcherFragstorm grenade launcher

Range
18"
Attacks
D6
Ballistic Skill
3+
Strength
4
AP
0
Damage
1

goneFragstorm grenade launcher — Fragstorm grenade launcherBlast

Rules

Each time you gather attack dice for a [BLAST] weapon, add one additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).

If this ability takes the form [BLAST X], each time you gather attack dice for such a weapon, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down) instead.

Example: If a [BLAST 2] weapon with an A characteristic of 3 targets a unit containing 12 models, you would gather four additional attack dice for that weapon (for a total of seven for that weapon).

goneHeavy bolterHeavy bolter

Range
36"
Attacks
3
Ballistic Skill
3+
Strength
5
AP
-1
Damage
2

goneHeavy bolter — Heavy bolterSustained Hits 1

Rules

This ability always takes the form [SUSTAINED HITS X]. Each time an attack made with a [SUSTAINED HITS] weapon results in a critical hit, that attack results in a number of additional hits on the target as denoted by X.

Example: An attack made with a [SUSTAINED HITS 2] weapon results in a critical hit. That attack therefore hits the target three times (once from the critical hit, and twice more from the [SUSTAINED HITS 2] ability).

goneIncendium cannonIncendium cannon

Range
12"
Attacks
D6+3
Ballistic Skill
-
Strength
6
AP
-1
Damage
1

goneIncendium cannon — Incendium cannonIgnores Cover

Rules

Each time an attack is made with an [IGNORES COVER] weapon, the target cannot have the benefit of cover against that attack (13.08), including from rules that give a model or unit the benefit of cover (e.g. Stealth).

goneIncendium cannon — Incendium cannonTorrent

Rules

Each time an attack is made with a [TORRENT] weapon, that attack automatically hits the target.

goneInvictor fistInvictor fist

Range
Melee
Attacks
5
Weapon Skill
3+
Strength
14
AP
-2
Damage
3

goneTwin ironhail autocannonTwin ironhail autocannon

Range
48"
Attacks
3
Ballistic Skill
3+
Strength
9
AP
-1
Damage
3

goneTwin ironhail autocannon — Twin ironhail autocannonTwin-linked

Rules

Each time an attack is made with a [TWIN‑LINKED] weapon, you can re‑roll the wound roll.

goneTwin ironhail heavy stubberTwin ironhail heavy stubber

Range
36"
Attacks
3
Ballistic Skill
3+
Strength
4
AP
0
Damage
1

goneTwin ironhail heavy stubber — Twin ironhail heavy stubberRapid Fire 3

Rules

This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.

Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).

goneTwin ironhail heavy stubber — Twin ironhail heavy stubberTwin-linked

Rules

Each time an attack is made with a [TWIN‑LINKED] weapon, you can re‑roll the wound roll.

newInvictor Tactical Warsuit: This model’s Incendium Cannon can be replaced with 1 Twin Ironhail Autocannon.

goneInvictor Tactical Warsuit: This model’s incendium cannon can be replaced with 1 twin ironhail autocannon.

new■ This model’s Incendium Cannon can be replaced with 1 Twin Ironhail Autocannon.

gone■ This model’s incendium cannon can be replaced with 1 twin ironhail autocannon.

changed1 Invictor Tactical Warsuit

Points
125 pts 140 pts

changedIron Father Feirros

Unit Composition

■ 1

  • 1 Iron Father Feirros – EPIC HEROThismodel

This model is equipped with:with: bolt1 pistol;Bolt Pistol; 1 Gorgon’s Wrath; 1 Harrowhand; 1 Medusan manipuli.Manipuli.

changedIron Father Feirros

Keywords
Infantry, Character, Epic Hero, Imperium, Gravis, Iron Father Feirros Character, Epic Hero, Gravis, Imperium, Infantry

newTranshuman Strategist

Rules

-

newFeel No Pain 5+

newCombat Doctrines

Rules

-

goneOath of Moment

Rules

-

goneInspiring Commander

Rules

If you include this model in your army, until the end of the battle, non-CHARACTER models in HEAVY INTERCESSOR SQUAD units from your army have an Objective Control characteristic of 3 while they are not Battle-shocked.

changedMaster of the Forge

Rules

In your CommandMovement phase, select one friendly ADEPTUS ASTARTESat VEHICLEthe modelstart withinor 3"end of this model.unit’s Thatmove, modelyou regainscan upselect toone 3friendly lostAdeptus woundsAstartes and,Vehicle untilmodel thewithin start3" of your nextthis Commandmodel:

  • That phase,Vehicle eachmodel timeheals that3 VEHICLEwounds.
  • That modelVehicle makesmodel’s anattacks attack,can addignore 1modifiers to the Hit roll. You cannot select a unit for this ability that has already been selectedfollowing foruntil the Blessingstart of theyour Omnissiahnext abilityMovement thisphase:
    • BS.
    • Hit phase,rolls and vicewound versa.rolls.

changedRites of Tempering

Rules

WhileAttacks thisthat modeltarget isthis leadingunit awith unit,a modelsS ingreater thatthan unitthis haveunit’s theT Feelhave No-1 Painto 5+wound ability.rolls.

changedIron Father

Rules

While this model is within 3" of one or morea friendly ADEPTUSADEPTUS ASTARTES VEHICLEVEHICLE units,unit, itthis hasmodel thehas Lone Operative ability.

changedLeader

Rules

This model can be attached to the following units:

■ AGGRESSOR SQUAD
■ ERADICATOR SQUADSQUAD WITH HEAVY BOLTERS
■
ERADICATOR SQUAD WITH MELTA RIFLES

■
HEAVY INTERCESSOR SQUAD**

changedBolt PistolBolt Pistol

Strength
4 5
AP
0 -1

newBolt Pistol — Bolt PistolCLOSE-QUARTERS

Rules

Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).

When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:

  • One or more of its [CLOSE‑QUARTERS] weapons.
  • One or more of its other ranged weapons.

goneBolt Pistol — Bolt PistolPistol

Rules

Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).

When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:

  • One or more of its [CLOSE‑QUARTERS] weapons.
  • One or more of its other ranged weapons.

changedGorgon’s WrathGorgon’s Wrath

Strength
5 6

newGorgon’s Wrath — Gorgon’s WrathRAPID FIRE 2

Rules

This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.

Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).

newGorgon’s Wrath — Gorgon’s WrathSUSTAINED HITS 2

Rules

This ability always takes the form [SUSTAINED HITS X]. Each time an attack made with a [SUSTAINED HITS] weapon results in a critical hit, that attack results in a number of additional hits on the target as denoted by X.

Example: An attack made with a [SUSTAINED HITS 2] weapon results in a critical hit. That attack therefore hits the target three times (once from the critical hit, and twice more from the [SUSTAINED HITS 2] ability).

goneGorgon’s Wrath — Gorgon’s WrathSustained Hits 2

Rules

This ability always takes the form [SUSTAINED HITS X]. Each time an attack made with a [SUSTAINED HITS] weapon results in a critical hit, that attack results in a number of additional hits on the target as denoted by X.

Example: An attack made with a [SUSTAINED HITS 2] weapon results in a critical hit. That attack therefore hits the target three times (once from the critical hit, and twice more from the [SUSTAINED HITS 2] ability).

changedMedusan ManipuliMedusan Manipuli

Strength
8 10

newMedusan Manipuli — Medusan ManipuliEXTRA ATTACKS

Rules

Each time a unit containing one or more models with an [EXTRA ATTACKS] weapon fights, those models will make attacks with those weapons in addition to any others. In the Select Weapons step (04.01), for each of those models, you must select:

  • All of that model’s [EXTRA ATTACKS] weapons.
  • One of that model’s other melee weapons, if possible.

goneMedusan Manipuli — Medusan ManipuliExtra Attacks

Rules

Each time a unit containing one or more models with an [EXTRA ATTACKS] weapon fights, those models will make attacks with those weapons in addition to any others. In the Select Weapons step (04.01), for each of those models, you must select:

  • All of that model’s [EXTRA ATTACKS] weapons.
  • One of that model’s other melee weapons, if possible.

changedJudiciar

Unit Composition

■

  • 1 1Judiciar JudiciarThismodel

This model is equipped with:with: absolvor1 boltAbsolvor pistol;Bolt executionerPistol; relic1 blade.Executioner Relic Blade.

changedJudiciar

Toughness
4 5
Leadership
5+ 6+
Invulnerable Save
4+ 4+ melee
Keywords
Infantry, Character, Imperium, Tacticus, Judiciar Character, Imperium, Infantry, Tacticus
Equipped With
Absolvor bolt pistol, Executioner relic blade Absolvor Bolt Pistol, Executioner Relic Blade

newCombat Doctrines

Rules

-

newSupport

newFights First

goneLeader

goneOath of Moment

Rules

-

goneSilent Fury

Rules

Each time this model destroys an enemy CHARACTER model, until the end of the battle, add 1 to the Attacks characteristic of its executioner relic blade.

changedTempormortis

Rules

While this model is leading a unit, thatThis unit has the Fights First ability..

goneLeader

Rules

This model can be attached to the following units:

■ ASSAULT INTERCESSOR SQUAD
■ ASSAULT SQUAD
■ BLADEGUARD VETERAN SQUAD
■ CRUSADER SQUAD
■ DEATHWATCH VETERANS
■ DECIMUS KILL TEAM
■ FORTIS KILL TEAM
■ INFERNUS SQUAD
■ INNER CIRCLE COMPANIONS
■ INTERCESSOR SQUAD
■ STERNGUARD VETERAN SQUAD
■ SWORD BRETHREN
■ TACTICAL SQUAD
■ VANGUARD VETERAN SQUAD
■ WOLF GUARD

changedSupport

Rules

This model can be attached to the following units:

■ ASSAULT INTERCESSOR SQUAD
■ BLADEGUARD VETERAN SQUAD
■ CRUSADER SQUAD
■ DEATHWATCH VETERANS
■ DECIMUS KILL TEAM
■ FORTIS KILL TEAM
■
INFERNUS SQUAD
■ INNER CIRCLE COMPANIONS
■
INTERCESSOR SQUAD
■ STERNGUARD VETERAN SQUAD
■ SWORD BRETHREN SQUAD
■ VANGUARD VETERAN SQUAD

newAbsolvor Bolt Pistol

Type
weapon

newExecutioner Relic Blade

Type
weapon

goneAbsolvor bolt pistol

Type
weapon

goneExecutioner relic blade

Type
weapon

newAbsolvor Bolt PistolAbsolvor Bolt Pistol

Range
18"
Attacks
1
Ballistic Skill
3+
Strength
5
AP
-2
Damage
2

newAbsolvor Bolt Pistol — Absolvor Bolt PistolCLOSE-QUARTERS

Rules

Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).

When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:

  • One or more of its [CLOSE‑QUARTERS] weapons.
  • One or more of its other ranged weapons.

newExecutioner Relic BladeExecutioner Relic Blade

Range
Melee
Attacks
5
Weapon Skill
2+
Strength
7
AP
-2
Damage
2

newExecutioner Relic Blade — Executioner Relic BladeDEVASTATING WOUNDS

Rules

Each time an attack made with a [DEVASTATING WOUNDS] weapon results in a critical wound, the attack sequence for that attack ends and the target unit suffers a number of mortal wounds equal to the D characteristic of that weapon. These are inflicted after resolving any normal damage inflicted by those attacks.

Mortal wounds inflicted by [DEVASTATING WOUNDS] weapons can damage a maximum of one model for each critical wound; any remaining mortal wounds inflicted by that attack are lost.

Example: An attack made with a [DEVASTATING WOUNDS] weapon with a D characteristic of 3 results in a critical wound against an Intercessor Squad, so inflicts 3 mortal wounds. The first 2 mortal wounds are sufficient to destroy 1 Intercessor model, so the remaining mortal wound is lost.

newExecutioner Relic Blade — Executioner Relic BladePRECISION

Rules

While resolving attacks made with one or more [PRECISION] weapons, at the start of the Allocation Order step (05.03), if the target unit contains one or more CHARACTER models visible to one or more of the attacking models, the active player can select one allocation group that contains one of those visible CHARACTER models. If they do, until those attacks are resolved, or until that CHARACTER group is destroyed (whichever happens first), that CHARACTER group is the current allocation group.

goneAbsolvor bolt pistolAbsolver bolt pistol

Range
18"
Attacks
1
Ballistic Skill
3+
Strength
5
AP
-1
Damage
2

goneAbsolvor bolt pistol — Absolver bolt pistolPistol

Rules

Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).

When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:

  • One or more of its [CLOSE‑QUARTERS] weapons.
  • One or more of its other ranged weapons.

goneExecutioner relic bladeExecutioner relic blade

Range
Melee
Attacks
5
Weapon Skill
2+
Strength
7
AP
-2
Damage
2

goneExecutioner relic blade — Executioner relic bladeDevastating Wounds

Rules

Each time an attack made with a [DEVASTATING WOUNDS] weapon results in a critical wound, the attack sequence for that attack ends and the target unit suffers a number of mortal wounds equal to the D characteristic of that weapon. These are inflicted after resolving any normal damage inflicted by those attacks.

Mortal wounds inflicted by [DEVASTATING WOUNDS] weapons can damage a maximum of one model for each critical wound; any remaining mortal wounds inflicted by that attack are lost.

Example: An attack made with a [DEVASTATING WOUNDS] weapon with a D characteristic of 3 results in a critical wound against an Intercessor Squad, so inflicts 3 mortal wounds. The first 2 mortal wounds are sufficient to destroy 1 Intercessor model, so the remaining mortal wound is lost.

goneExecutioner relic blade — Executioner relic bladePrecision

Rules

While resolving attacks made with one or more [PRECISION] weapons, at the start of the Allocation Order step (05.03), if the target unit contains one or more CHARACTER models visible to one or more of the attacking models, the active player can select one allocation group that contains one of those visible CHARACTER models. If they do, until those attacks are resolved, or until that CHARACTER group is destroyed (whichever happens first), that CHARACTER group is the current allocation group.

changed1 Judiciar

Points
55 pts 50 pts

changedKayvaan Shrike

Unit Composition

■ 1

  • 1 Kayvaan Shrike – EPIC HEROThismodel

This model is equipped with:with: 1 Blackout; the1 Raven’s Talons.

changedKayvaan Shrike

Keywords
Infantry, Character, Epic Hero, Fly, Jump Pack, Imperium, Phobos, Chapter Master, Kayvaan Shrike Captain, Character, Explosives, Fly, Imperium, Infantry, Jump Pack, Phobos, Smoke
Equipped With
Blackout, The Raven’s Talons Blackout, Raven’s Talons

newCombat Doctrines

Rules

-

newTranshuman Strategist

Rules

-

goneStealth

goneOath of Moment

Rules

-

goneInspiring Commander

Rules

If you include this model in your army, until the end of the battle, non-CHARACTER models in ASSAULT INTERCESSORS WITH JUMP PACKS units from your army have an Objective Control characteristic of 2 while they are not Battle-shocked.

changedTrifold Path of Shadow

Rules

While this model is leading a unit, thatThis unit cannot be targeted by ranged attacks unless the attacking model ishas:

  • Stealth.
  • -3" withindetection 12".range.

changedEcho of the Ravenspire

Rules

At the end of your opponent’s turn,Fight phase, if this model’s unit is not within Engagement Range of one or more enemy units,unengaged, you can removeplace thatthis unit from the battlefield and place it intoin Strategicstrategic Reserves.reserves.

changedLeader

Rules

This model can be attached to the following units:

■ ASSAULT INTERCESSORS WITH JUMP PACKS
■ ASSAULT SQUAD WITH JUMP PACKS
■
VANGUARD VETERAN SQUAD WITH JUMP PACKSSQUAD**

newRaven’s Talons

Type
weapon

goneThe Raven’s Talons

Type
weapon

newRaven’s TalonsRaven’s Talons

Range
Melee
Attacks
7
Weapon Skill
2+
Strength
5
AP
-2
Damage
2

newRaven’s Talons — Raven’s TalonsPRECISION

Rules

While resolving attacks made with one or more [PRECISION] weapons, at the start of the Allocation Order step (05.03), if the target unit contains one or more CHARACTER models visible to one or more of the attacking models, the active player can select one allocation group that contains one of those visible CHARACTER models. If they do, until those attacks are resolved, or until that CHARACTER group is destroyed (whichever happens first), that CHARACTER group is the current allocation group.

newRaven’s Talons — Raven’s TalonsTWIN-LINKED

Rules

Each time an attack is made with a [TWIN‑LINKED] weapon, you can re‑roll the wound roll.

goneThe Raven’s TalonsThe Raven’s Talons

Range
Melee
Attacks
7
Weapon Skill
2+
Strength
5
AP
-2
Damage
2

goneThe Raven’s Talons — The Raven’s TalonsPrecision

Rules

While resolving attacks made with one or more [PRECISION] weapons, at the start of the Allocation Order step (05.03), if the target unit contains one or more CHARACTER models visible to one or more of the attacking models, the active player can select one allocation group that contains one of those visible CHARACTER models. If they do, until those attacks are resolved, or until that CHARACTER group is destroyed (whichever happens first), that CHARACTER group is the current allocation group.

goneThe Raven’s Talons — The Raven’s TalonsTwin-linked

Rules

Each time an attack is made with a [TWIN‑LINKED] weapon, you can re‑roll the wound roll.

changedBlackoutBlackout

Attacks
2 1

newBlackout — BlackoutCLOSE-QUARTERS

Rules

Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).

When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:

  • One or more of its [CLOSE‑QUARTERS] weapons.
  • One or more of its other ranged weapons.

newBlackout — BlackoutPRECISION

Rules

While resolving attacks made with one or more [PRECISION] weapons, at the start of the Allocation Order step (05.03), if the target unit contains one or more CHARACTER models visible to one or more of the attacking models, the active player can select one allocation group that contains one of those visible CHARACTER models. If they do, until those attacks are resolved, or until that CHARACTER group is destroyed (whichever happens first), that CHARACTER group is the current allocation group.

goneBlackout — BlackoutPistol

Rules

Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).

When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:

  • One or more of its [CLOSE‑QUARTERS] weapons.
  • One or more of its other ranged weapons.

goneBlackout — BlackoutPrecision

Rules

While resolving attacks made with one or more [PRECISION] weapons, at the start of the Allocation Order step (05.03), if the target unit contains one or more CHARACTER models visible to one or more of the attacking models, the active player can select one allocation group that contains one of those visible CHARACTER models. If they do, until those attacks are resolved, or until that CHARACTER group is destroyed (whichever happens first), that CHARACTER group is the current allocation group.

changed1 Kayvaan Shrike

Points
100 pts 95 pts

changedKor’sarro Khan

Unit Composition

■ 1

  • 1 Kor’sarro Khan – EPIC HEROThismodel

This model is equipped with:with: bolt1 pistol;Anzuq; 1 Bolt Pistol; 1 Moonfang.

changedKor'sarro Khan

Toughness
4 5
Keywords
Infantry, Character, Epic Hero, Imperium, Tacticus, Captain, Kor’sarro Khan Captain, Character, Epic Hero, Explosives, Imperium, Infantry, Tacticus
Equipped With
Bolt Pistol, Moonfang Anzuq, Bolt Pistol, Moonfang

newCombat Doctrines

Rules

-

newTranshuman Strategist

Rules

-

goneOath of Moment

Rules

-

goneInspiring Commander

Rules

If you include this model in your army, until the end of the battle, non-CHARACTER models in OUTRIDER SQUAD units from your army have an Objective Control characteristic of 3 while they are not Battle-shocked.

changedTrophy Taker

Rules

EachThis timeunit’s thisattacks modelthat destroystarget ana enemyCharacter CHARACTERunit model,can:

  • Re-roll youhit gainrolls 1CP.of 1
  • Re-roll wound rolls of 1.

changedFor the Khan!

Rules

While this model is leading a

  • This unit,unit’s ranged weapons equipped by models in that unitattacks have the [ASSAULT] ability[ASSAULT]
  • This andunit’s melee weapons equipped by models in that unitattacks have the [LANCE] ability.[LANCE].

changedLeader

Rules

This model can be attached to the following units:

■ ASSAULT INTERCESSOR SQUAD
■ ASSAULT SQUAD
■
BLADEGUARD VETERAN SQUAD
■ COMMAND SQUAD
■
COMPANY HEROES
■ INTERCESSOR SQUAD
■ STERNGUARD VETERAN SQUAD
■ TACTICAL SQUAD
■ VANGUARD VETERAN SQUAD

newAnzuq

Type
weapon

newAnzuqAnzuq

Range
18"
Attacks
2
Ballistic Skill
3+
Strength
4
AP
-1
Damage
2

newAnzuq — AnzuqANTI-INFANTRY 4+

Rules

This ability always takes the form [ANTI‑X Y+]. Each time an attack is made with an [ANTI] weapon, if the target unit has the keyword denoted by X, an unmodified wound roll of Y+ is a critical wound.
Example: An attack made with an [ANTI‑VEHICLE 4+] weapon against a VEHICLE unit will result in a critical wound on an unmodified wound roll of 4+, while an attack made with an [ANTI‑PSYKER 2+] weapon against a PSYKER unit will result in a critical wound on an unmodified wound roll of 2+.

newAnzuq — AnzuqCLOSE-QUARTERS

Rules

Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).

When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:

  • One or more of its [CLOSE‑QUARTERS] weapons.
  • One or more of its other ranged weapons.

newAnzuq — AnzuqDEVASTATING WOUNDS: INFANTRY

Rules

Each time an attack made with a [DEVASTATING WOUNDS] weapon results in a critical wound, the attack sequence for that attack ends and the target unit suffers a number of mortal wounds equal to the D characteristic of that weapon. These are inflicted after resolving any normal damage inflicted by those attacks.

Mortal wounds inflicted by [DEVASTATING WOUNDS] weapons can damage a maximum of one model for each critical wound; any remaining mortal wounds inflicted by that attack are lost.

Example: An attack made with a [DEVASTATING WOUNDS] weapon with a D characteristic of 3 results in a critical wound against an Intercessor Squad, so inflicts 3 mortal wounds. The first 2 mortal wounds are sufficient to destroy 1 Intercessor model, so the remaining mortal wound is lost.

changedBolt PistolBolt Pistol

Strength
4 5
AP
0 -1

newBolt Pistol — Bolt PistolCLOSE-QUARTERS

Rules

Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).

When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:

  • One or more of its [CLOSE‑QUARTERS] weapons.
  • One or more of its other ranged weapons.

goneBolt Pistol — Bolt PistolPistol

Rules

Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).

When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:

  • One or more of its [CLOSE‑QUARTERS] weapons.
  • One or more of its other ranged weapons.

changedMoonfangMoonfang

Strength
5 6
AP
-2 -3

newMoonfang — MoonfangANTI-CHARACTER 5+

Rules

This ability always takes the form [ANTI‑X Y+]. Each time an attack is made with an [ANTI] weapon, if the target unit has the keyword denoted by X, an unmodified wound roll of Y+ is a critical wound.
Example: An attack made with an [ANTI‑VEHICLE 4+] weapon against a VEHICLE unit will result in a critical wound on an unmodified wound roll of 4+, while an attack made with an [ANTI‑PSYKER 2+] weapon against a PSYKER unit will result in a critical wound on an unmodified wound roll of 2+.

newMoonfang — MoonfangDEVASTATING WOUNDS

Rules

Each time an attack made with a [DEVASTATING WOUNDS] weapon results in a critical wound, the attack sequence for that attack ends and the target unit suffers a number of mortal wounds equal to the D characteristic of that weapon. These are inflicted after resolving any normal damage inflicted by those attacks.

Mortal wounds inflicted by [DEVASTATING WOUNDS] weapons can damage a maximum of one model for each critical wound; any remaining mortal wounds inflicted by that attack are lost.

Example: An attack made with a [DEVASTATING WOUNDS] weapon with a D characteristic of 3 results in a critical wound against an Intercessor Squad, so inflicts 3 mortal wounds. The first 2 mortal wounds are sufficient to destroy 1 Intercessor model, so the remaining mortal wound is lost.

newMoonfang — MoonfangPRECISION

Rules

While resolving attacks made with one or more [PRECISION] weapons, at the start of the Allocation Order step (05.03), if the target unit contains one or more CHARACTER models visible to one or more of the attacking models, the active player can select one allocation group that contains one of those visible CHARACTER models. If they do, until those attacks are resolved, or until that CHARACTER group is destroyed (whichever happens first), that CHARACTER group is the current allocation group.

goneMoonfang — MoonfangDevastating Wounds

Rules

Each time an attack made with a [DEVASTATING WOUNDS] weapon results in a critical wound, the attack sequence for that attack ends and the target unit suffers a number of mortal wounds equal to the D characteristic of that weapon. These are inflicted after resolving any normal damage inflicted by those attacks.

Mortal wounds inflicted by [DEVASTATING WOUNDS] weapons can damage a maximum of one model for each critical wound; any remaining mortal wounds inflicted by that attack are lost.

Example: An attack made with a [DEVASTATING WOUNDS] weapon with a D characteristic of 3 results in a critical wound against an Intercessor Squad, so inflicts 3 mortal wounds. The first 2 mortal wounds are sufficient to destroy 1 Intercessor model, so the remaining mortal wound is lost.

goneMoonfang — MoonfangPrecision

Rules

While resolving attacks made with one or more [PRECISION] weapons, at the start of the Allocation Order step (05.03), if the target unit contains one or more CHARACTER models visible to one or more of the attacking models, the active player can select one allocation group that contains one of those visible CHARACTER models. If they do, until those attacks are resolved, or until that CHARACTER group is destroyed (whichever happens first), that CHARACTER group is the current allocation group.

newKor'sarro Khan: Default Wargear

goneKor’sarro Khan: Default Wargear

new1 Kor'sarro Khan

Points
80 pts
Kor'sarro Khan count
1

gone1 Kor’sarro Khan

Points
55 pts
Kor’sarro Khan count
1

changedLand Raider

Unit Composition

■ 1

  • 1 Land RaiderThisRaider model

This model is equipped with:with: twin1 heavyArmoured bolter;Tracks; 2 godhammerGodhammer lascannons;Lascannon; armoured1 tracks.Twin Heavy Bolter.

Base Size
Hull None

changedLand Raider

Keywords
Vehicle, Smoke, Transport, Imperium, Land Raider, Frame Frame, Imperium, Smoke, Transport, Vehicle
Equipped With
Twin heavy bolter, Godhammer lascannon, Armoured tracks Armoured Tracks, Godhammer Lascannon, Twin Heavy Bolter

newPower of the Machine Spirit

Rules

This unit’s ranged attacks can:

  • Re-roll one hit roll.
  • Re-roll one wound roll.

newDamaged 6

newCombat Doctrines

Rules

-

goneOath of Moment

Rules

-

changedAssault Ramp

Rules

Each timeIn ayour unitMovement disembarksphase, fromwhen this modelunit afterends ita hasnormal mademove, aunits Normalembarked move,within thatthis unit is stillcan eligiblemake toan declareassault adisembark chargemove this(pg turn.157).

newTRANSPORT

Rules

This model has a transport capacity of 14 Adeptus Astartes Infantry models. It cannot transport Jump Pack models. Each Gravis/Terminator model takes up the space of 2 models.

goneTransport

Rules

This model has a transport capacity of 12 ADEPTUS ASTARTES INFANTRY models. Each JUMP PACK, WULFEN, GRAVIS or TERMINATOR model takes up the space of 2 models and each CENTURION model takes up the space of 3 models.

newArmoured Tracks

Type
weapon

newGodhammer Lascannon

Type
weapon

newHunter-killer Missile

Type
weapon

newStorm Bolter

Type
weapon

newTwin Heavy Bolter

Type
weapon

goneArmoured tracks

Type
weapon

goneGodhammer lascannon

Type
weapon

goneHunter-killer missile

Type
weapon

goneStorm bolter

Type
weapon

goneTwin heavy bolter

Type
weapon

newArmoured TracksArmoured Tracks

Range
Melee
Attacks
6
Weapon Skill
4+
Strength
8
AP
0
Damage
1

newGodhammer LascannonGodhammer Lascannon

Range
48"
Attacks
2
Ballistic Skill
3+
Strength
12
AP
-3
Damage
D3+3

newHunter-killer MissileHunter-killer Missile

Range
48"
Attacks
1
Ballistic Skill
2+
Strength
14
AP
-3
Damage
D3+3

newHunter-killer Missile — Hunter-killer MissileONE SHOT

Rules

Each weapon with this ability can only be selected to make attacks with once per battle.

If a destroyed model is returned to a unit, all of its [ONE SHOT] weapons that have already been selected to make attacks with during the battle cannot be selected to make attacks with again.

If a new unit is added to an army, all [ONE SHOT] weapons in that unit can be selected to make attacks with once per battle.

newStorm BolterStorm Bolter

Range
24"
Attacks
2
Ballistic Skill
3+
Strength
5
AP
-1
Damage
1

newStorm Bolter — Storm BolterRAPID FIRE 2

Rules

This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.

Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).

newTwin Heavy BolterTwin Heavy Bolter

Range
36"
Attacks
3
Ballistic Skill
3+
Strength
5
AP
-1
Damage
2

newTwin Heavy Bolter — Twin Heavy BolterRAPID FIRE 2

Rules

This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.

Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).

newTwin Heavy Bolter — Twin Heavy BolterSUSTAINED HITS 1

Rules

This ability always takes the form [SUSTAINED HITS X]. Each time an attack made with a [SUSTAINED HITS] weapon results in a critical hit, that attack results in a number of additional hits on the target as denoted by X.

Example: An attack made with a [SUSTAINED HITS 2] weapon results in a critical hit. That attack therefore hits the target three times (once from the critical hit, and twice more from the [SUSTAINED HITS 2] ability).

newTwin Heavy Bolter — Twin Heavy BolterTWIN-LINKED

Rules

Each time an attack is made with a [TWIN‑LINKED] weapon, you can re‑roll the wound roll.

goneArmoured tracksArmoured tracks

Range
Melee
Attacks
6
Weapon Skill
4+
Strength
8
AP
0
Damage
1

goneGodhammer lascannonGodhammer lascannon

Range
48"
Attacks
2
Ballistic Skill
3+
Strength
12
AP
-3
Damage
D6+1

goneHunter-killer missileHunter-killer missile

Range
48"
Attacks
1
Ballistic Skill
2+
Strength
14
AP
-3
Damage
D6

goneHunter-killer missile — Hunter-killer missileOne Shot

Rules

Each weapon with this ability can only be selected to make attacks with once per battle.

If a destroyed model is returned to a unit, all of its [ONE SHOT] weapons that have already been selected to make attacks with during the battle cannot be selected to make attacks with again.

If a new unit is added to an army, all [ONE SHOT] weapons in that unit can be selected to make attacks with once per battle.

goneStorm bolterStorm bolter

Range
24"
Attacks
2
Ballistic Skill
3+
Strength
4
AP
0
Damage
1

goneStorm bolter — Storm bolterRapid Fire 2

Rules

This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.

Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).

goneTwin heavy bolterTwin heavy bolter

Range
36"
Attacks
3
Ballistic Skill
3+
Strength
5
AP
-1
Damage
2

goneTwin heavy bolter — Twin heavy bolterSustained Hits 1

Rules

This ability always takes the form [SUSTAINED HITS X]. Each time an attack made with a [SUSTAINED HITS] weapon results in a critical hit, that attack results in a number of additional hits on the target as denoted by X.

Example: An attack made with a [SUSTAINED HITS 2] weapon results in a critical hit. That attack therefore hits the target three times (once from the critical hit, and twice more from the [SUSTAINED HITS 2] ability).

goneTwin heavy bolter — Twin heavy bolterTwin-linked

Rules

Each time an attack is made with a [TWIN‑LINKED] weapon, you can re‑roll the wound roll.

changedMulti-meltaMulti-melta

Strength
9 10
AP
-4 -3
Damage
D6 D3+2

newMulti-melta — Multi-meltaMELTA 3

Rules

This ability always takes the form [MELTA X]. Each time a model makes an attack with a [MELTA] weapon, if the target unit was within half range of that weapon in the Select Targets step, until the attacking unit’s attacks have been resolved, add X to that weapon’s D characteristic.

Example: A model targets a unit that is within half range of a [MELTA 2] weapon with a D characteristic of D6. While resolving those attacks, that weapon has a D characteristic of D6+2

goneMulti-melta — Multi-meltaMelta 2

Rules

This ability always takes the form [MELTA X]. Each time a model makes an attack with a [MELTA] weapon, if the target unit was within half range of that weapon in the Select Targets step, until the attacking unit’s attacks have been resolved, add X to that weapon’s D characteristic.

Example: A model targets a unit that is within half range of a [MELTA 2] weapon with a D characteristic of D6. While resolving those attacks, that weapon has a D characteristic of D6+2

newLand Raider: This model can be equipped with 1 Hunter-killer Missile.

newLand Raider: This model can be equipped with 1 Multi-melta.

newLand Raider: This model can be equipped with 1 Storm Bolter.

goneLand Raider: This model can be equipped with 1 hunter-killer missile.

goneLand Raider: This model can be equipped with 1 multi-melta.

goneLand Raider: This model can be equipped with 1 storm bolter.

new■ This model can be equipped with 1 Hunter-killer Missile.

new■ This model can be equipped with 1 Multi-melta.

new■ This model can be equipped with 1 Storm Bolter.

gone■ This model can be equipped with 1 hunter-killer missile.

gone■ This model can be equipped with 1 multi-melta.

gone■ This model can be equipped with 1 storm bolter.

changed1 Land Raider

Points
220 pts 245 pts

changedLand Raider Crusader

Unit Composition

■ 1

  • 1 Land Raider CrusaderThisCrusader model

This model is equipped with:with: 21 hurricaneArmoured bolters;Tracks; twin2 assaultHurricane cannon;Bolter; armoured1 tracks.Twin Assault Cannon.

Base Size
Hull None

changedLand Raider Crusader

Keywords
Vehicle, Smoke, Grenades, Transport, Imperium, Land Raider, Land Raider Crusader, Frame Explosives, Frame, Imperium, Smoke, Transport, Vehicle
Equipped With
Hurricane bolter, Twin assault cannon, Armoured tracks Armoured Tracks, Hurricane Bolter, Twin Assault Cannon

newCombat Doctrines

Rules

-

newDamaged 6

newFury of the Machine Spirit

Rules

This unit’s ranged attacks that target a unit within 12" of this unit have [Lethal Hits].

goneOath of Moment

Rules

-

changedAssault Ramp

Rules

Each timeIn ayour unitMovement disembarksphase, fromwhen this modelunit afterends ita hasnormal mademove, aunits Normalembarked move,within thatthis unit is stillcan eligiblemake toan declareassault adisembark chargemove this(pg turn.157).

newTRANSPORT

Rules

This model has a transport capacity of 16 Adeptus Astartes Infantry models. It cannot transport Jump Pack models. Each Gravis/Terminator model takes up the space of 2 models.

goneTransport

Rules

This model has a transport capacity of 16 ADEPTUS ASTARTES INFANTRY models. Each JUMP PACK, WULFEN, GRAVIS or TERMINATOR model takes up the space of 2 models and each CENTURION model takes up the space of 3 models.

newArmoured Tracks

Type
weapon

newHunter-killer Missile

Type
weapon

newHurricane Bolter

Type
weapon

newStorm Bolter

Type
weapon

newTwin Assault Cannon

Type
weapon

goneArmoured tracks

Type
weapon

goneHunter-killer missile

Type
weapon

goneHurricane bolter

Type
weapon

goneStorm bolter

Type
weapon

goneTwin assault cannon

Type
weapon

newArmoured TracksArmoured Tracks

Range
Melee
Attacks
6
Weapon Skill
4+
Strength
8
AP
0
Damage
1

newHunter-killer MissileHunter-killer Missile

Range
48"
Attacks
1
Ballistic Skill
2+
Strength
14
AP
-3
Damage
D3+3

newHunter-killer Missile — Hunter-killer MissileONE SHOT

Rules

Each weapon with this ability can only be selected to make attacks with once per battle.

If a destroyed model is returned to a unit, all of its [ONE SHOT] weapons that have already been selected to make attacks with during the battle cannot be selected to make attacks with again.

If a new unit is added to an army, all [ONE SHOT] weapons in that unit can be selected to make attacks with once per battle.

newHurricane BolterHurricane Bolter

Range
24"
Attacks
6
Ballistic Skill
3+
Strength
5
AP
-1
Damage
1

newHurricane Bolter — Hurricane BolterRAPID FIRE 6

Rules

This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.

Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).

newHurricane Bolter — Hurricane BolterTWIN-LINKED

Rules

Each time an attack is made with a [TWIN‑LINKED] weapon, you can re‑roll the wound roll.

newStorm BolterStorm Bolter

Range
24"
Attacks
2
Ballistic Skill
3+
Strength
5
AP
-1
Damage
1

newStorm Bolter — Storm BolterRAPID FIRE 2

Rules

This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.

Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).

newTwin Assault CannonTwin Assault Cannon

Range
24"
Attacks
6
Ballistic Skill
3+
Strength
6
AP
-2
Damage
1

newTwin Assault Cannon — Twin Assault CannonSUSTAINED HITS 1

Rules

This ability always takes the form [SUSTAINED HITS X]. Each time an attack made with a [SUSTAINED HITS] weapon results in a critical hit, that attack results in a number of additional hits on the target as denoted by X.

Example: An attack made with a [SUSTAINED HITS 2] weapon results in a critical hit. That attack therefore hits the target three times (once from the critical hit, and twice more from the [SUSTAINED HITS 2] ability).

newTwin Assault Cannon — Twin Assault CannonTWIN-LINKED

Rules

Each time an attack is made with a [TWIN‑LINKED] weapon, you can re‑roll the wound roll.

goneArmoured tracksArmoured tracks

Range
Melee
Attacks
6
Weapon Skill
4+
Strength
8
AP
0
Damage
1

goneHunter-killer missileHunter-killer missile

Range
48"
Attacks
1
Ballistic Skill
2+
Strength
14
AP
-3
Damage
D6

goneHunter-killer missile — Hunter-killer missileOne Shot

Rules

Each weapon with this ability can only be selected to make attacks with once per battle.

If a destroyed model is returned to a unit, all of its [ONE SHOT] weapons that have already been selected to make attacks with during the battle cannot be selected to make attacks with again.

If a new unit is added to an army, all [ONE SHOT] weapons in that unit can be selected to make attacks with once per battle.

goneHurricane bolterHurricane bolter

Range
24"
Attacks
6
Ballistic Skill
3+
Strength
4
AP
0
Damage
1

goneHurricane bolter — Hurricane bolterRapid Fire 6

Rules

This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.

Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).

goneHurricane bolter — Hurricane bolterTwin-linked

Rules

Each time an attack is made with a [TWIN‑LINKED] weapon, you can re‑roll the wound roll.

goneStorm bolterStorm bolter

Range
24"
Attacks
2
Ballistic Skill
3+
Strength
4
AP
0
Damage
1

goneStorm bolter — Storm bolterRapid Fire 2

Rules

This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.

Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).

goneTwin assault cannonTwin assault cannon

Range
24"
Attacks
6
Ballistic Skill
3+
Strength
6
AP
0
Damage
1

goneTwin assault cannon — Twin assault cannonDevastating Wounds

Rules

Each time an attack made with a [DEVASTATING WOUNDS] weapon results in a critical wound, the attack sequence for that attack ends and the target unit suffers a number of mortal wounds equal to the D characteristic of that weapon. These are inflicted after resolving any normal damage inflicted by those attacks.

Mortal wounds inflicted by [DEVASTATING WOUNDS] weapons can damage a maximum of one model for each critical wound; any remaining mortal wounds inflicted by that attack are lost.

Example: An attack made with a [DEVASTATING WOUNDS] weapon with a D characteristic of 3 results in a critical wound against an Intercessor Squad, so inflicts 3 mortal wounds. The first 2 mortal wounds are sufficient to destroy 1 Intercessor model, so the remaining mortal wound is lost.

goneTwin assault cannon — Twin assault cannonTwin-linked

Rules

Each time an attack is made with a [TWIN‑LINKED] weapon, you can re‑roll the wound roll.

changedMulti-meltaMulti-melta

Strength
9 10
AP
-4 -3
Damage
D6 D3+3

newMulti-melta — Multi-meltaMELTA 3

Rules

This ability always takes the form [MELTA X]. Each time a model makes an attack with a [MELTA] weapon, if the target unit was within half range of that weapon in the Select Targets step, until the attacking unit’s attacks have been resolved, add X to that weapon’s D characteristic.

Example: A model targets a unit that is within half range of a [MELTA 2] weapon with a D characteristic of D6. While resolving those attacks, that weapon has a D characteristic of D6+2

goneMulti-melta — Multi-meltaMelta 2

Rules

This ability always takes the form [MELTA X]. Each time a model makes an attack with a [MELTA] weapon, if the target unit was within half range of that weapon in the Select Targets step, until the attacking unit’s attacks have been resolved, add X to that weapon’s D characteristic.

Example: A model targets a unit that is within half range of a [MELTA 2] weapon with a D characteristic of D6. While resolving those attacks, that weapon has a D characteristic of D6+2

newLand Raider Crusader: This model can be equipped with 1 Hunter-killer Missile.

newLand Raider Crusader: This model can be equipped with 1 Multi-melta.

newLand Raider Crusader: This model can be equipped with 1 Storm Bolter.

goneLand Raider Crusader: This model can be equipped with 1 hunter-killer missile.

goneLand Raider Crusader: This model can be equipped with 1 multi-melta.

goneLand Raider Crusader: This model can be equipped with 1 storm bolter.

new■ This model can be equipped with 1 Hunter-killer Missile.

new■ This model can be equipped with 1 Multi-melta.

new■ This model can be equipped with 1 Storm Bolter.

gone■ This model can be equipped with 1 hunter-killer missile.

gone■ This model can be equipped with 1 multi-melta.

gone■ This model can be equipped with 1 storm bolter.

changed1 Land Raider Crusader

Points
220 pts 245 pts

changedLand Raider Redeemer

Unit Composition

■ 1

  • 1 Land Raider RedeemerThisRedeemer model

This model is equipped with:with: 21 flamestormArmoured cannons;Tracks; twin2 assaultFlamestorm cannon;Cannon; armoured1 tracks.Twin Assault Cannon.

Base Size
Hull None

changedLand Raider Redeemer

Keywords
Vehicle, Smoke, Grenades, Transport, Imperium, Land Raider, Land Raider Redeemer, Frame Explosives, Frame, Imperium, Smoke, Transport, Vehicle
Equipped With
Flamestorm cannon, Twin assault cannon, Armoured tracks Armoured Tracks, Flamestorm Cannon, Twin Assault Cannon

newCombat Doctrines

Rules

-

newWrath of the Machine Spirit

Rules

This unit’s ranged attacks that target a unit within 12" of this unit have [Devastating Wounds: non-Monster/vehicle].

newDamaged 6

goneOath of Moment

Rules

-

changedAssault Ramp

Rules

Each timeIn ayour unitMovement disembarksphase, fromwhen this modelunit afterends ita hasnormal mademove, aunits Normalembarked move,within thatthis unit is stillcan eligiblemake toan declareassault adisembark chargemove this(pg turn.157).

newTRANSPORT

Rules

This model has a transport capacity of 14 Adeptus Astartes Infantry models. It cannot transport Jump Pack models. Each Gravis/Terminator model takes up the space of 2 models.

goneTransport

Rules

This model has a transport capacity of 14 ADEPTUS ASTARTES INFANTRY models. Each JUMP PACK, WULFEN, GRAVIS or TERMINATOR model takes up the space of 2 models and each CENTURION model takes up the space of 3 models.

newArmoured Tracks

Type
weapon

newFlamestorm Cannon

Type
weapon

newHunter-killer Missile

Type
weapon

newStorm Bolter

Type
weapon

newTwin Assault Cannon

Type
weapon

goneArmoured tracks

Type
weapon

goneFlamestorm cannon

Type
weapon

goneHunter-killer missile

Type
weapon

goneStorm bolter

Type
weapon

goneTwin assault cannon

Type
weapon

newArmoured TracksArmoured Tracks

Range
Melee
Attacks
6
Weapon Skill
4+
Strength
8
AP
0
Damage
1

newFlamestorm CannonFlamestorm Cannon

Range
12"
Attacks
4
Ballistic Skill
-
Strength
6
AP
-2
Damage
2

newFlamestorm Cannon — Flamestorm CannonBLAST 2

Rules

Each time you gather attack dice for a [BLAST] weapon, add one additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).

If this ability takes the form [BLAST X], each time you gather attack dice for such a weapon, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down) instead.

Example: If a [BLAST 2] weapon with an A characteristic of 3 targets a unit containing 12 models, you would gather four additional attack dice for that weapon (for a total of seven for that weapon).

newFlamestorm Cannon — Flamestorm CannonTORRENT

Rules

Each time an attack is made with a [TORRENT] weapon, that attack automatically hits the target.

newHunter-killer MissileHunter-killer Missile

Range
48"
Attacks
1
Ballistic Skill
2+
Strength
14
AP
-3
Damage
D3+3

newHunter-killer Missile — Hunter-killer MissileONE SHOT

Rules

Each weapon with this ability can only be selected to make attacks with once per battle.

If a destroyed model is returned to a unit, all of its [ONE SHOT] weapons that have already been selected to make attacks with during the battle cannot be selected to make attacks with again.

If a new unit is added to an army, all [ONE SHOT] weapons in that unit can be selected to make attacks with once per battle.

newStorm BolterStorm Bolter

Range
24"
Attacks
2
Ballistic Skill
3+
Strength
5
AP
-1
Damage
1

newStorm Bolter — Storm BolterRAPID FIRE 2

Rules

This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.

Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).

newTwin Assault CannonTwin Assault Cannon

Range
24"
Attacks
6
Ballistic Skill
3+
Strength
6
AP
-2
Damage
1

newTwin Assault Cannon — Twin Assault CannonSUSTAINED HITS 1

Rules

This ability always takes the form [SUSTAINED HITS X]. Each time an attack made with a [SUSTAINED HITS] weapon results in a critical hit, that attack results in a number of additional hits on the target as denoted by X.

Example: An attack made with a [SUSTAINED HITS 2] weapon results in a critical hit. That attack therefore hits the target three times (once from the critical hit, and twice more from the [SUSTAINED HITS 2] ability).

newTwin Assault Cannon — Twin Assault CannonTWIN-LINKED

Rules

Each time an attack is made with a [TWIN‑LINKED] weapon, you can re‑roll the wound roll.

goneArmoured tracksArmoured tracks

Range
Melee
Attacks
6
Weapon Skill
4+
Strength
8
AP
0
Damage
1

goneFlamestorm cannonFlamestorm cannon

Range
12"
Attacks
D6+3
Ballistic Skill
-
Strength
6
AP
-2
Damage
2

goneFlamestorm cannon — Flamestorm cannonIgnores Cover

Rules

Each time an attack is made with an [IGNORES COVER] weapon, the target cannot have the benefit of cover against that attack (13.08), including from rules that give a model or unit the benefit of cover (e.g. Stealth).

goneFlamestorm cannon — Flamestorm cannonTorrent

Rules

Each time an attack is made with a [TORRENT] weapon, that attack automatically hits the target.

goneHunter-killer missileHunter-killer missile

Range
48"
Attacks
1
Ballistic Skill
2+
Strength
14
AP
-3
Damage
D6

goneHunter-killer missile — Hunter-killer missileOne Shot

Rules

Each weapon with this ability can only be selected to make attacks with once per battle.

If a destroyed model is returned to a unit, all of its [ONE SHOT] weapons that have already been selected to make attacks with during the battle cannot be selected to make attacks with again.

If a new unit is added to an army, all [ONE SHOT] weapons in that unit can be selected to make attacks with once per battle.

goneStorm bolterStorm bolter

Range
24"
Attacks
2
Ballistic Skill
3+
Strength
4
AP
0
Damage
1

goneStorm bolter — Storm bolterRapid Fire 2

Rules

This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.

Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).

goneTwin assault cannonTwin assault cannon

Range
24"
Attacks
6
Ballistic Skill
3+
Strength
6
AP
0
Damage
1

goneTwin assault cannon — Twin assault cannonDevastating Wounds

Rules

Each time an attack made with a [DEVASTATING WOUNDS] weapon results in a critical wound, the attack sequence for that attack ends and the target unit suffers a number of mortal wounds equal to the D characteristic of that weapon. These are inflicted after resolving any normal damage inflicted by those attacks.

Mortal wounds inflicted by [DEVASTATING WOUNDS] weapons can damage a maximum of one model for each critical wound; any remaining mortal wounds inflicted by that attack are lost.

Example: An attack made with a [DEVASTATING WOUNDS] weapon with a D characteristic of 3 results in a critical wound against an Intercessor Squad, so inflicts 3 mortal wounds. The first 2 mortal wounds are sufficient to destroy 1 Intercessor model, so the remaining mortal wound is lost.

goneTwin assault cannon — Twin assault cannonTwin-linked

Rules

Each time an attack is made with a [TWIN‑LINKED] weapon, you can re‑roll the wound roll.

changedMulti-meltaMulti-melta

Strength
9 10
AP
-4 -3
Damage
D6 D3+2

newMulti-melta — Multi-meltaMELTA 3

Rules

This ability always takes the form [MELTA X]. Each time a model makes an attack with a [MELTA] weapon, if the target unit was within half range of that weapon in the Select Targets step, until the attacking unit’s attacks have been resolved, add X to that weapon’s D characteristic.

Example: A model targets a unit that is within half range of a [MELTA 2] weapon with a D characteristic of D6. While resolving those attacks, that weapon has a D characteristic of D6+2

goneMulti-melta — Multi-meltaMelta 2

Rules

This ability always takes the form [MELTA X]. Each time a model makes an attack with a [MELTA] weapon, if the target unit was within half range of that weapon in the Select Targets step, until the attacking unit’s attacks have been resolved, add X to that weapon’s D characteristic.

Example: A model targets a unit that is within half range of a [MELTA 2] weapon with a D characteristic of D6. While resolving those attacks, that weapon has a D characteristic of D6+2

newLand Raider Redeemer: This model can be equipped with 1 Hunter-killer Missile.

newLand Raider Redeemer: This model can be equipped with 1 Multi-melta.

newLand Raider Redeemer: This model can be equipped with 1 Storm Bolter.

goneLand Raider Redeemer: This model can be equipped with 1 hunter-killer missile.

goneLand Raider Redeemer: This model can be equipped with 1 multi-melta.

goneLand Raider Redeemer: This model can be equipped with 1 storm bolter.

new■ This model can be equipped with 1 Hunter-killer Missile.

new■ This model can be equipped with 1 Multi-melta.

new■ This model can be equipped with 1 Storm Bolter.

gone■ This model can be equipped with 1 hunter-killer missile.

gone■ This model can be equipped with 1 multi-melta.

gone■ This model can be equipped with 1 storm bolter.

gone1 Land Raider Redeemer

Points
260 pts
Land Raider Redeemer count
1

changed1 Land Raider Redeemer

Points
260 pts 245 pts

changedLand Speeder

Unit Composition

▪

  • 1 Land SpeederThis model

This model is equipped with:with: 1 multi‑melta; 1Armoured onslaughtImpact; gatling1 cannon;Multi-melta; 1 stormfuryOnslaught missileGatling launcher;Cannon; 1 close‑combatStormfury weaponMissile Launcher.

Base Size
105mm oval 105x70mm Oval Base

changedLand Speeder

Keywords
Vehicle, Fly, Imperium, Land Speeder, Frame Fly, Frame, Imperium, Speeder, Vehicle
Equipped With
Onslaught gatling cannon, Multi-melta, Stormfury missile launcher, Close-combat weapon Armoured Impact, Multi-melta, Onslaught Gatling Cannon, Stormfury Missile Launcher

newCombat Doctrines

Rules

-

goneOath of Moment

Rules

-

changedPurgation Run

Rules

In your Shooting phase, afterwhen this unit has shot, ityou can make a normaluse movethis ofability. upIf toyou D6".do:

  • This Ifunit itcan does,make untila thenormal endmove of theup turn,to thisD6".
  • This unit is not eligible to declare a charge.charge until the end of the turn.

newArmoured Impact

Type
weapon

newOnslaught Gatling Cannon

Type
weapon

newPyrecannon

Type
weapon

newStormfury Missile Launcher

Type
weapon

goneClose-combat weapon

Type
weapon

goneHeavy flamer

Type
weapon

goneOnslaught gatling cannon

Type
weapon

goneStormfury missile launcher

Type
weapon

newArmoured ImpactArmoured Impact

Range
Melee
Attacks
3
Weapon Skill
4+
Strength
6
AP
0
Damage
1

newOnslaught Gatling CannonOnslaught Gatling Cannon

Range
24"
Attacks
8
Ballistic Skill
3+
Strength
5
AP
-1
Damage
1

newOnslaught Gatling Cannon — Onslaught Gatling CannonDEVASTATING WOUNDS: non-MONSTER/VEHICLE

Rules

Each time an attack made with a [DEVASTATING WOUNDS] weapon results in a critical wound, the attack sequence for that attack ends and the target unit suffers a number of mortal wounds equal to the D characteristic of that weapon. These are inflicted after resolving any normal damage inflicted by those attacks.

Mortal wounds inflicted by [DEVASTATING WOUNDS] weapons can damage a maximum of one model for each critical wound; any remaining mortal wounds inflicted by that attack are lost.

Example: An attack made with a [DEVASTATING WOUNDS] weapon with a D characteristic of 3 results in a critical wound against an Intercessor Squad, so inflicts 3 mortal wounds. The first 2 mortal wounds are sufficient to destroy 1 Intercessor model, so the remaining mortal wound is lost.

newPyrecannonPyrecannon

Range
12"
Attacks
4
Ballistic Skill
-
Strength
6
AP
-1
Damage
1

newPyrecannon — PyrecannonBLAST 2

Rules

Each time you gather attack dice for a [BLAST] weapon, add one additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).

If this ability takes the form [BLAST X], each time you gather attack dice for such a weapon, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down) instead.

Example: If a [BLAST 2] weapon with an A characteristic of 3 targets a unit containing 12 models, you would gather four additional attack dice for that weapon (for a total of seven for that weapon).

newPyrecannon — PyrecannonTORRENT

Rules

Each time an attack is made with a [TORRENT] weapon, that attack automatically hits the target.

newStormfury Missile LauncherStormfury Missile Launcher

Range
48"
Attacks
1
Ballistic Skill
3+
Strength
10
AP
-3
Damage
D3+3

goneClose-combat weaponClose‑combat weapon

Range
Melee
Attacks
4
Weapon Skill
3+
Strength
4
AP
0
Damage
1

goneHeavy flamerHeavy flamer

Range
12"
Attacks
D6
Ballistic Skill
-
Strength
5
AP
-1
Damage
1

goneHeavy flamer — Heavy flamerIgnores Cover

Rules

Each time an attack is made with an [IGNORES COVER] weapon, the target cannot have the benefit of cover against that attack (13.08), including from rules that give a model or unit the benefit of cover (e.g. Stealth).

goneHeavy flamer — Heavy flamerTorrent

Rules

Each time an attack is made with a [TORRENT] weapon, that attack automatically hits the target.

goneOnslaught gatling cannonOnslaught gatling cannon

Range
24"
Attacks
8
Ballistic Skill
3+
Strength
5
AP
0
Damage
1

goneOnslaught gatling cannon — Onslaught gatling cannonDevastating Wounds

Rules

Each time an attack made with a [DEVASTATING WOUNDS] weapon results in a critical wound, the attack sequence for that attack ends and the target unit suffers a number of mortal wounds equal to the D characteristic of that weapon. These are inflicted after resolving any normal damage inflicted by those attacks.

Mortal wounds inflicted by [DEVASTATING WOUNDS] weapons can damage a maximum of one model for each critical wound; any remaining mortal wounds inflicted by that attack are lost.

Example: An attack made with a [DEVASTATING WOUNDS] weapon with a D characteristic of 3 results in a critical wound against an Intercessor Squad, so inflicts 3 mortal wounds. The first 2 mortal wounds are sufficient to destroy 1 Intercessor model, so the remaining mortal wound is lost.

goneStormfury missile launcherStormfury missile launcher

Range
48"
Attacks
1
Ballistic Skill
3+
Strength
12
AP
-3
Damage
D6+1

changedMulti-meltaMulti-melta

Strength
9 10
AP
-4 -3
Damage
D6 D3+2

newMulti-melta — Multi-meltaMELTA 3

Rules

This ability always takes the form [MELTA X]. Each time a model makes an attack with a [MELTA] weapon, if the target unit was within half range of that weapon in the Select Targets step, until the attacking unit’s attacks have been resolved, add X to that weapon’s D characteristic.

Example: A model targets a unit that is within half range of a [MELTA 2] weapon with a D characteristic of D6. While resolving those attacks, that weapon has a D characteristic of D6+2

goneMulti-melta — Multi-meltaMelta 2

Rules

This ability always takes the form [MELTA X]. Each time a model makes an attack with a [MELTA] weapon, if the target unit was within half range of that weapon in the Select Targets step, until the attacking unit’s attacks have been resolved, add X to that weapon’s D characteristic.

Example: A model targets a unit that is within half range of a [MELTA 2] weapon with a D characteristic of D6. While resolving those attacks, that weapon has a D characteristic of D6+2

newLand Speeder: This model’s Onslaught Gatling Cannon can be replaced with 1 Pyrecannon.

goneLand Speeder: This model can have its 1 onslaught gatling cannon replaced with 1 heavy flamer.

new■ This model’s Onslaught Gatling Cannon can be replaced with 1 Pyrecannon.

gone▪ This model can have its 1 onslaught gatling cannon replaced with 1 heavy flamer.

changed1 Land Speeder

Points
105 pts 110 pts

changedLibrarian

Unit Composition

■

  • 1 1Librarian LibrarianThismodel

This model is equipped with:with: bolt1 pistol;Bolt Smite;Pistol; force1 weapon.Force Weapon; 1 Smite.

Points Scaling
+10 pts per 3 models

changedLibrarian

Toughness
4 5
Keywords
Infantry, Character, Grenades, Psyker, Imperium, Tacticus, Librarian Character, Explosives, Imperium, Infantry, Psyker, Tacticus
Equipped With
Bolt pistol, Smite, Force weapon Bolt Pistol, Force Weapon, Smite

newCombat Doctrines

Rules

-

newPsychic Hood (Psychic)

Rules

This unit has Feel No Pain 4+ against psychic attacks.

newLibrarius

Rules

-

newLibrarian (psyker level 1)

Rules

This model has the psychic abilities listed in the Psychic Abilities section.

goneOath of Moment

Rules

-

gonePsychic Hood

Rules

While this model is leading a unit, models in that unit have the Feel No Pain 4+ ability against Psychic Attacks.

goneMental Fortress

Rules

While this model is leading a unit, models in that unit have a 4+ invulnerable save.

newLibrarian (psyker level 1)Veil of Time (psychic level 1)

Rules

When this unit is selected to make an advance move, if this unit is not battle-shocked, you can make a psychic roll for this unit by rolling one D6. If you do:

  • On a 1, this unit is battle-shocked.
  • This unit can change that advance roll to a 6.

newLibrarian (psyker level 1)Force Dome (psychic level 1)

Rules

In your Movement phase, if this unit is not battle-shocked, you can make a psychic roll for this unit by rolling one D6. If you do:

  • On a 1, this unit is battle-shocked.
  • This unit has 4+ InSv until the start of your next turn.

changedLeader

Rules

This model can be attached to the following units:

■ ASSAULT INTERCESSOR SQUAD
■ ASSAULT SQUAD
■
DEATHWATCH VETERANS
■ DECIMUS KILL TEAM
■ DESOLATION SQUAD
■ DEVASTATOR SQUAD
■
FORTIS KILL TEAM
■ HELLBLASTER SQUAD
■ INFERNUS SQUAD
■ INNER CIRCLE COMPANIONS
■ INTERCESSOR SQUAD
■ LONG FANGS
■
STERNGUARD VETERAN SQUAD
■ TACTICAL SQUAD
■
VANGUARD VETERAN SQUAD
■ WOLF GUARD

newBolt Pistol

Type
weapon

newForce Weapon

Type
weapon

goneBolt pistol

Type
weapon

goneForce weapon

Type
weapon

newBolt PistolBolt Pistol

Range
12"
Attacks
1
Ballistic Skill
3+
Strength
5
AP
-1
Damage
1

newBolt Pistol — Bolt PistolCLOSE-QUARTERS

Rules

Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).

When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:

  • One or more of its [CLOSE‑QUARTERS] weapons.
  • One or more of its other ranged weapons.

newForce WeaponForce Weapon

Range
Melee
Attacks
4
Weapon Skill
3+
Strength
6
AP
-2
Damage
2

newForce Weapon — Force WeaponPSYCHIC

Rules

Each time an attack is made with a [PSYCHIC] weapon, you can ignore any or all modifiers to that attack’s BS or WS characteristic and any or all modifiers to the hit roll. Attacks made with [PSYCHIC] weapons are known as psychic attacks (this can be important for the triggering of other rules).

goneBolt pistolBolt pistol

Range
12"
Attacks
1
Ballistic Skill
3+
Strength
4
AP
0
Damage
1

goneBolt pistol — Bolt pistolPistol

Rules

Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).

When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:

  • One or more of its [CLOSE‑QUARTERS] weapons.
  • One or more of its other ranged weapons.

goneForce weaponForce weapon

Range
Melee
Attacks
4
Weapon Skill
3+
Strength
6
AP
-1
Damage
D3

goneForce weapon — Force weaponPsychic

Rules

Each time an attack is made with a [PSYCHIC] weapon, you can ignore any or all modifiers to that attack’s BS or WS characteristic and any or all modifiers to the hit roll. Attacks made with [PSYCHIC] weapons are known as psychic attacks (this can be important for the triggering of other rules).

newSmiteFocused Witchfire

Range
24"
Attacks
D3+3
Ballistic Skill
3+
Strength
6
AP
-2
Damage
2

newSmiteWitchfire

Range
24"
Attacks
D6
Ballistic Skill
3+
Strength
6
AP
-1
Damage
2

goneSmitewitchfire

Range
24"
Attacks
D6
Ballistic Skill
3+
Strength
5
AP
-1
Damage
D3

goneSmitefocused witchfire

Range
24"
Attacks
D6
Ballistic Skill
3+
Strength
6
AP
-2
Damage
D3

newSmite — Focused WitchfireDEVASTATING WOUNDS

Rules

Each time an attack made with a [DEVASTATING WOUNDS] weapon results in a critical wound, the attack sequence for that attack ends and the target unit suffers a number of mortal wounds equal to the D characteristic of that weapon. These are inflicted after resolving any normal damage inflicted by those attacks.

Mortal wounds inflicted by [DEVASTATING WOUNDS] weapons can damage a maximum of one model for each critical wound; any remaining mortal wounds inflicted by that attack are lost.

Example: An attack made with a [DEVASTATING WOUNDS] weapon with a D characteristic of 3 results in a critical wound against an Intercessor Squad, so inflicts 3 mortal wounds. The first 2 mortal wounds are sufficient to destroy 1 Intercessor model, so the remaining mortal wound is lost.

newSmite — Focused WitchfireHAZARDOUS

Rules

Each time a unit is selected to shoot or selected to fight, after that unit has resolved all of its attacks, make a number of hazard rolls (06.03) for that unit equal to the number of [HAZARDOUS] weapons you selected in the Select Weapons step.

newSmite — Focused WitchfirePSYCHIC

Rules

Each time an attack is made with a [PSYCHIC] weapon, you can ignore any or all modifiers to that attack’s BS or WS characteristic and any or all modifiers to the hit roll. Attacks made with [PSYCHIC] weapons are known as psychic attacks (this can be important for the triggering of other rules).

newSmite — WitchfirePSYCHIC

Rules

Each time an attack is made with a [PSYCHIC] weapon, you can ignore any or all modifiers to that attack’s BS or WS characteristic and any or all modifiers to the hit roll. Attacks made with [PSYCHIC] weapons are known as psychic attacks (this can be important for the triggering of other rules).

goneSmite — witchfirePsychic

Rules

Each time an attack is made with a [PSYCHIC] weapon, you can ignore any or all modifiers to that attack’s BS or WS characteristic and any or all modifiers to the hit roll. Attacks made with [PSYCHIC] weapons are known as psychic attacks (this can be important for the triggering of other rules).

goneSmite — focused witchfireDevastating Wounds

Rules

Each time an attack made with a [DEVASTATING WOUNDS] weapon results in a critical wound, the attack sequence for that attack ends and the target unit suffers a number of mortal wounds equal to the D characteristic of that weapon. These are inflicted after resolving any normal damage inflicted by those attacks.

Mortal wounds inflicted by [DEVASTATING WOUNDS] weapons can damage a maximum of one model for each critical wound; any remaining mortal wounds inflicted by that attack are lost.

Example: An attack made with a [DEVASTATING WOUNDS] weapon with a D characteristic of 3 results in a critical wound against an Intercessor Squad, so inflicts 3 mortal wounds. The first 2 mortal wounds are sufficient to destroy 1 Intercessor model, so the remaining mortal wound is lost.

goneSmite — focused witchfireHazardous

Rules

Each time a unit is selected to shoot or selected to fight, after that unit has resolved all of its attacks, make a number of hazard rolls (06.03) for that unit equal to the number of [HAZARDOUS] weapons you selected in the Select Weapons step.

goneSmite — focused witchfirePsychic

Rules

Each time an attack is made with a [PSYCHIC] weapon, you can ignore any or all modifiers to that attack’s BS or WS characteristic and any or all modifiers to the hit roll. Attacks made with [PSYCHIC] weapons are known as psychic attacks (this can be important for the triggering of other rules).

gone1 Librarian

Points
70 pts
Librarian count
1

gone1 Librarian

Points
70 pts
Librarian count
1

gone1 Librarian

Points
70 pts
Librarian count
1

changed1 Librarian

Points
70 pts 75 pts

changedLibrarian in Phobos Armour

Unit Composition

■ 1

  • 1 Librarian in Phobos ArmourThisArmour model

This model is equipped with:with: bolt1 pistol;Bolt Smite;Pistol; force1 weapon.Force Weapon; 1 Smite.

changedLibrarian in Phobos Armour

Movement
6" 8"
Keywords
Infantry, Character, Grenades, Psyker, Imperium, Phobos, Librarian Character, Explosives, Imperium, Infantry, Phobos, Psyker
Equipped With
Bolt pistol, Smite, Force weapon Bolt Pistol, Force Weapon, Smite

newCombat Doctrines

Rules

-

newPsychic Hood (Psychic)

Rules

This unit has Feel No Pain 4+ against psychic attacks.

newScouts 6"

newLibrarius

Rules

-

newLibrarian (psyker level 1)

Rules

This model has the psychic abilities listed in the Psychic Abilities section.

newDeep Strike

newStealth

goneOath of Moment

Rules

-

gonePsychic Hood

Rules

While this model is leading a unit, models in that unit have the Feel No Pain 4+ ability against Psychic Attacks.

goneShrouding

Rules

While this model is leading a unit, models in that unit have the Stealth ability and that unit cannot be targeted by ranged attacks unless the attacking model is within 12".

newLibrarian (psyker level 1)Shrouding (psychic level 1)

Rules

When an enemy unit targets this unit, if this unit is not battle-shocked, you can make a psychic roll for this unit by rolling one D6. If you do:

  • On a 1, this unit is battle-shocked.
  • Attacks that target this unit have -1 to hit rolls until the end of the phase.

newLibrarian (psyker level 1)Soul Sight (psychic level 1)

Rules

In your Shooting phase, if this unit is not battle-shocked, you can make a psychic roll for this unit by rolling one D6. If you do:

  • On a 1, this unit is battle-shocked.
  • Select one visible enemy unit. Ranged attacks that target that enemy unit have [IGNORES COVER].

changedLeader

Rules

This model can be attached to the following units:

■ ELIMINATOR SQUAD
■ HOUNDS OFINCURSOR MORKAISQUAD
■ INCURSORINFILTRATOR SQUAD
■
INFILTRATORREIVER SQUAD
■ REIVERSCOUT SQUAD
■
SPECTRUS KILL TEAM
■
WOLF SCOUTS**

newBolt Pistol

Type
weapon

newForce Weapon

Type
weapon

goneBolt pistol

Type
weapon

goneForce weapon

Type
weapon

newBolt PistolBolt Pistol

Range
12"
Attacks
1
Ballistic Skill
3+
Strength
5
AP
-1
Damage
1

newBolt Pistol — Bolt PistolCLOSE-QUARTERS

Rules

Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).

When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:

  • One or more of its [CLOSE‑QUARTERS] weapons.
  • One or more of its other ranged weapons.

newForce WeaponForce Weapon

Range
Melee
Attacks
4
Weapon Skill
3+
Strength
6
AP
-2
Damage
2

newForce Weapon — Force WeaponPSYCHIC

Rules

Each time an attack is made with a [PSYCHIC] weapon, you can ignore any or all modifiers to that attack’s BS or WS characteristic and any or all modifiers to the hit roll. Attacks made with [PSYCHIC] weapons are known as psychic attacks (this can be important for the triggering of other rules).

goneBolt pistolBolt pistol

Range
12"
Attacks
1
Ballistic Skill
3+
Strength
4
AP
0
Damage
1

goneBolt pistol — Bolt pistolPistol

Rules

Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).

When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:

  • One or more of its [CLOSE‑QUARTERS] weapons.
  • One or more of its other ranged weapons.

goneForce weaponForce weapon

Range
Melee
Attacks
4
Weapon Skill
3+
Strength
6
AP
-1
Damage
D3

goneForce weapon — Force weaponPsychic

Rules

Each time an attack is made with a [PSYCHIC] weapon, you can ignore any or all modifiers to that attack’s BS or WS characteristic and any or all modifiers to the hit roll. Attacks made with [PSYCHIC] weapons are known as psychic attacks (this can be important for the triggering of other rules).

newSmiteFocused Witchfire

Range
24"
Attacks
D3+3
Ballistic Skill
3+
Strength
6
AP
-2
Damage
2

newSmiteWitchfire

Range
24"
Attacks
D6
Ballistic Skill
3+
Strength
6
AP
-1
Damage
2

goneSmitewitchfire

Range
24"
Attacks
D6
Ballistic Skill
3+
Strength
5
AP
-1
Damage
D3

goneSmitefocused witchfire

Range
24"
Attacks
D6
Ballistic Skill
3+
Strength
6
AP
-2
Damage
D3

newSmite — Focused WitchfireDEVASTATING WOUNDS

Rules

Each time an attack made with a [DEVASTATING WOUNDS] weapon results in a critical wound, the attack sequence for that attack ends and the target unit suffers a number of mortal wounds equal to the D characteristic of that weapon. These are inflicted after resolving any normal damage inflicted by those attacks.

Mortal wounds inflicted by [DEVASTATING WOUNDS] weapons can damage a maximum of one model for each critical wound; any remaining mortal wounds inflicted by that attack are lost.

Example: An attack made with a [DEVASTATING WOUNDS] weapon with a D characteristic of 3 results in a critical wound against an Intercessor Squad, so inflicts 3 mortal wounds. The first 2 mortal wounds are sufficient to destroy 1 Intercessor model, so the remaining mortal wound is lost.

newSmite — Focused WitchfireHAZARDOUS

Rules

Each time a unit is selected to shoot or selected to fight, after that unit has resolved all of its attacks, make a number of hazard rolls (06.03) for that unit equal to the number of [HAZARDOUS] weapons you selected in the Select Weapons step.

newSmite — Focused WitchfirePSYCHIC

Rules

Each time an attack is made with a [PSYCHIC] weapon, you can ignore any or all modifiers to that attack’s BS or WS characteristic and any or all modifiers to the hit roll. Attacks made with [PSYCHIC] weapons are known as psychic attacks (this can be important for the triggering of other rules).

newSmite — WitchfirePSYCHIC

Rules

Each time an attack is made with a [PSYCHIC] weapon, you can ignore any or all modifiers to that attack’s BS or WS characteristic and any or all modifiers to the hit roll. Attacks made with [PSYCHIC] weapons are known as psychic attacks (this can be important for the triggering of other rules).

goneSmite — witchfirePsychic

Rules

Each time an attack is made with a [PSYCHIC] weapon, you can ignore any or all modifiers to that attack’s BS or WS characteristic and any or all modifiers to the hit roll. Attacks made with [PSYCHIC] weapons are known as psychic attacks (this can be important for the triggering of other rules).

goneSmite — focused witchfireDevastating Wounds

Rules

Each time an attack made with a [DEVASTATING WOUNDS] weapon results in a critical wound, the attack sequence for that attack ends and the target unit suffers a number of mortal wounds equal to the D characteristic of that weapon. These are inflicted after resolving any normal damage inflicted by those attacks.

Mortal wounds inflicted by [DEVASTATING WOUNDS] weapons can damage a maximum of one model for each critical wound; any remaining mortal wounds inflicted by that attack are lost.

Example: An attack made with a [DEVASTATING WOUNDS] weapon with a D characteristic of 3 results in a critical wound against an Intercessor Squad, so inflicts 3 mortal wounds. The first 2 mortal wounds are sufficient to destroy 1 Intercessor model, so the remaining mortal wound is lost.

goneSmite — focused witchfireHazardous

Rules

Each time a unit is selected to shoot or selected to fight, after that unit has resolved all of its attacks, make a number of hazard rolls (06.03) for that unit equal to the number of [HAZARDOUS] weapons you selected in the Select Weapons step.

goneSmite — focused witchfirePsychic

Rules

Each time an attack is made with a [PSYCHIC] weapon, you can ignore any or all modifiers to that attack’s BS or WS characteristic and any or all modifiers to the hit roll. Attacks made with [PSYCHIC] weapons are known as psychic attacks (this can be important for the triggering of other rules).

changed1 Librarian in Phobos Armour

Points
70 pts 75 pts

changedLibrarian in Terminator Armour

Unit Composition

■ 1

  • 1 Librarian in Terminator ArmourThisArmour model

This model is equipped with:with: 1 Force Weapon; 1 Smite; force1 weapon.Storm Bolter.

changedLibrarian in Terminator Armour

Toughness
5 6
Keywords
Infantry, Character, Psyker, Imperium, Terminator, Librarian Character, Imperium, Infantry, Psyker, Terminator
Equipped With
Smite, Force weapon Force Weapon, Smite, Storm Bolter

newLibrarius

Rules

-

newPsychic Hood (Psychic)

Rules

This unit has Feel No Pain 4+ against psychic attacks.

newCombat Doctrines

Rules

-

newLibrarian (psyker level 1)

Rules

This model has the psychic abilities listed in the Psychic Abilities section.

goneOath of Moment

Rules

-

gonePsychic Hood

Rules

While this model is leading a unit, models in that unit have the Feel No Pain 4+ ability against Psychic Attacks.

goneVeil of Time

Rules

While this model is leading a unit, weapons equipped by models in that unit have the [SUSTAINED HITS 1] ability.

newLibrarian (psyker level 1)Might of Heroes (psychic level 1)

Rules

In the Fight phase, if this unit is not battle-shocked, you can make a psychic roll for this unit by rolling one D6. If you do:

  • On a 1, this unit is battle-shocked.
  • This unit’s melee attacks have +2 S.

newLibrarian (psyker level 1)Thunderous Force (psychic level 1)

Rules

In your Shooting phase, if this unit is not battle-shocked, you can make a psychic roll for this unit by rolling one D6. If you do:

  • On a 1, this unit is battle-shocked.
  • This unit’s ranged attacks have +6" R.

changedLeader

Rules

This model can be attached to the following units:

■ DEATHWATCH TERMINATOR SQUAD
■ DEATHWING COMMAND SQUAD
■ DEATHWING KNIGHTS
■ DEATHWING TERMINATOR SQUAD
■ RELICTERMINATOR TERMINATORASSAULT SQUAD
■
TERMINATOR ASSAULT SQUAD
■
TERMINATORWOLF SQUADGUARD TERMINATORS**

newForce Weapon

Type
weapon

newStorm Bolter

Type
weapon

goneCombi-weapon

Type
weapon

goneForce weapon

Type
weapon

goneStorm bolter

Type
weapon

newForce WeaponForce Weapon

Range
Melee
Attacks
4
Weapon Skill
3+
Strength
6
AP
-2
Damage
2

newForce Weapon — Force WeaponPSYCHIC

Rules

Each time an attack is made with a [PSYCHIC] weapon, you can ignore any or all modifiers to that attack’s BS or WS characteristic and any or all modifiers to the hit roll. Attacks made with [PSYCHIC] weapons are known as psychic attacks (this can be important for the triggering of other rules).

newStorm BolterStorm Bolter

Range
24"
Attacks
2
Ballistic Skill
3+
Strength
5
AP
-1
Damage
1

newStorm Bolter — Storm BolterRAPID FIRE 2

Rules

This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.

Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).

goneCombi-weaponCombi-weapon

Range
24"
Attacks
1
Ballistic Skill
4+
Strength
4
AP
0
Damage
1

goneCombi-weapon — Combi-weaponAnti-infantry 4+

Rules

This ability always takes the form [ANTI‑X Y+]. Each time an attack is made with an [ANTI] weapon, if the target unit has the keyword denoted by X, an unmodified wound roll of Y+ is a critical wound.
Example: An attack made with an [ANTI‑VEHICLE 4+] weapon against a VEHICLE unit will result in a critical wound on an unmodified wound roll of 4+, while an attack made with an [ANTI‑PSYKER 2+] weapon against a PSYKER unit will result in a critical wound on an unmodified wound roll of 2+.

goneCombi-weapon — Combi-weaponDevastating Wounds

Rules

Each time an attack made with a [DEVASTATING WOUNDS] weapon results in a critical wound, the attack sequence for that attack ends and the target unit suffers a number of mortal wounds equal to the D characteristic of that weapon. These are inflicted after resolving any normal damage inflicted by those attacks.

Mortal wounds inflicted by [DEVASTATING WOUNDS] weapons can damage a maximum of one model for each critical wound; any remaining mortal wounds inflicted by that attack are lost.

Example: An attack made with a [DEVASTATING WOUNDS] weapon with a D characteristic of 3 results in a critical wound against an Intercessor Squad, so inflicts 3 mortal wounds. The first 2 mortal wounds are sufficient to destroy 1 Intercessor model, so the remaining mortal wound is lost.

goneCombi-weapon — Combi-weaponRapid Fire 1

Rules

This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.

Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).

goneForce weaponForce weapon

Range
Melee
Attacks
4
Weapon Skill
3+
Strength
6
AP
-1
Damage
D3

goneForce weapon — Force weaponPsychic

Rules

Each time an attack is made with a [PSYCHIC] weapon, you can ignore any or all modifiers to that attack’s BS or WS characteristic and any or all modifiers to the hit roll. Attacks made with [PSYCHIC] weapons are known as psychic attacks (this can be important for the triggering of other rules).

goneStorm bolterStorm bolter

Range
24"
Attacks
2
Ballistic Skill
3+
Strength
4
AP
0
Damage
1

goneStorm bolter — Storm bolterRapid Fire 2

Rules

This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.

Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).

newSmiteFocused Witchfire

Range
24"
Attacks
D3+3
Ballistic Skill
3+
Strength
6
AP
-2
Damage
2

newSmiteWitchfire

Range
24"
Attacks
D6
Ballistic Skill
3+
Strength
6
AP
-1
Damage
2

goneSmitewitchfire

Range
24"
Attacks
D6
Ballistic Skill
3+
Strength
5
AP
-1
Damage
D3

goneSmitefocused witchfire

Range
24"
Attacks
D6
Ballistic Skill
3+
Strength
6
AP
-2
Damage
D3

newSmite — Focused WitchfireDEVASTATING WOUNDS

Rules

Each time an attack made with a [DEVASTATING WOUNDS] weapon results in a critical wound, the attack sequence for that attack ends and the target unit suffers a number of mortal wounds equal to the D characteristic of that weapon. These are inflicted after resolving any normal damage inflicted by those attacks.

Mortal wounds inflicted by [DEVASTATING WOUNDS] weapons can damage a maximum of one model for each critical wound; any remaining mortal wounds inflicted by that attack are lost.

Example: An attack made with a [DEVASTATING WOUNDS] weapon with a D characteristic of 3 results in a critical wound against an Intercessor Squad, so inflicts 3 mortal wounds. The first 2 mortal wounds are sufficient to destroy 1 Intercessor model, so the remaining mortal wound is lost.

newSmite — Focused WitchfireHAZARDOUS

Rules

Each time a unit is selected to shoot or selected to fight, after that unit has resolved all of its attacks, make a number of hazard rolls (06.03) for that unit equal to the number of [HAZARDOUS] weapons you selected in the Select Weapons step.

newSmite — Focused WitchfirePSYCHIC

Rules

Each time an attack is made with a [PSYCHIC] weapon, you can ignore any or all modifiers to that attack’s BS or WS characteristic and any or all modifiers to the hit roll. Attacks made with [PSYCHIC] weapons are known as psychic attacks (this can be important for the triggering of other rules).

newSmite — WitchfirePSYCHIC

Rules

Each time an attack is made with a [PSYCHIC] weapon, you can ignore any or all modifiers to that attack’s BS or WS characteristic and any or all modifiers to the hit roll. Attacks made with [PSYCHIC] weapons are known as psychic attacks (this can be important for the triggering of other rules).

goneSmite — witchfirePsychic

Rules

Each time an attack is made with a [PSYCHIC] weapon, you can ignore any or all modifiers to that attack’s BS or WS characteristic and any or all modifiers to the hit roll. Attacks made with [PSYCHIC] weapons are known as psychic attacks (this can be important for the triggering of other rules).

goneSmite — focused witchfireDevastating Wounds

Rules

Each time an attack made with a [DEVASTATING WOUNDS] weapon results in a critical wound, the attack sequence for that attack ends and the target unit suffers a number of mortal wounds equal to the D characteristic of that weapon. These are inflicted after resolving any normal damage inflicted by those attacks.

Mortal wounds inflicted by [DEVASTATING WOUNDS] weapons can damage a maximum of one model for each critical wound; any remaining mortal wounds inflicted by that attack are lost.

Example: An attack made with a [DEVASTATING WOUNDS] weapon with a D characteristic of 3 results in a critical wound against an Intercessor Squad, so inflicts 3 mortal wounds. The first 2 mortal wounds are sufficient to destroy 1 Intercessor model, so the remaining mortal wound is lost.

goneSmite — focused witchfireHazardous

Rules

Each time a unit is selected to shoot or selected to fight, after that unit has resolved all of its attacks, make a number of hazard rolls (06.03) for that unit equal to the number of [HAZARDOUS] weapons you selected in the Select Weapons step.

goneSmite — focused witchfirePsychic

Rules

Each time an attack is made with a [PSYCHIC] weapon, you can ignore any or all modifiers to that attack’s BS or WS characteristic and any or all modifiers to the hit roll. Attacks made with [PSYCHIC] weapons are known as psychic attacks (this can be important for the triggering of other rules).

goneLibrarian in Terminator Armour: This model can be equipped with one of the following:

gone■ This model can be equipped with one of the following: ◦ 1 combi-weapon ◦ 1 storm bolter

gone1 Librarian in Terminator Armour

Points
85 pts
Librarian in Terminator Armour count
1

gone1 Librarian in Terminator Armour

Points
85 pts
Librarian in Terminator Armour count
1

gone1 Librarian in Terminator Armour

Points
85 pts
Librarian in Terminator Armour count
1

changedLieutenant

Unit Composition

■

  • 1 1Lieutenant LieutenantThismodel

This model is equipped with:with: bolt1 pistol;Bolt master-craftedPistol; bolter;1 closeCeramite combatFists; weapon.1 Master-crafted Bolter.

changedLieutenant

Toughness
4 5
Keywords
Infantry, Character, Grenades, Imperium, Tacticus, Lieutenant Character, Explosives, Imperium, Infantry, Tacticus
Equipped With
Bolt Pistol, Master-crafted bolter, Close combat weapon Bolt Pistol, Ceramite Fists, Master-crafted Bolter

newCombat Doctrines

Rules

-

newDemi-company Commander (Once per turn, per unit)

Rules

When a friendly Captain unit uses its Strategic Acumen ability, you can use this ability. If you do, the selected combat doctrine is active for this unit until the start of your next Command phase.

goneOath of Moment

Rules

-

goneTarget Priority

Rules

This model’s unit is eligible to shoot and declare a charge in a turn in which it Fell Back.

changedTactical Precision

Rules

While this model is leading a unit, weapons equipped by models inThis thatunit’s unitattacks have the [LETHAL[Lethal HITS]Hits: ability.non-MONSTER/VEHICLE].

changedSupport

Rules

This model can be attached to the following units:

■ ASSAULT INTERCESSOR SQUAD
■ ASSAULT SQUAD
■
BLADEGUARD VETERAN SQUAD
■ COMMAND SQUAD
■
COMPANY HEROES
■ CRUSADER SQUAD
■ DEATHWATCH VETERANS
■ DECIMUS KILL TEAM
■ DESOLATION SQUAD
■
FORTIS KILL TEAM
■ HELLBLASTER SQUAD
■ INFERNUS SQUAD
■ INNER CIRCLE COMPANIONS
■ INTERCESSOR SQUAD
■ STERNGUARD VETERAN SQUAD
■ SWORD BRETHREN
■ TACTICALBRETHREN SQUAD
■ VANGUARD VETERAN SQUAD
■ WOLF GUARD

newCeramite Fists

Type
weapon

newHeavy Bolt Pistol

Type
weapon

newMaster-crafted Bolter

Type
weapon

newMaster-crafted Power Weapon

Type
weapon

newNeo-volkite Pistol

Type
weapon

newPlasma Pistol

Type
weapon

newPower Fist

Type
weapon

goneClose combat weapon

Type
weapon

goneHeavy bolt pistol

Type
weapon

goneMaster-crafted bolter

Type
weapon

goneMaster-crafted power weapon

Type
weapon

goneNeo-volkite pistol

Type
weapon

gonePlasma pistol

Type
weapon

gonePower fist

Type
weapon

newCeramite FistsCeramite Fists

Range
Melee
Attacks
5
Weapon Skill
2+
Strength
5
AP
0
Damage
1

newHeavy Bolt PistolHeavy Bolt Pistol

Range
18"
Attacks
1
Ballistic Skill
2+
Strength
5
AP
-1
Damage
1

newHeavy Bolt Pistol — Heavy Bolt PistolCLOSE-QUARTERS

Rules

Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).

When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:

  • One or more of its [CLOSE‑QUARTERS] weapons.
  • One or more of its other ranged weapons.

newMaster-crafted BolterMaster-crafted Bolter

Range
24"
Attacks
2
Ballistic Skill
2+
Strength
5
AP
-1
Damage
2

newMaster-crafted Power WeaponMaster-crafted Power Weapon

Range
Melee
Attacks
5
Weapon Skill
2+
Strength
6
AP
-2
Damage
2

newNeo-volkite PistolNeo-volkite Pistol

Range
12"
Attacks
1
Ballistic Skill
2+
Strength
5
AP
0
Damage
2

newNeo-volkite Pistol — Neo-volkite PistolCLOSE-QUARTERS

Rules

Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).

When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:

  • One or more of its [CLOSE‑QUARTERS] weapons.
  • One or more of its other ranged weapons.

newNeo-volkite Pistol — Neo-volkite PistolDEVASTATING WOUNDS

Rules

Each time an attack made with a [DEVASTATING WOUNDS] weapon results in a critical wound, the attack sequence for that attack ends and the target unit suffers a number of mortal wounds equal to the D characteristic of that weapon. These are inflicted after resolving any normal damage inflicted by those attacks.

Mortal wounds inflicted by [DEVASTATING WOUNDS] weapons can damage a maximum of one model for each critical wound; any remaining mortal wounds inflicted by that attack are lost.

Example: An attack made with a [DEVASTATING WOUNDS] weapon with a D characteristic of 3 results in a critical wound against an Intercessor Squad, so inflicts 3 mortal wounds. The first 2 mortal wounds are sufficient to destroy 1 Intercessor model, so the remaining mortal wound is lost.

newPlasma PistolStandard

Range
12"
Attacks
1
Ballistic Skill
2+
Strength
7
AP
-2
Damage
1

newPlasma PistolSupercharge

Range
12"
Attacks
1
Ballistic Skill
2+
Strength
8
AP
-3
Damage
2

newPlasma Pistol — StandardCLOSE-QUARTERS

Rules

Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).

When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:

  • One or more of its [CLOSE‑QUARTERS] weapons.
  • One or more of its other ranged weapons.

newPlasma Pistol — SuperchargeCLOSE-QUARTERS

Rules

Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).

When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:

  • One or more of its [CLOSE‑QUARTERS] weapons.
  • One or more of its other ranged weapons.

newPlasma Pistol — SuperchargeHAZARDOUS

Rules

Each time a unit is selected to shoot or selected to fight, after that unit has resolved all of its attacks, make a number of hazard rolls (06.03) for that unit equal to the number of [HAZARDOUS] weapons you selected in the Select Weapons step.

newPower FistPower Fist

Range
Melee
Attacks
4
Weapon Skill
2+
Strength
8
AP
-2
Damage
2

goneClose combat weaponClose combat weapon

Range
Melee
Attacks
5
Weapon Skill
2+
Strength
4
AP
0
Damage
1

goneHeavy bolt pistolHeavy Bolt Pistol

Range
18"
Attacks
1
Ballistic Skill
2+
Strength
4
AP
-1
Damage
1

goneHeavy bolt pistol — Heavy Bolt PistolPistol

Rules

Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).

When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:

  • One or more of its [CLOSE‑QUARTERS] weapons.
  • One or more of its other ranged weapons.

goneMaster-crafted bolterMaster-crafted bolter

Range
24"
Attacks
2
Ballistic Skill
2+
Strength
4
AP
-1
Damage
2

goneMaster-crafted power weaponMaster-crafted power weapon

Range
Melee
Attacks
5
Weapon Skill
2+
Strength
5
AP
-2
Damage
2

goneNeo-volkite pistolNeo-volkite pistol

Range
12"
Attacks
1
Ballistic Skill
2+
Strength
5
AP
0
Damage
2

goneNeo-volkite pistol — Neo-volkite pistolDevastating Wounds

Rules

Each time an attack made with a [DEVASTATING WOUNDS] weapon results in a critical wound, the attack sequence for that attack ends and the target unit suffers a number of mortal wounds equal to the D characteristic of that weapon. These are inflicted after resolving any normal damage inflicted by those attacks.

Mortal wounds inflicted by [DEVASTATING WOUNDS] weapons can damage a maximum of one model for each critical wound; any remaining mortal wounds inflicted by that attack are lost.

Example: An attack made with a [DEVASTATING WOUNDS] weapon with a D characteristic of 3 results in a critical wound against an Intercessor Squad, so inflicts 3 mortal wounds. The first 2 mortal wounds are sufficient to destroy 1 Intercessor model, so the remaining mortal wound is lost.

goneNeo-volkite pistol — Neo-volkite pistolPistol

Rules

Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).

When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:

  • One or more of its [CLOSE‑QUARTERS] weapons.
  • One or more of its other ranged weapons.

gonePlasma pistolstandard

Range
12"
Attacks
1
Ballistic Skill
2+
Strength
7
AP
-2
Damage
1

gonePlasma pistolsupercharge

Range
12"
Attacks
1
Ballistic Skill
2+
Strength
8
AP
-3
Damage
2

gonePlasma pistol — standardPistol

Rules

Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).

When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:

  • One or more of its [CLOSE‑QUARTERS] weapons.
  • One or more of its other ranged weapons.

gonePlasma pistol — superchargeHazardous

Rules

Each time a unit is selected to shoot or selected to fight, after that unit has resolved all of its attacks, make a number of hazard rolls (06.03) for that unit equal to the number of [HAZARDOUS] weapons you selected in the Select Weapons step.

gonePlasma pistol — superchargePistol

Rules

Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).

When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:

  • One or more of its [CLOSE‑QUARTERS] weapons.
  • One or more of its other ranged weapons.

gonePower fistPower fist

Range
Melee
Attacks
4
Weapon Skill
2+
Strength
8
AP
-2
Damage
2

changedStorm Shield

Rule Text

TheThis bearermodel has a 4+ invulnerable save.InSv.

changedBolt PistolBolt Pistol

Strength
4 5
AP
0 -1

newBolt Pistol — Bolt PistolCLOSE-QUARTERS

Rules

Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).

When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:

  • One or more of its [CLOSE‑QUARTERS] weapons.
  • One or more of its other ranged weapons.

goneBolt Pistol — Bolt PistolPistol

Rules

Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).

When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:

  • One or more of its [CLOSE‑QUARTERS] weapons.
  • One or more of its other ranged weapons.

newLieutenant: This model’s Master-crafted Bolter and Bolt Pistol can be replaced with 1 Neo-volkite Pistol and 1 Master-crafted Power Weapon.

newLieutenant: If this model is equipped with 1 Neo-volkite Pistol, it can be equipped with 1 Storm Shield (this model’s 1 Neo-volkite Pistol cannot be replaced).

newLieutenant: This model’s Bolt Pistol can be replaced with 1 Heavy Bolt Pistol.

newLieutenant: This model’s Master-crafted Bolter can be replaced with one of the following: ▫ 1 Master-crafted Power Weapon ▫ 1 Plasma Pistol ▫ 1 Power Fist

newLieutenant: This model’s Ceramite Fists can be replaced with one of the following: ▫ 1 Master-crafted Power Weapon ▫ 1 Power Fist

goneLieutenant: This model’s master-crafted bolter can be replaced with one of the following:

goneLieutenant: This model’s bolt pistol, master-crafted bolter and close combat weapon can be replaced with 1 neo- volkite pistol, 1 master-crafted power weapon and 1 storm shield.

goneLieutenant: This model’s bolt pistol can be replaced with 1 heavy bolt pistol.

goneLieutenant: This model’s close combat weapon can be replaced with one of the following:

new■ This model’s Master-crafted Bolter and Bolt Pistol can be replaced with 1 Neo-volkite Pistol and 1 Master-crafted Power Weapon.

new■ If this model is equipped with 1 Neo-volkite Pistol, it can be equipped with 1 Storm Shield (this model’s 1 Neo-volkite Pistol cannot be replaced).

new■ This model’s Bolt Pistol can be replaced with 1 Heavy Bolt Pistol.

new■ This model’s Master-crafted Bolter can be replaced with one of the following: ▫ 1 Master-crafted Power Weapon ▫ 1 Plasma Pistol ▫ 1 Power Fist

new■ This model’s Ceramite Fists can be replaced with one of the following: ▫ 1 Master-crafted Power Weapon ▫ 1 Power Fist

gone■ This model’s master-crafted bolt rifle can be replaced with one of the following: ◦ 1 plasma pistol ◦ 1 master-crafted power weapon ◦ 1 power fist

gone■ This model’s bolt pistol, master-crafted bolt rifle and close combat weapon can be replaced with 1 neo-volkite pistol, 1 master-crafted power weapon and 1 storm shield.

gone■ This model’s bolt pistol can be replaced with 1 heavy bolt pistol.

gone■ This model’s close combat weapon can be replaced with one of the following: ◦ 1 master-crafted power weapon ◦ 1 power fist

changed1 Lieutenant

Points
45 pts 50 pts

changedLieutenant in Phobos Armour

Unit Composition

■ 1

  • 1 Lieutenant in Phobos ArmourThisArmour model

This model is equipped with:with: bolt1 pistol;Monomolecular master-craftedCombat boltBlades; carbine;1 pairedSpecial-issue combatBolt blades.Pistol.

changedLieutenant in Phobos Armour

Movement
6" 8"
Keywords
Infantry, Character, Grenades, Imperium, Phobos, Lieutenant Character, Explosives, Imperium, Infantry, Phobos, Smoke
Equipped With
Bolt Pistol, Master-crafted bolt carbine, Paired combat blades Monomolecular Combat Blades, Special-issue Bolt Pistol

newCombat Doctrines

Rules

-

newDemi-company Commander (Once per turn, per unit)

Rules

When a friendly Captain unit uses its Strategic Acumen ability, you can use this ability. If you do, the selected combat doctrine is active for this unit until the start of your next Command phase.

goneOath of Moment

Rules

-

goneStrategic Dispersal

Rules

In your Shooting phase, after this model’s unit has shot, if it is not within Engagement Range of one or more enemy units, it can make a Normal move of up to 6". If it does, until the end of the turn, that unit is not eligible to declare a charge.

changedTactical Precision

Rules

While this model is leading a unit, weapons equipped by models inThis thatunit’s unitattacks have the [LETHAL[Lethal HITS]Hits: ability.non-MONSTER/VEHICLE].

changedSupport

Rules

This model can be attached to the following units:

■ HOUNDS OFELIMINATOR MORKAISQUAD
■ INCURSOR SQUAD
■ INFILTRATOR SQUAD
■ REIVER SQUAD
■ SPECTRUS KILL TEAM
■ WOLF SCOUTS

newMonomolecular Combat Blades

Type
weapon

newSpecial-issue Bolt Pistol

Type
weapon

goneBolt Pistol

Type
weapon

gonePaired combat blades

Type
weapon

newMonomolecular Combat BladesMonomolecular Combat Blades

Range
Melee
Attacks
6
Weapon Skill
2+
Strength
5
AP
-1
Damage
1

newMonomolecular Combat Blades — Monomolecular Combat BladesPRECISION

Rules

While resolving attacks made with one or more [PRECISION] weapons, at the start of the Allocation Order step (05.03), if the target unit contains one or more CHARACTER models visible to one or more of the attacking models, the active player can select one allocation group that contains one of those visible CHARACTER models. If they do, until those attacks are resolved, or until that CHARACTER group is destroyed (whichever happens first), that CHARACTER group is the current allocation group.

newMonomolecular Combat Blades — Monomolecular Combat BladesSUSTAINED HITS 1

Rules

This ability always takes the form [SUSTAINED HITS X]. Each time an attack made with a [SUSTAINED HITS] weapon results in a critical hit, that attack results in a number of additional hits on the target as denoted by X.

Example: An attack made with a [SUSTAINED HITS 2] weapon results in a critical hit. That attack therefore hits the target three times (once from the critical hit, and twice more from the [SUSTAINED HITS 2] ability).

newSpecial-issue Bolt PistolSpecial-issue Bolt Pistol

Range
12"
Attacks
1
Ballistic Skill
2+
Strength
5
AP
-2
Damage
2

newSpecial-issue Bolt Pistol — Special-issue Bolt PistolCLOSE-QUARTERS

Rules

Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).

When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:

  • One or more of its [CLOSE‑QUARTERS] weapons.
  • One or more of its other ranged weapons.

newSpecial-issue Bolt Pistol — Special-issue Bolt PistolPRECISION

Rules

While resolving attacks made with one or more [PRECISION] weapons, at the start of the Allocation Order step (05.03), if the target unit contains one or more CHARACTER models visible to one or more of the attacking models, the active player can select one allocation group that contains one of those visible CHARACTER models. If they do, until those attacks are resolved, or until that CHARACTER group is destroyed (whichever happens first), that CHARACTER group is the current allocation group.

goneBolt PistolBolt Pistol

Range
12"
Attacks
1
Ballistic Skill
2+
Strength
4
AP
0
Damage
1

goneBolt Pistol — Bolt PistolPistol

Rules

Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).

When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:

  • One or more of its [CLOSE‑QUARTERS] weapons.
  • One or more of its other ranged weapons.

gonePaired combat bladesPaired combat blades

Range
Melee
Attacks
5
Weapon Skill
2+
Strength
4
AP
-1
Damage
1

gonePaired combat blades — Paired combat bladesSustained Hits 1

Rules

This ability always takes the form [SUSTAINED HITS X]. Each time an attack made with a [SUSTAINED HITS] weapon results in a critical hit, that attack results in a number of additional hits on the target as denoted by X.

Example: An attack made with a [SUSTAINED HITS 2] weapon results in a critical hit. That attack therefore hits the target three times (once from the critical hit, and twice more from the [SUSTAINED HITS 2] ability).

newLieutenant in Phobos Armour: This model’s Special-issue Bolt Pistol can be replaced with 1 Master-crafted Bolt Carbine.

new■ This model’s Special-issue Bolt Pistol can be replaced with 1 Master-crafted Bolt Carbine.

changed1 Lieutenant in Phobos Armour

Points
45 pts 40 pts

changedLieutenant with Combi-weapon

Unit Composition

■ 1

  • 1 Lieutenant with Combi-weaponThisCombi-weapon model

This model is equipped with:with: combi-weapon;1 pairedCombi-weapon; combat1 blades.Paired Combat Blades.

changedLieutenant with Combi-weapon

Movement
6" 8"
Keywords
Infantry, Character, Grenades, Imperium, Phobos, Lieutenant, Lieutenant with Combi-weapon Character, Explosives, Imperium, Infantry, Phobos, Smoke
Equipped With
Combi-weapon, Paired combat blades Combi-weapon, Paired Combat Blades

newCombat Doctrines

Rules

-

newPriority Target Identified (Once per battle, per unit)

Rules

In your Command phase, you can use this ability. If you do, select one visible terrain feature. That terrain feature is identified until the end of the turn.

  • While an enemy unit is within an identified terrain feature, that enemy unit has +3" detection range.

newEvade and Survive (Once per phase, per unit)

Rules

In your opponent’s Movement phase, when an enemy unit ends a move within 8" of this unit, if this unit is unengaged, this unit can make a normal move of up to D3+3".

goneOath of Moment

Rules

-

gonePriority Objective Identified

Rules

At the start of the first battle round, if your army includes one or more models with this ability, you can select one objective marker on the battlefield. Until the end of the battle, while one or more models with this ability are on the battlefield, each time a friendly ADEPTUS ASTARTES model makes an attack that targets an enemy unit that is within range of that objective marker, re-roll a Wound roll of 1.

goneEvade and Survive

Rules

In your opponent's Movement phase, if an enemy unit ends a move within 8” of this unit, if this unit is not within Engagement Range of one or more enemy units, this unit can make a Normal move of up to 6”.

goneLast Survivor

Rules

This model cannot be selected as your WARLORD.

newPaired Combat Blades

Type
weapon

gonePaired combat blades

Type
weapon

newPaired Combat BladesPaired Combat Blades

Range
Melee
Attacks
6
Weapon Skill
2+
Strength
5
AP
-1
Damage
1

newPaired Combat Blades — Paired Combat BladesSUSTAINED HITS 1

Rules

This ability always takes the form [SUSTAINED HITS X]. Each time an attack made with a [SUSTAINED HITS] weapon results in a critical hit, that attack results in a number of additional hits on the target as denoted by X.

Example: An attack made with a [SUSTAINED HITS 2] weapon results in a critical hit. That attack therefore hits the target three times (once from the critical hit, and twice more from the [SUSTAINED HITS 2] ability).

gonePaired combat bladesPaired combat blades

Range
Melee
Attacks
5
Weapon Skill
2+
Strength
4
AP
-1
Damage
1

gonePaired combat blades — Paired combat bladesAnti-infantry 4+

Rules

This ability always takes the form [ANTI‑X Y+]. Each time an attack is made with an [ANTI] weapon, if the target unit has the keyword denoted by X, an unmodified wound roll of Y+ is a critical wound.
Example: An attack made with an [ANTI‑VEHICLE 4+] weapon against a VEHICLE unit will result in a critical wound on an unmodified wound roll of 4+, while an attack made with an [ANTI‑PSYKER 2+] weapon against a PSYKER unit will result in a critical wound on an unmodified wound roll of 2+.

gonePaired combat blades — Paired combat bladesSustained Hits 1

Rules

This ability always takes the form [SUSTAINED HITS X]. Each time an attack made with a [SUSTAINED HITS] weapon results in a critical hit, that attack results in a number of additional hits on the target as denoted by X.

Example: An attack made with a [SUSTAINED HITS 2] weapon results in a critical hit. That attack therefore hits the target three times (once from the critical hit, and twice more from the [SUSTAINED HITS 2] ability).

newCombi-weaponBolter

Range
24"
Attacks
2
Ballistic Skill
2+
Strength
5
AP
-1
Damage
2

newCombi-weaponFlamer

Range
12"
Attacks
3
Ballistic Skill
-
Strength
5
AP
-1
Damage
1

goneCombi-weaponCombi-weapon

Range
24"
Attacks
1
Ballistic Skill
3+
Strength
4
AP
0
Damage
1

newCombi-weapon — BolterASSAULT

Rules

Units containing one or more models with an [ASSAULT] weapon can shoot using assault shooting (10.05).

newCombi-weapon — BolterRAPID FIRE 1

Rules

This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.

Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).

newCombi-weapon — FlamerASSAULT

Rules

Units containing one or more models with an [ASSAULT] weapon can shoot using assault shooting (10.05).

newCombi-weapon — FlamerBLAST 1

Rules

Each time you gather attack dice for a [BLAST] weapon, add one additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).

If this ability takes the form [BLAST X], each time you gather attack dice for such a weapon, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down) instead.

Example: If a [BLAST 2] weapon with an A characteristic of 3 targets a unit containing 12 models, you would gather four additional attack dice for that weapon (for a total of seven for that weapon).

newCombi-weapon — FlamerTORRENT

Rules

Each time an attack is made with a [TORRENT] weapon, that attack automatically hits the target.

goneCombi-weapon — Combi-weaponAnti-infantry 4+

Rules

This ability always takes the form [ANTI‑X Y+]. Each time an attack is made with an [ANTI] weapon, if the target unit has the keyword denoted by X, an unmodified wound roll of Y+ is a critical wound.
Example: An attack made with an [ANTI‑VEHICLE 4+] weapon against a VEHICLE unit will result in a critical wound on an unmodified wound roll of 4+, while an attack made with an [ANTI‑PSYKER 2+] weapon against a PSYKER unit will result in a critical wound on an unmodified wound roll of 2+.

goneCombi-weapon — Combi-weaponDevastating Wounds

Rules

Each time an attack made with a [DEVASTATING WOUNDS] weapon results in a critical wound, the attack sequence for that attack ends and the target unit suffers a number of mortal wounds equal to the D characteristic of that weapon. These are inflicted after resolving any normal damage inflicted by those attacks.

Mortal wounds inflicted by [DEVASTATING WOUNDS] weapons can damage a maximum of one model for each critical wound; any remaining mortal wounds inflicted by that attack are lost.

Example: An attack made with a [DEVASTATING WOUNDS] weapon with a D characteristic of 3 results in a critical wound against an Intercessor Squad, so inflicts 3 mortal wounds. The first 2 mortal wounds are sufficient to destroy 1 Intercessor model, so the remaining mortal wound is lost.

goneCombi-weapon — Combi-weaponRapid Fire 1

Rules

This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.

Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).

gone1 Lieutenant with Combi-weapon

Points
95 pts
Lieutenant with Combi-weapon count
1

changed1 Lieutenant with Combi-weapon

Points
95 pts 80 pts

changedMarneus Calgar

was Marneus Calgar in Armour of Antilochus

Unit Composition

■

  • 1 Marneus Calgar in Armour of Antilochus – EPIC HEROThismodel

This model is equipped with:with: 1 Gauntlets of Ultramar.

changedMarneus Calgar

Keywords
Infantry, Character, Epic Hero, Imperium, Terminator, Chapter Master, Marneus Calgar Chapter Master, Character, Epic Hero, Imperium, Infantry, Terminator

newTranshuman Strategist

Rules

-

newCodex Adept

Rules

The assault doctrine, devastator doctrine and tactical doctrine are active for this unit.

newCombat Doctrines

Rules

-

newThunderhawk Insertion

Rules

In the Declare Battle Formations step, you can select one friendly Gravis/Phobos/Tacticus unit. That unit has Deep Strike.

goneOath of Moment

Rules

-

goneInspiring Leader

Rules

This unit is eligible to shoot and declare a charge in a turn in which it Advanced or Fell Back.

changedMaster Tactician

Rules

AtIn theyour startMovement ofphase, youryou Commandcan phase,select ifone thisvisible modelfriendly isAdeptus yourAstartes WARLORDunit within 9" of this model, and select one combat doctrine. That combat doctrine is onactive for that unit until the battlefield,start youof gainyour 1CP.next Command phase.

changedLeader

Rules

This model can be attached to the following units:

■ AGGRESSOR SQUAD
■ ASSAULT INTERCESSOR SQUAD
■ ASSAULT SQUAD
■
BLADEGUARD VETERAN SQUAD
■ COMMANDCOMPANY SQUADHEROES
■ COMPANYERADICATOR HEROESSQUAD WITH HEAVY BOLTERS
■ ERADICATOR SQUADSQUAD WITH MELTA RIFLES
■
HEAVY INTERCESSOR SQUAD
■
INFERNUS SQUAD
■
INTERCESSOR SQUAD
■
RELIC TERMINATOR SQUAD
■
STERNGUARD VETERAN SQUAD
■
TACTICAL
SQUAD
■
TERMINATOR ASSAULT SQUAD
■
TERMINATOR SQUAD
■
VANGUARD VETERAN SQUAD
■
VICTRIX HONOUR GUARD**

newGauntlets of UltramarGauntlets of Ultramar

Range
Melee
Attacks
6
Weapon Skill
2+
Strength
10
AP
-3
Damage
3

newGauntlets of UltramarGauntlets of Ultramar

Range
18"
Attacks
4
Ballistic Skill
2+
Strength
5
AP
-2
Damage
2

newGauntlets of UltramarOverhead Smash

Range
Melee
Attacks
1
Weapon Skill
2+
Strength
14
AP
-3
Damage
D3+3

goneGauntlets of UltramarRanged

Range
18"
Attacks
4
Ballistic Skill
2+
Strength
4
AP
-1
Damage
2

goneGauntlets of UltramarMelee

Range
Melee
Attacks
6
Weapon Skill
2+
Strength
8
AP
-3
Damage
3

newGauntlets of Ultramar — Gauntlets of UltramarTWIN-LINKED

Rules

Each time an attack is made with a [TWIN‑LINKED] weapon, you can re‑roll the wound roll.

newGauntlets of Ultramar — Gauntlets of UltramarCLOSE-QUARTERS

Rules

Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).

When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:

  • One or more of its [CLOSE‑QUARTERS] weapons.
  • One or more of its other ranged weapons.

newGauntlets of Ultramar — Gauntlets of UltramarTWIN-LINKED

Rules

Each time an attack is made with a [TWIN‑LINKED] weapon, you can re‑roll the wound roll.

newGauntlets of Ultramar — Overhead SmashEXTRA ATTACKS

Rules

Each time a unit containing one or more models with an [EXTRA ATTACKS] weapon fights, those models will make attacks with those weapons in addition to any others. In the Select Weapons step (04.01), for each of those models, you must select:

  • All of that model’s [EXTRA ATTACKS] weapons.
  • One of that model’s other melee weapons, if possible.

newGauntlets of Ultramar — Overhead SmashTWIN-LINKED

Rules

Each time an attack is made with a [TWIN‑LINKED] weapon, you can re‑roll the wound roll.

goneGauntlets of Ultramar — RangedPistol

Rules

Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).

When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:

  • One or more of its [CLOSE‑QUARTERS] weapons.
  • One or more of its other ranged weapons.

goneGauntlets of Ultramar — RangedTwin-linked

Rules

Each time an attack is made with a [TWIN‑LINKED] weapon, you can re‑roll the wound roll.

goneGauntlets of Ultramar — MeleeTwin-linked

Rules

Each time an attack is made with a [TWIN‑LINKED] weapon, you can re‑roll the wound roll.

newMarneus Calgar: Default Wargear

goneMarneus Calgar in Armour of Antilochus: Default Wargear

new1 Marneus Calgar

Points
180 pts
Marneus Calgar count
1

gone1 Marneus Calgar in Armour of Antilochus

Points
155 pts
Marneus Calgar in Armour of Antilochus count
1

changedOutrider Squad

Unit Composition

■ 1 Outrider Sergeant
■ 2-5 Outriders
■ 0-1 Invader ATV
The

  • 1 Outrider Sergeant and everymodel
  • 2-5 Outrider is equipped with: heavy bolt pistol; twin bolt rifle; Astartes chainsword.An Invadermodels

Every ATVmodel is equipped with: boltwith: pistol;1 twinChainsword; bolt1 rifle;Heavy onslaughtBolt gatlingPistol; cannon;1 closeTwin combatBolt weapon.Rifle.

Base Size
90 x 52.5mm Oval Base 90x52.5mm Oval Base

goneInvader ATV

Movement
12"
Toughness
5
Save
3+
Wounds
8
Leadership
6+
Objective Control
2
Keywords
Mounted, Grenades, Imperium, Outrider Squad
Equipped With
Bolt pistol, Twin bolt rifle, Onslaught gatling cannon, Close combat weapon

changedOutrider

Toughness
5 6
Keywords
Mounted, Grenades, Imperium, Outrider Squad Explosives, Imperium, Mounted
Equipped With
Heavy bolt pistol, Twin bolt rifle, Astartes chainsword Chainsword, Heavy Bolt Pistol, Twin Bolt Rifle

changedOutrider Sergeant

Toughness
5 6
Keywords
Mounted, Grenades, Imperium, Outrider Squad Explosives, Imperium, Mounted
Equipped With
Heavy bolt pistol, Twin bolt rifle, Astartes chainsword Chainsword, Heavy Bolt Pistol, Twin Bolt Rifle

newCombat Doctrines

Rules

-

newFull-throttle Assault

Rules

If this unit made a charge move this turn, this unit’s:

  • Thunder Hammer weapons have +1 to hit rolls and [Sustained Hits 1].
  • Other melee weapons have +1 D and [Sustained Hits 1].

goneOath of Moment

Rules

-

goneThunderous Impact

Rules

Each time a model in this unit makes a melee attack, if this unit made a Charge move this turn, improve the Strength and Damage characteristics of that attack by 1.

newChainsword

Type
weapon

newHeavy Bolt Pistol

Type
weapon

newPlasma Pistol

Type
weapon

newPower Weapon

Type
weapon

newThunder Hammer

Type
weapon

newTwin Bolt Rifle

Type
weapon

goneAstartes chainsword

Type
weapon

goneBolt pistol

Type
weapon

goneClose combat weapon

Type
weapon

goneHeavy bolt pistol

Type
weapon

goneMulti-melta

Type
weapon

goneOnslaught gatling cannon

Type
weapon

goneTwin bolt rifle

Type
weapon

newChainswordChainsword

Range
Melee
Attacks
4
Weapon Skill
3+
Strength
5
AP
-1
Damage
1

newHeavy Bolt PistolHeavy Bolt Pistol

Range
18"
Attacks
1
Ballistic Skill
3+
Strength
5
AP
-1
Damage
1

newHeavy Bolt Pistol — Heavy Bolt PistolCLOSE-QUARTERS

Rules

Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).

When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:

  • One or more of its [CLOSE‑QUARTERS] weapons.
  • One or more of its other ranged weapons.

newPlasma PistolStandard

Range
12"
Attacks
1
Ballistic Skill
3+
Strength
7
AP
-2
Damage
1

newPlasma PistolSupercharge

Range
12"
Attacks
1
Ballistic Skill
3+
Strength
8
AP
-3
Damage
2

newPlasma Pistol — StandardCLOSE-QUARTERS

Rules

Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).

When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:

  • One or more of its [CLOSE‑QUARTERS] weapons.
  • One or more of its other ranged weapons.

newPlasma Pistol — SuperchargeCLOSE-QUARTERS

Rules

Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).

When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:

  • One or more of its [CLOSE‑QUARTERS] weapons.
  • One or more of its other ranged weapons.

newPlasma Pistol — SuperchargeHAZARDOUS

Rules

Each time a unit is selected to shoot or selected to fight, after that unit has resolved all of its attacks, make a number of hazard rolls (06.03) for that unit equal to the number of [HAZARDOUS] weapons you selected in the Select Weapons step.

newPower WeaponPower Weapon

Range
Melee
Attacks
3
Weapon Skill
3+
Strength
5
AP
-2
Damage
1

newThunder HammerThunder Hammer

Range
Melee
Attacks
3
Weapon Skill
4+
Strength
8
AP
-2
Damage
3

newThunder Hammer — Thunder HammerDEVASTATING WOUNDS

Rules

Each time an attack made with a [DEVASTATING WOUNDS] weapon results in a critical wound, the attack sequence for that attack ends and the target unit suffers a number of mortal wounds equal to the D characteristic of that weapon. These are inflicted after resolving any normal damage inflicted by those attacks.

Mortal wounds inflicted by [DEVASTATING WOUNDS] weapons can damage a maximum of one model for each critical wound; any remaining mortal wounds inflicted by that attack are lost.

Example: An attack made with a [DEVASTATING WOUNDS] weapon with a D characteristic of 3 results in a critical wound against an Intercessor Squad, so inflicts 3 mortal wounds. The first 2 mortal wounds are sufficient to destroy 1 Intercessor model, so the remaining mortal wound is lost.

newTwin Bolt RifleTwin Bolt Rifle

Range
24"
Attacks
2
Ballistic Skill
2+
Strength
5
AP
-1
Damage
1

newTwin Bolt Rifle — Twin Bolt RifleASSAULT

Rules

Units containing one or more models with an [ASSAULT] weapon can shoot using assault shooting (10.05).

newTwin Bolt Rifle — Twin Bolt RifleRAPID FIRE 2

Rules

This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.

Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).

newTwin Bolt Rifle — Twin Bolt RifleTWIN-LINKED

Rules

Each time an attack is made with a [TWIN‑LINKED] weapon, you can re‑roll the wound roll.

goneAstartes chainswordAstartes chainsword

Range
Melee
Attacks
4
Weapon Skill
3+
Strength
4
AP
-1
Damage
1

goneBolt pistolBolt pistol

Range
12"
Attacks
1
Ballistic Skill
3+
Strength
4
AP
0
Damage
1

goneBolt pistol — Bolt pistolPistol

Rules

Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).

When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:

  • One or more of its [CLOSE‑QUARTERS] weapons.
  • One or more of its other ranged weapons.

goneClose combat weaponClose combat weapon

Range
Melee
Attacks
5
Weapon Skill
3+
Strength
4
AP
0
Damage
1

goneHeavy bolt pistolHeavy bolt pistol

Range
18"
Attacks
1
Ballistic Skill
3+
Strength
4
AP
-1
Damage
1

goneHeavy bolt pistol — Heavy bolt pistolPistol

Rules

Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).

When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:

  • One or more of its [CLOSE‑QUARTERS] weapons.
  • One or more of its other ranged weapons.

goneMulti-meltaMulti-melta

Range
18"
Attacks
2
Ballistic Skill
3+
Strength
9
AP
-4
Damage
D6

goneMulti-melta — Multi-meltaMelta 2

Rules

This ability always takes the form [MELTA X]. Each time a model makes an attack with a [MELTA] weapon, if the target unit was within half range of that weapon in the Select Targets step, until the attacking unit’s attacks have been resolved, add X to that weapon’s D characteristic.

Example: A model targets a unit that is within half range of a [MELTA 2] weapon with a D characteristic of D6. While resolving those attacks, that weapon has a D characteristic of D6+2

goneOnslaught gatling cannonOnslaught gatling cannon

Range
24"
Attacks
8
Ballistic Skill
3+
Strength
5
AP
0
Damage
1

goneOnslaught gatling cannon — Onslaught gatling cannonDevastating Wounds

Rules

Each time an attack made with a [DEVASTATING WOUNDS] weapon results in a critical wound, the attack sequence for that attack ends and the target unit suffers a number of mortal wounds equal to the D characteristic of that weapon. These are inflicted after resolving any normal damage inflicted by those attacks.

Mortal wounds inflicted by [DEVASTATING WOUNDS] weapons can damage a maximum of one model for each critical wound; any remaining mortal wounds inflicted by that attack are lost.

Example: An attack made with a [DEVASTATING WOUNDS] weapon with a D characteristic of 3 results in a critical wound against an Intercessor Squad, so inflicts 3 mortal wounds. The first 2 mortal wounds are sufficient to destroy 1 Intercessor model, so the remaining mortal wound is lost.

goneTwin bolt rifleTwin bolt rifle

Range
24"
Attacks
2
Ballistic Skill
3+
Strength
4
AP
-1
Damage
1

goneTwin bolt rifle — Twin bolt rifleTwin-linked

Rules

Each time an attack is made with a [TWIN‑LINKED] weapon, you can re‑roll the wound roll.

newOutrider Sergeant: The Outrider Sergeant can have their Chainsword replaced with one of the following: ▫ 1 Power Weapon ▫ 1 Thunder Hammer

newOutrider: For every 3 models in this unit, 1 model can have their Heavy Bolt Pistol replaced with 1 Plasma Pistol.

newOutrider Sergeant: For every 3 models in this unit, 1 model can have their Heavy Bolt Pistol replaced with 1 Plasma Pistol.

goneInvader ATV: Default Wargear

goneInvader ATV: An Invader ATV’s onslaught gatling cannon can be replaced with 1 multi-melta.

new■ The Outrider Sergeant can have their Chainsword replaced with one of the following: ▫ 1 Power Weapon ▫ 1 Thunder Hammer

new■ For every 3 models in this unit, 1 model can have their Heavy Bolt Pistol replaced with 1 Plasma Pistol.

gone■ An Invader ATV’s onslaught gatling cannon can be replaced with 1 multi-melta.

new2 Outrider, 1 Outrider Sergeant

Points
85 pts
Outrider count
2
Outrider Sergeant count
1

new5 Outrider, 1 Outrider Sergeant

Points
160 pts
Outrider count
5
Outrider Sergeant count
1

gone2 Outrider, 0 Invader ATV, 1 Outrider Sergeant

Points
70 pts
Outrider count
2
Invader ATV count
0
Outrider Sergeant count
1

gone2 Outrider, 0 Invader ATV, 1 Outrider Sergeant

Points
75 pts
Outrider count
2
Invader ATV count
0
Outrider Sergeant count
1

gone1 Outrider Sergeant, 2 Outrider, 1 Invader ATV

Points
130 pts
Outrider Sergeant count
1
Outrider count
2
Invader ATV count
1

gone0 Invader ATV, 1 Outrider Sergeant, 3-5 Outrider

Points
140 pts
Invader ATV count
0
Outrider Sergeant count
1
Outrider count
3-5

gone1 Invader ATV, 1 Outrider Sergeant, 3-5 Outrider

Points
200 pts
Invader ATV count
1
Outrider Sergeant count
1
Outrider count
3-5

gone1 Outrider Sergeant, 2 Outrider, 1 Invader ATV

Points
135 pts
Outrider Sergeant count
1
Outrider count
2
Invader ATV count
1

gone1 Outrider Sergeant, 3-5 Outrider, 0 Invader ATV

Points
140 pts
Outrider Sergeant count
1
Outrider count
3-5
Invader ATV count
0

gone1 Outrider Sergeant, 3-5 Outrider, 1 Invader ATV

Points
200 pts
Outrider Sergeant count
1
Outrider count
3-5
Invader ATV count
1

changedRedemptor Dreadnought

Unit Composition

■ 1

  • 1 Redemptor DreadnoughtThisDreadnought model

This model is equipped with:with: twin1 fragstormFragstorm grenadeGrenade launcher;Launchers; heavy1 flamer;Heavy heavyFlamer; onslaught1 gatlingHeavy cannon;Onslaught Gatling Cannon; 1 Redemptor fist.Fist.

changedRedemptor Dreadnought

Keywords
Vehicle, Walker, Imperium, Dreadnought, Redemptor Dreadnought Dreadnought, Imperium, Vehicle, Walker
Equipped With
Twin fragstorm grenade launcher, Heavy flamer, Heavy onslaught gatling cannon, Redemptor fist Fragstorm Grenade Launchers, Heavy Flamer, Heavy Onslaught Gatling Cannon, Redemptor Fist

newCombat Doctrines

Rules

-

newDamaged 4

goneOath of Moment

Rules

-

changedDuty Eternal

Rules

EachAttacks timethat antarget attackthis isunit allocatedwith toa thisS model,greater subtractthan 1this fromunit’s theT Damagehave characteristic-1 ofto thatwound attack.rolls.

newFragstorm Grenade Launchers

Type
weapon

newHeavy Flamer

Type
weapon

newHeavy Onslaught Gatling Cannon

Type
weapon

newIcarus Rocket Pod

Type
weapon

newMacro Plasma Incinerator

Type
weapon

newOnslaught Gatling Cannon

Type
weapon

newRedemptor Fist

Type
weapon

newStorm Bolters

Type
weapon

goneHeavy flamer

Type
weapon

goneHeavy onslaught gatling cannon

Type
weapon

goneIcarus rocket pod

Type
weapon

goneMacro plasma incinerator

Type
weapon

goneOnslaught gatling cannon

Type
weapon

goneRedemptor fist

Type
weapon

goneTwin fragstorm grenade launcher

Type
weapon

goneTwin storm bolter

Type
weapon

newFragstorm Grenade LaunchersFragstorm Grenade Launchers

Range
18"
Attacks
6
Ballistic Skill
3+
Strength
4
AP
-1
Damage
1

newFragstorm Grenade Launchers — Fragstorm Grenade LaunchersBLAST 2

Rules

Each time you gather attack dice for a [BLAST] weapon, add one additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).

If this ability takes the form [BLAST X], each time you gather attack dice for such a weapon, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down) instead.

Example: If a [BLAST 2] weapon with an A characteristic of 3 targets a unit containing 12 models, you would gather four additional attack dice for that weapon (for a total of seven for that weapon).

newHeavy FlamerHeavy Flamer

Range
12"
Attacks
3
Ballistic Skill
-
Strength
5
AP
-1
Damage
1

newHeavy Flamer — Heavy FlamerBLAST 2

Rules

Each time you gather attack dice for a [BLAST] weapon, add one additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).

If this ability takes the form [BLAST X], each time you gather attack dice for such a weapon, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down) instead.

Example: If a [BLAST 2] weapon with an A characteristic of 3 targets a unit containing 12 models, you would gather four additional attack dice for that weapon (for a total of seven for that weapon).

newHeavy Flamer — Heavy FlamerTORRENT

Rules

Each time an attack is made with a [TORRENT] weapon, that attack automatically hits the target.

newHeavy Onslaught Gatling CannonHeavy Onslaught Gatling Cannon

Range
24"
Attacks
12
Ballistic Skill
3+
Strength
6
AP
-1
Damage
1

newHeavy Onslaught Gatling Cannon — Heavy Onslaught Gatling CannonDEVASTATING WOUNDS: non-MONSTER/VEHICLE

Rules

Each time an attack made with a [DEVASTATING WOUNDS] weapon results in a critical wound, the attack sequence for that attack ends and the target unit suffers a number of mortal wounds equal to the D characteristic of that weapon. These are inflicted after resolving any normal damage inflicted by those attacks.

Mortal wounds inflicted by [DEVASTATING WOUNDS] weapons can damage a maximum of one model for each critical wound; any remaining mortal wounds inflicted by that attack are lost.

Example: An attack made with a [DEVASTATING WOUNDS] weapon with a D characteristic of 3 results in a critical wound against an Intercessor Squad, so inflicts 3 mortal wounds. The first 2 mortal wounds are sufficient to destroy 1 Intercessor model, so the remaining mortal wound is lost.

newHeavy Onslaught Gatling Cannon — Heavy Onslaught Gatling CannonSUSTAINED HITS 2: non-MONSTER/VEHICLE

Rules

This ability always takes the form [SUSTAINED HITS X]. Each time an attack made with a [SUSTAINED HITS] weapon results in a critical hit, that attack results in a number of additional hits on the target as denoted by X.

Example: An attack made with a [SUSTAINED HITS 2] weapon results in a critical hit. That attack therefore hits the target three times (once from the critical hit, and twice more from the [SUSTAINED HITS 2] ability).

newIcarus Rocket PodIcarus Rocket Pod

Range
24"
Attacks
3
Ballistic Skill
3+
Strength
6
AP
-1
Damage
2

newIcarus Rocket Pod — Icarus Rocket PodANTI-FLY 2+

Rules

This ability always takes the form [ANTI‑X Y+]. Each time an attack is made with an [ANTI] weapon, if the target unit has the keyword denoted by X, an unmodified wound roll of Y+ is a critical wound.
Example: An attack made with an [ANTI‑VEHICLE 4+] weapon against a VEHICLE unit will result in a critical wound on an unmodified wound roll of 4+, while an attack made with an [ANTI‑PSYKER 2+] weapon against a PSYKER unit will result in a critical wound on an unmodified wound roll of 2+.

newMacro Plasma IncineratorStandard

Range
36"
Attacks
D3+3
Ballistic Skill
3+
Strength
9
AP
-3
Damage
2

newMacro Plasma IncineratorSupercharge

Range
36"
Attacks
D3+3
Ballistic Skill
3+
Strength
10
AP
-4
Damage
3

newMacro Plasma Incinerator — StandardBLAST 1

Rules

Each time you gather attack dice for a [BLAST] weapon, add one additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).

If this ability takes the form [BLAST X], each time you gather attack dice for such a weapon, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down) instead.

Example: If a [BLAST 2] weapon with an A characteristic of 3 targets a unit containing 12 models, you would gather four additional attack dice for that weapon (for a total of seven for that weapon).

newMacro Plasma Incinerator — SuperchargeBLAST 1

Rules

Each time you gather attack dice for a [BLAST] weapon, add one additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).

If this ability takes the form [BLAST X], each time you gather attack dice for such a weapon, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down) instead.

Example: If a [BLAST 2] weapon with an A characteristic of 3 targets a unit containing 12 models, you would gather four additional attack dice for that weapon (for a total of seven for that weapon).

newMacro Plasma Incinerator — SuperchargeHAZARDOUS

Rules

Each time a unit is selected to shoot or selected to fight, after that unit has resolved all of its attacks, make a number of hazard rolls (06.03) for that unit equal to the number of [HAZARDOUS] weapons you selected in the Select Weapons step.

newOnslaught Gatling CannonOnslaught Gatling Cannon

Range
24"
Attacks
8
Ballistic Skill
3+
Strength
5
AP
-1
Damage
1

newOnslaught Gatling Cannon — Onslaught Gatling CannonDEVASTATING WOUNDS: non-MONSTER/VEHICLE

Rules

Each time an attack made with a [DEVASTATING WOUNDS] weapon results in a critical wound, the attack sequence for that attack ends and the target unit suffers a number of mortal wounds equal to the D characteristic of that weapon. These are inflicted after resolving any normal damage inflicted by those attacks.

Mortal wounds inflicted by [DEVASTATING WOUNDS] weapons can damage a maximum of one model for each critical wound; any remaining mortal wounds inflicted by that attack are lost.

Example: An attack made with a [DEVASTATING WOUNDS] weapon with a D characteristic of 3 results in a critical wound against an Intercessor Squad, so inflicts 3 mortal wounds. The first 2 mortal wounds are sufficient to destroy 1 Intercessor model, so the remaining mortal wound is lost.

newRedemptor FistRedemptor Fist

Range
Melee
Attacks
5
Weapon Skill
3+
Strength
12
AP
-3
Damage
D3+3

newStorm BoltersStorm Bolters

Range
24"
Attacks
4
Ballistic Skill
3+
Strength
5
AP
-1
Damage
1

newStorm Bolters — Storm BoltersRAPID FIRE 4

Rules

This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.

Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).

goneHeavy flamerHeavy flamer

Range
12"
Attacks
D6
Ballistic Skill
-
Strength
5
AP
-1
Damage
1

goneHeavy flamer — Heavy flamerIgnores Cover

Rules

Each time an attack is made with an [IGNORES COVER] weapon, the target cannot have the benefit of cover against that attack (13.08), including from rules that give a model or unit the benefit of cover (e.g. Stealth).

goneHeavy flamer — Heavy flamerTorrent

Rules

Each time an attack is made with a [TORRENT] weapon, that attack automatically hits the target.

goneHeavy onslaught gatling cannonHeavy onslaught gatling cannon

Range
24"
Attacks
12
Ballistic Skill
3+
Strength
6
AP
0
Damage
1

goneHeavy onslaught gatling cannon — Heavy onslaught gatling cannonDevastating Wounds

Rules

Each time an attack made with a [DEVASTATING WOUNDS] weapon results in a critical wound, the attack sequence for that attack ends and the target unit suffers a number of mortal wounds equal to the D characteristic of that weapon. These are inflicted after resolving any normal damage inflicted by those attacks.

Mortal wounds inflicted by [DEVASTATING WOUNDS] weapons can damage a maximum of one model for each critical wound; any remaining mortal wounds inflicted by that attack are lost.

Example: An attack made with a [DEVASTATING WOUNDS] weapon with a D characteristic of 3 results in a critical wound against an Intercessor Squad, so inflicts 3 mortal wounds. The first 2 mortal wounds are sufficient to destroy 1 Intercessor model, so the remaining mortal wound is lost.

goneIcarus rocket podIcarus rocket pod

Range
24"
Attacks
D3
Ballistic Skill
3+
Strength
8
AP
-1
Damage
2

goneIcarus rocket pod — Icarus rocket podAnti-fly 2+

Rules

This ability always takes the form [ANTI‑X Y+]. Each time an attack is made with an [ANTI] weapon, if the target unit has the keyword denoted by X, an unmodified wound roll of Y+ is a critical wound.
Example: An attack made with an [ANTI‑VEHICLE 4+] weapon against a VEHICLE unit will result in a critical wound on an unmodified wound roll of 4+, while an attack made with an [ANTI‑PSYKER 2+] weapon against a PSYKER unit will result in a critical wound on an unmodified wound roll of 2+.

goneMacro plasma incineratorstandard

Range
36"
Attacks
D6+1
Ballistic Skill
3+
Strength
8
AP
-3
Damage
2

goneMacro plasma incineratorsupercharge

Range
36"
Attacks
D6+1
Ballistic Skill
3+
Strength
9
AP
-4
Damage
3

goneMacro plasma incinerator — standardBlast

Rules

Each time you gather attack dice for a [BLAST] weapon, add one additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).

If this ability takes the form [BLAST X], each time you gather attack dice for such a weapon, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down) instead.

Example: If a [BLAST 2] weapon with an A characteristic of 3 targets a unit containing 12 models, you would gather four additional attack dice for that weapon (for a total of seven for that weapon).

goneMacro plasma incinerator — superchargeBlast

Rules

Each time you gather attack dice for a [BLAST] weapon, add one additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).

If this ability takes the form [BLAST X], each time you gather attack dice for such a weapon, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down) instead.

Example: If a [BLAST 2] weapon with an A characteristic of 3 targets a unit containing 12 models, you would gather four additional attack dice for that weapon (for a total of seven for that weapon).

goneMacro plasma incinerator — superchargeHazardous

Rules

Each time a unit is selected to shoot or selected to fight, after that unit has resolved all of its attacks, make a number of hazard rolls (06.03) for that unit equal to the number of [HAZARDOUS] weapons you selected in the Select Weapons step.

goneOnslaught gatling cannonOnslaught gatling cannon

Range
24"
Attacks
8
Ballistic Skill
3+
Strength
5
AP
0
Damage
1

goneOnslaught gatling cannon — Onslaught gatling cannonDevastating Wounds

Rules

Each time an attack made with a [DEVASTATING WOUNDS] weapon results in a critical wound, the attack sequence for that attack ends and the target unit suffers a number of mortal wounds equal to the D characteristic of that weapon. These are inflicted after resolving any normal damage inflicted by those attacks.

Mortal wounds inflicted by [DEVASTATING WOUNDS] weapons can damage a maximum of one model for each critical wound; any remaining mortal wounds inflicted by that attack are lost.

Example: An attack made with a [DEVASTATING WOUNDS] weapon with a D characteristic of 3 results in a critical wound against an Intercessor Squad, so inflicts 3 mortal wounds. The first 2 mortal wounds are sufficient to destroy 1 Intercessor model, so the remaining mortal wound is lost.

goneRedemptor fistRedemptor fist

Range
Melee
Attacks
5
Weapon Skill
3+
Strength
12
AP
-2
Damage
3

goneTwin fragstorm grenade launcherTwin fragstorm grenade launcher

Range
18"
Attacks
D6
Ballistic Skill
3+
Strength
4
AP
0
Damage
1

goneTwin fragstorm grenade launcher — Twin fragstorm grenade launcherBlast

Rules

Each time you gather attack dice for a [BLAST] weapon, add one additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).

If this ability takes the form [BLAST X], each time you gather attack dice for such a weapon, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down) instead.

Example: If a [BLAST 2] weapon with an A characteristic of 3 targets a unit containing 12 models, you would gather four additional attack dice for that weapon (for a total of seven for that weapon).

goneTwin fragstorm grenade launcher — Twin fragstorm grenade launcherTwin-linked

Rules

Each time an attack is made with a [TWIN‑LINKED] weapon, you can re‑roll the wound roll.

goneTwin storm bolterTwin storm bolter

Range
24"
Attacks
2
Ballistic Skill
3+
Strength
4
AP
0
Damage
1

goneTwin storm bolter — Twin storm bolterRapid Fire 2

Rules

This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.

Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).

goneTwin storm bolter — Twin storm bolterTwin-linked

Rules

Each time an attack is made with a [TWIN‑LINKED] weapon, you can re‑roll the wound roll.

newRedemptor Dreadnought: This model can be equipped with 1 Icarus Rocket Pod.

newRedemptor Dreadnought: This model’s Fragstorm Grenade Launchers can be replaced with 1 Storm Bolters.

newRedemptor Dreadnought: This model’s Heavy Flamer can be replaced with 1 Onslaught Gatling Cannon.

newRedemptor Dreadnought: This model’s Heavy Onslaught Gatling Cannon can be replaced with 1 Macro Plasma Incinerator.

goneRedemptor Dreadnought: This model can be equipped with 1 Icarus rocket pod.

goneRedemptor Dreadnought: This model’s heavy flamer can be replaced with 1 onslaught gatling cannon.

goneRedemptor Dreadnought: This model’s heavy onslaught gatling cannon can be replaced with 1 macro plasma incinerator.

goneRedemptor Dreadnought: This model’s twin fragstorm grenade launcher can be replaced with 1 twin storm bolter.

new■ This model can be equipped with 1 Icarus Rocket Pod.

new■ This model’s Fragstorm Grenade Launchers can be replaced with 1 Storm Bolters.

new■ This model’s Heavy Flamer can be replaced with 1 Onslaught Gatling Cannon.

new■ This model’s Heavy Onslaught Gatling Cannon can be replaced with 1 Macro Plasma Incinerator.

gone■ This model can be equipped with 1 Icarus rocket pod.

gone■ This model’s heavy flamer can be replaced with 1 onslaught gatling cannon.

gone■ This model’s heavy onslaught gatling cannon can be replaced with 1 macro plasma incinerator.

gone■ This model’s twin fragstorm grenade launcher can be replaced with 1 twin storm bolter.

changed1 Redemptor Dreadnought

Points
195 pts 180 pts

changedReiver Squad

Unit Composition

■ 1

  • 1 Reiver Sergeant ■Sergeant 4-9model
  • 4-9 ReiversEveryReiver models

Every model is equipped with:with: special1 issueBolt boltCarbine; pistol;1 combatMonomolecular knife.Combat Knife; 1 Special-issue Bolt Pistol.

changedReiver Sergeant

Movement
6" 8"
Keywords
Infantry, Grenades, Smoke, Imperium, Phobos, Reiver Squad Explosives, Imperium, Infantry, Phobos, Smoke
Equipped With
Special issue bolt pistol, Combat knife Bolt Carbine, Monomolecular Combat Knife, Special-issue Bolt Pistol

changedReiver

Movement
6" 8"
Keywords
Infantry, Grenades, Smoke, Imperium, Phobos, Reiver Squad Explosives, Imperium, Infantry, Phobos, Smoke
Equipped With
Special issue bolt pistol, Combat knife Bolt Carbine, Monomolecular Combat Knife, Special-issue Bolt Pistol

newCombat Doctrines

Rules

-

newTerror Troops (Aura)

Rules

While an enemy model is within 3" of this unit, that enemy model has -1 OC.

goneOath of Moment

Rules

-

goneTerror Troops

Rules

While an enemy unit (excluding MONSTERS and VEHICLES) is within 3" of one or more units with this ability, subtract 1 from the Objective Control characteristic of models in that enemy unit.

changedFearsome Assault

Rules

At the start of the Fight phase, each enemy unit within Engagement Range of oneengaged orwith morea unitsunit with this ability must takemakes a Battle-shockbattle‑shock test,roll, subtractingwith 1-1 fromto that test.battle-shock roll.

newGrapnel Launchers

Type
wargear
Rule Text

When this unit makes a move, this unit can:

  • Move through all types of model.
  • Ignore all vertical distance for the purposes of how far this unit has moved.

newGrav-chutes

Type
wargear
Rule Text

This unit has Deep Strike.

newBolt Carbine

Type
weapon

newMonomolecular Combat Knife

Type
weapon

newSpecial-issue Bolt Pistol

Type
weapon

goneGrapnel Launcher

Type
wargear
Rule Text

Each time the bearer’s unit makes a Normal, Advance, Fall Back or Charge move, ignore any vertical distance when determining the total distance the bearer can be moved during that move.

goneReiver Grav-chute

Type
wargear
Rule Text

The bearer has the Deep Strike ability.

goneBolt carbine

Type
weapon

goneClose combat weapon

Type
weapon

goneCombat knife

Type
weapon

goneSpecial issue bolt pistol

Type
weapon

newBolt CarbineBolt Carbine

Range
18"
Attacks
3
Ballistic Skill
3+
Strength
5
AP
-1
Damage
1

newBolt Carbine — Bolt CarbineASSAULT

Rules

Units containing one or more models with an [ASSAULT] weapon can shoot using assault shooting (10.05).

newBolt Carbine — Bolt CarbinePRECISION

Rules

While resolving attacks made with one or more [PRECISION] weapons, at the start of the Allocation Order step (05.03), if the target unit contains one or more CHARACTER models visible to one or more of the attacking models, the active player can select one allocation group that contains one of those visible CHARACTER models. If they do, until those attacks are resolved, or until that CHARACTER group is destroyed (whichever happens first), that CHARACTER group is the current allocation group.

newMonomolecular Combat KnifeMonomolecular Combat Knife

Range
Melee
Attacks
4
Weapon Skill
3+
Strength
5
AP
-1
Damage
1

newMonomolecular Combat Knife — Monomolecular Combat KnifePRECISION

Rules

While resolving attacks made with one or more [PRECISION] weapons, at the start of the Allocation Order step (05.03), if the target unit contains one or more CHARACTER models visible to one or more of the attacking models, the active player can select one allocation group that contains one of those visible CHARACTER models. If they do, until those attacks are resolved, or until that CHARACTER group is destroyed (whichever happens first), that CHARACTER group is the current allocation group.

newSpecial-issue Bolt PistolSpecial-issue Bolt Pistol

Range
12"
Attacks
1
Ballistic Skill
3+
Strength
5
AP
-2
Damage
1

newSpecial-issue Bolt Pistol — Special-issue Bolt PistolCLOSE-QUARTERS

Rules

Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).

When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:

  • One or more of its [CLOSE‑QUARTERS] weapons.
  • One or more of its other ranged weapons.

newSpecial-issue Bolt Pistol — Special-issue Bolt PistolPRECISION

Rules

While resolving attacks made with one or more [PRECISION] weapons, at the start of the Allocation Order step (05.03), if the target unit contains one or more CHARACTER models visible to one or more of the attacking models, the active player can select one allocation group that contains one of those visible CHARACTER models. If they do, until those attacks are resolved, or until that CHARACTER group is destroyed (whichever happens first), that CHARACTER group is the current allocation group.

goneBolt carbineBolt carbine

Range
24"
Attacks
2
Ballistic Skill
3+
Strength
4
AP
0
Damage
1

goneBolt carbine — Bolt carbinePrecision

Rules

While resolving attacks made with one or more [PRECISION] weapons, at the start of the Allocation Order step (05.03), if the target unit contains one or more CHARACTER models visible to one or more of the attacking models, the active player can select one allocation group that contains one of those visible CHARACTER models. If they do, until those attacks are resolved, or until that CHARACTER group is destroyed (whichever happens first), that CHARACTER group is the current allocation group.

goneClose combat weaponClose combat weapon

Range
Melee
Attacks
3
Weapon Skill
3+
Strength
4
AP
0
Damage
1

goneCombat knifeCombat knife

Range
Melee
Attacks
4
Weapon Skill
3+
Strength
4
AP
-1
Damage
1

goneCombat knife — Combat knifePrecision

Rules

While resolving attacks made with one or more [PRECISION] weapons, at the start of the Allocation Order step (05.03), if the target unit contains one or more CHARACTER models visible to one or more of the attacking models, the active player can select one allocation group that contains one of those visible CHARACTER models. If they do, until those attacks are resolved, or until that CHARACTER group is destroyed (whichever happens first), that CHARACTER group is the current allocation group.

goneSpecial issue bolt pistolSpecial issue bolt pistol

Range
12"
Attacks
1
Ballistic Skill
3+
Strength
4
AP
-1
Damage
1

goneSpecial issue bolt pistol — Special issue bolt pistolPistol

Rules

Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).

When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:

  • One or more of its [CLOSE‑QUARTERS] weapons.
  • One or more of its other ranged weapons.

goneSpecial issue bolt pistol — Special issue bolt pistolPrecision

Rules

While resolving attacks made with one or more [PRECISION] weapons, at the start of the Allocation Order step (05.03), if the target unit contains one or more CHARACTER models visible to one or more of the attacking models, the active player can select one allocation group that contains one of those visible CHARACTER models. If they do, until those attacks are resolved, or until that CHARACTER group is destroyed (whichever happens first), that CHARACTER group is the current allocation group.

newThis unit can be equipped with 1 Grav-chutes

newThis unit can be equipped with 1 Grapnel Launchers

goneReiver Sergeant: All models in this unit can each have their combat knife replaced with 1 bolt carbine and 1 close combat weapon. If the Reiver Sergeant is equipped with 1 bolt carbine, it can be equipped with 1 combat knife

goneReiver Sergeant: All models in this unit can each be equipped with 1 Reiver grav-chute.

goneReiver Sergeant: All models in this unit can each be equipped with 1 grapnel launcher.

goneReiver: All models in this unit can each have their combat knife replaced with 1 bolt carbine and 1 close combat weapon.

goneReiver: All models in this unit can each be equipped with 1 Reiver grav-chute.

goneReiver: All models in this unit can each be equipped with 1 grapnel launcher.

new■ This unit can be equipped with 1 Grav-chutes

new■ This unit can be equipped with 1 Grapnel Launchers

gone■ All models in this unit can each have their combat knife replaced with 1 bolt carbine and 1 close combat weapon.

gone■ If the Reiver Sergeant is equipped with 1 bolt carbine, it can be equipped with 1 combat knife.

gone■ All models in this unit can each be equipped with 1 Reiver grav-chute.

gone■ All models in this unit can each be equipped with 1 grapnel launcher.

new1 Reiver Sergeant, 9 Reiver

Points
165 pts
Reiver Sergeant count
1
Reiver count
9

gone4 Reiver, 1 Reiver Sergeant

Points
75 pts
Reiver count
4
Reiver Sergeant count
1

changed4 Reiver, 1 Reiver Sergeant

Points
150 pts 85 pts
Reiver count
5-9 4

changedRepulsor

Unit Composition

■

  • 1 1Repulsor RepulsorThismodel

This model is equipped with:with: heavy1 onslaughtArmoured gatlingHull; cannon;1 hunter-slayerDefensive missile;Array; Repulsor1 defensiveHeavy array;Onslaught twinGatling heavyCannon; bolter;1 armouredHunter-slayer hull.Missile; 1 Twin Heavy Bolter.

changedRepulsor

Keywords
Vehicle, Smoke, Transport, Imperium, Repulsor, Frame Frame, Imperium, Smoke, Transport, Vehicle
Equipped With
Heavy onslaught gatling cannon, Hunter-slayer missile, Repulsor defensive array, Twin heavy bolter, Armoured hull Armoured Hull, Defensive Array, Heavy Onslaught Gatling Cannon, Hunter-slayer Missile, Twin Heavy Bolter

newCombat Doctrines

Rules

-

newCombat Embarkation

Rules

In your opponent’s Charge phase, when an enemy unit has selected charge targets, you can select one friendly unengaged Adeptus Astartes unit that was one of those charge targets and is eligible to embark within this transport. If every model in that unit is within 3" of this transport, that unit can embark within this transport. That enemy unit can then select new charge targets for that charge move.

newDamaged 6

goneOath of Moment

Rules

-

goneEmergency Combat Embarkation

Rules

Once per turn, in your opponent’s Charge phase, after an enemy unit has selected targets for its charge but before it makes a Charge move, you can select one ADEPTUS ASTARTES unit from your army that was selected as a target of that charge. Provided that unit is not within Engagement Range of any enemy units and every model in that unit is within 3" of this TRANSPORT, it can embark within this TRANSPORT. The charging unit can then select new targets for its charge.

newTRANSPORT

Rules

This model has a transport capacity of 14 Adeptus Astartes Infantry models. It cannot transport Jump Pack models. Each Gravis/Terminator model takes up the space of 2 models.

goneTransport

Rules

This model has a transport capacity of 14 ADEPTUS ASTARTES INFANTRY models. Each JUMP PACK, WULFEN, GRAVIS or TERMINATOR model takes up the space of 2 models and each CENTURION model takes up the space of 3 models.

newArmoured Hull

Type
weapon

newDefensive Array

Type
weapon

newHeavy Onslaught Gatling Cannon

Type
weapon

newHunter-slayer Missile

Type
weapon

newTwin Heavy Bolter

Type
weapon

newTwin Lascannon

Type
weapon

goneArmoured hull

Type
weapon

goneHeavy onslaught gatling cannon

Type
weapon

goneHunter-slayer missile

Type
weapon

goneRepulsor defensive array

Type
weapon

goneTwin heavy bolter

Type
weapon

goneTwin lascannon

Type
weapon

newArmoured HullArmoured Hull

Range
Melee
Attacks
6
Weapon Skill
4+
Strength
8
AP
0
Damage
1

newDefensive ArrayDefensive Array

Range
24"
Attacks
18
Ballistic Skill
3+
Strength
5
AP
-1
Damage
1

newHeavy Onslaught Gatling CannonHeavy Onslaught Gatling Cannon

Range
24"
Attacks
12
Ballistic Skill
3+
Strength
6
AP
-1
Damage
1

newHeavy Onslaught Gatling Cannon — Heavy Onslaught Gatling CannonDEVASTATING WOUNDS: non-MONSTER/VEHICLE

Rules

Each time an attack made with a [DEVASTATING WOUNDS] weapon results in a critical wound, the attack sequence for that attack ends and the target unit suffers a number of mortal wounds equal to the D characteristic of that weapon. These are inflicted after resolving any normal damage inflicted by those attacks.

Mortal wounds inflicted by [DEVASTATING WOUNDS] weapons can damage a maximum of one model for each critical wound; any remaining mortal wounds inflicted by that attack are lost.

Example: An attack made with a [DEVASTATING WOUNDS] weapon with a D characteristic of 3 results in a critical wound against an Intercessor Squad, so inflicts 3 mortal wounds. The first 2 mortal wounds are sufficient to destroy 1 Intercessor model, so the remaining mortal wound is lost.

newHeavy Onslaught Gatling Cannon — Heavy Onslaught Gatling CannonSUSTAINED HITS 2: non-MONSTER/VEHICLE

Rules

This ability always takes the form [SUSTAINED HITS X]. Each time an attack made with a [SUSTAINED HITS] weapon results in a critical hit, that attack results in a number of additional hits on the target as denoted by X.

Example: An attack made with a [SUSTAINED HITS 2] weapon results in a critical hit. That attack therefore hits the target three times (once from the critical hit, and twice more from the [SUSTAINED HITS 2] ability).

newHunter-slayer MissileHunter-slayer Missile

Range
48"
Attacks
1
Ballistic Skill
2+
Strength
14
AP
-3
Damage
D3+3

newHunter-slayer Missile — Hunter-slayer MissileINDIRECT FIRE

Rules

Units containing one or more models with an [INDIRECT FIRE] weapon can shoot using indirect shooting (10.07).

newHunter-slayer Missile — Hunter-slayer MissileONE SHOT

Rules

Each weapon with this ability can only be selected to make attacks with once per battle.

If a destroyed model is returned to a unit, all of its [ONE SHOT] weapons that have already been selected to make attacks with during the battle cannot be selected to make attacks with again.

If a new unit is added to an army, all [ONE SHOT] weapons in that unit can be selected to make attacks with once per battle.

newTwin Heavy BolterTwin Heavy Bolter

Range
36"
Attacks
3
Ballistic Skill
3+
Strength
5
AP
-1
Damage
2

newTwin Heavy Bolter — Twin Heavy BolterRAPID FIRE 2

Rules

This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.

Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).

newTwin Heavy Bolter — Twin Heavy BolterSUSTAINED HITS 1

Rules

This ability always takes the form [SUSTAINED HITS X]. Each time an attack made with a [SUSTAINED HITS] weapon results in a critical hit, that attack results in a number of additional hits on the target as denoted by X.

Example: An attack made with a [SUSTAINED HITS 2] weapon results in a critical hit. That attack therefore hits the target three times (once from the critical hit, and twice more from the [SUSTAINED HITS 2] ability).

newTwin Heavy Bolter — Twin Heavy BolterTWIN-LINKED

Rules

Each time an attack is made with a [TWIN‑LINKED] weapon, you can re‑roll the wound roll.

newTwin LascannonTwin Lascannon

Range
48"
Attacks
1
Ballistic Skill
3+
Strength
12
AP
-3
Damage
D3+3

newTwin Lascannon — Twin LascannonTWIN-LINKED

Rules

Each time an attack is made with a [TWIN‑LINKED] weapon, you can re‑roll the wound roll.

goneArmoured hullArmoured hull

Range
Melee
Attacks
6
Weapon Skill
4+
Strength
8
AP
0
Damage
1

goneHeavy onslaught gatling cannonHeavy onslaught gatling cannon

Range
24"
Attacks
12
Ballistic Skill
3+
Strength
6
AP
0
Damage
1

goneHeavy onslaught gatling cannon — Heavy onslaught gatling cannonDevastating Wounds

Rules

Each time an attack made with a [DEVASTATING WOUNDS] weapon results in a critical wound, the attack sequence for that attack ends and the target unit suffers a number of mortal wounds equal to the D characteristic of that weapon. These are inflicted after resolving any normal damage inflicted by those attacks.

Mortal wounds inflicted by [DEVASTATING WOUNDS] weapons can damage a maximum of one model for each critical wound; any remaining mortal wounds inflicted by that attack are lost.

Example: An attack made with a [DEVASTATING WOUNDS] weapon with a D characteristic of 3 results in a critical wound against an Intercessor Squad, so inflicts 3 mortal wounds. The first 2 mortal wounds are sufficient to destroy 1 Intercessor model, so the remaining mortal wound is lost.

goneHunter-slayer missileHunter-slayer missile

Range
48"
Attacks
1
Ballistic Skill
2+
Strength
14
AP
-3
Damage
D6

goneHunter-slayer missile — Hunter-slayer missileIndirect Fire

Rules

Units containing one or more models with an [INDIRECT FIRE] weapon can shoot using indirect shooting (10.07).

goneHunter-slayer missile — Hunter-slayer missileOne Shot

Rules

Each weapon with this ability can only be selected to make attacks with once per battle.

If a destroyed model is returned to a unit, all of its [ONE SHOT] weapons that have already been selected to make attacks with during the battle cannot be selected to make attacks with again.

If a new unit is added to an army, all [ONE SHOT] weapons in that unit can be selected to make attacks with once per battle.

goneRepulsor defensive arrayRepulsor defensive array

Range
24"
Attacks
18
Ballistic Skill
3+
Strength
4
AP
0
Damage
1

goneTwin heavy bolterTwin heavy bolter

Range
36"
Attacks
3
Ballistic Skill
3+
Strength
5
AP
-1
Damage
2

goneTwin heavy bolter — Twin heavy bolterSustained Hits 1

Rules

This ability always takes the form [SUSTAINED HITS X]. Each time an attack made with a [SUSTAINED HITS] weapon results in a critical hit, that attack results in a number of additional hits on the target as denoted by X.

Example: An attack made with a [SUSTAINED HITS 2] weapon results in a critical hit. That attack therefore hits the target three times (once from the critical hit, and twice more from the [SUSTAINED HITS 2] ability).

goneTwin heavy bolter — Twin heavy bolterTwin-linked

Rules

Each time an attack is made with a [TWIN‑LINKED] weapon, you can re‑roll the wound roll.

goneTwin lascannonTwin lascannon

Range
48"
Attacks
1
Ballistic Skill
3+
Strength
12
AP
-3
Damage
D6+1

goneTwin lascannon — Twin lascannonTwin-linked

Rules

Each time an attack is made with a [TWIN‑LINKED] weapon, you can re‑roll the wound roll.

changedLas-talonLas-talon

Damage
D6+1 D3+3

newRepulsor: This model’s Heavy Onslaught Gatling Cannon can be replaced with 1 Las-talon.

newRepulsor: This model’s Twin Heavy Bolter can be replaced with 1 Twin Lascannon.

goneRepulsor: This model’s twin heavy bolter can be replaced with 1 twin lascannon.

goneRepulsor: This model’s heavy onslaught gatling cannon can be replaced with 1 las-talon.

gone■ This model’s twin heavy bolter can be replaced with 1 twin lascannon.

gone■ This model’s heavy onslaught gatling cannon can be replaced with 1 las-talon.

changed1 Repulsor

Points
170 pts 190 pts

changedRepulsor Executioner

Unit Composition

■ 1

  • 1 Repulsor ExecutionerThisExecutioner model

This model is equipped with: heavy onslaughtwith: gatling1 cannon;Armoured macroHull; plasma1 incinerator;Defensive RepulsorArray; Executioner1 defensiveHeavy array;Laser twinDestroyer; heavy1 bolter;Heavy twinOnslaught IcarusGatling ironhailCannon; heavy1 stubber;Twin armouredHeavy hull.Bolter.

changedRepulsor Executioner

Keywords
Vehicle, Smoke, Transport, Imperium, Repulsor Executioner, Frame Frame, Imperium, Smoke, Transport, Vehicle
Equipped With
Heavy onslaught gatling cannon, Macro plasma incinerator, Repulsor Executioner defensive array, Twin heavy bolter, Twin Icarus ironhail heavy stubber, Armoured hull Armoured Hull, Defensive Array, Heavy Laser Destroyer, Heavy Onslaught Gatling Cannon, Twin Heavy Bolter

newCombat Doctrines

Rules

-

newDamaged 6

goneOath of Moment

Rules

-

changedExecutioner

Rules

Each time this modelThis makesunit’s anranged attackattacks that targetstarget a unit Belownot Half-strength,below addhalf-strength 1have to+1 theto Hithit roll.rolls.

newTRANSPORT

Rules

This model has a transport capacity of 7 Adeptus Astartes Infantry models. It cannot transport Jump Pack models. Each Gravis/Terminator model takes up the space of 2 models.

goneTransport

Rules

This model has a transport capacity of 7 ADEPTUS ASTARTES INFANTRY models. Each JUMP PACK, WULFEN, GRAVIS or TERMINATOR model takes up the space of 2 models and each CENTURION model takes up the space of 3 models.

newArmoured Hull

Type
weapon

newDefensive Array

Type
weapon

newHeavy Laser Destroyer

Type
weapon

newHeavy Onslaught Gatling Cannon

Type
weapon

newMacro Plasma Incinerator

Type
weapon

newTwin Heavy Bolter

Type
weapon

goneArmoured hull

Type
weapon

goneHeavy laser destroyer

Type
weapon

goneHeavy onslaught gatling cannon

Type
weapon

goneIcarus rocket pod

Type
weapon

goneIronhail heavy stubber

Type
weapon

goneMacro plasma incinerator

Type
weapon

goneRepulsor Executioner defensive array

Type
weapon

goneTwin Icarus ironhail heavy stubber

Type
weapon

goneTwin heavy bolter

Type
weapon

newArmoured HullArmoured Hull

Range
Melee
Attacks
6
Weapon Skill
4+
Strength
8
AP
0
Damage
1

newDefensive ArrayDefensive Array

Range
24"
Attacks
18
Ballistic Skill
3+
Strength
5
AP
-1
Damage
1

newHeavy Laser DestroyerHeavy Laser Destroyer

Range
72"
Attacks
2
Ballistic Skill
3+
Strength
16
AP
-4
Damage
D6+4

newHeavy Laser Destroyer — Heavy Laser DestroyerDEVASTATING WOUNDS

Rules

Each time an attack made with a [DEVASTATING WOUNDS] weapon results in a critical wound, the attack sequence for that attack ends and the target unit suffers a number of mortal wounds equal to the D characteristic of that weapon. These are inflicted after resolving any normal damage inflicted by those attacks.

Mortal wounds inflicted by [DEVASTATING WOUNDS] weapons can damage a maximum of one model for each critical wound; any remaining mortal wounds inflicted by that attack are lost.

Example: An attack made with a [DEVASTATING WOUNDS] weapon with a D characteristic of 3 results in a critical wound against an Intercessor Squad, so inflicts 3 mortal wounds. The first 2 mortal wounds are sufficient to destroy 1 Intercessor model, so the remaining mortal wound is lost.

newHeavy Laser Destroyer — Heavy Laser DestroyerHEAVY

Rules

In your Shooting phase, each time an attack is made with a [HEAVY] weapon, add 1 to the hit roll if all of the following apply to the attacking unit:

  • That unit is unengaged.
  • That unit was not set up on the battlefield this turn.
  • No model in that unit has moved more than 3" this turn.

newHeavy Onslaught Gatling CannonHeavy Onslaught Gatling Cannon

Range
24"
Attacks
12
Ballistic Skill
3+
Strength
6
AP
-1
Damage
1

newHeavy Onslaught Gatling Cannon — Heavy Onslaught Gatling CannonDEVASTATING WOUNDS: non-MONSTER/VEHICLE

Rules

Each time an attack made with a [DEVASTATING WOUNDS] weapon results in a critical wound, the attack sequence for that attack ends and the target unit suffers a number of mortal wounds equal to the D characteristic of that weapon. These are inflicted after resolving any normal damage inflicted by those attacks.

Mortal wounds inflicted by [DEVASTATING WOUNDS] weapons can damage a maximum of one model for each critical wound; any remaining mortal wounds inflicted by that attack are lost.

Example: An attack made with a [DEVASTATING WOUNDS] weapon with a D characteristic of 3 results in a critical wound against an Intercessor Squad, so inflicts 3 mortal wounds. The first 2 mortal wounds are sufficient to destroy 1 Intercessor model, so the remaining mortal wound is lost.

newHeavy Onslaught Gatling Cannon — Heavy Onslaught Gatling CannonSUSTAINED HITS 2: non-MONSTER/VEHICLE

Rules

This ability always takes the form [SUSTAINED HITS X]. Each time an attack made with a [SUSTAINED HITS] weapon results in a critical hit, that attack results in a number of additional hits on the target as denoted by X.

Example: An attack made with a [SUSTAINED HITS 2] weapon results in a critical hit. That attack therefore hits the target three times (once from the critical hit, and twice more from the [SUSTAINED HITS 2] ability).

newMacro Plasma IncineratorStandard

Range
36"
Attacks
D3+3
Ballistic Skill
3+
Strength
9
AP
-3
Damage
2

newMacro Plasma IncineratorSupercharge

Range
36"
Attacks
D3+3
Ballistic Skill
3+
Strength
10
AP
-4
Damage
3

newMacro Plasma Incinerator — StandardBLAST 1

Rules

Each time you gather attack dice for a [BLAST] weapon, add one additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).

If this ability takes the form [BLAST X], each time you gather attack dice for such a weapon, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down) instead.

Example: If a [BLAST 2] weapon with an A characteristic of 3 targets a unit containing 12 models, you would gather four additional attack dice for that weapon (for a total of seven for that weapon).

newMacro Plasma Incinerator — SuperchargeBLAST 1

Rules

Each time you gather attack dice for a [BLAST] weapon, add one additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).

If this ability takes the form [BLAST X], each time you gather attack dice for such a weapon, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down) instead.

Example: If a [BLAST 2] weapon with an A characteristic of 3 targets a unit containing 12 models, you would gather four additional attack dice for that weapon (for a total of seven for that weapon).

newMacro Plasma Incinerator — SuperchargeHAZARDOUS

Rules

Each time a unit is selected to shoot or selected to fight, after that unit has resolved all of its attacks, make a number of hazard rolls (06.03) for that unit equal to the number of [HAZARDOUS] weapons you selected in the Select Weapons step.

newTwin Heavy BolterTwin Heavy Bolter

Range
36"
Attacks
3
Ballistic Skill
3+
Strength
5
AP
-1
Damage
2

newTwin Heavy Bolter — Twin Heavy BolterRAPID FIRE 2

Rules

This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.

Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).

newTwin Heavy Bolter — Twin Heavy BolterSUSTAINED HITS 1

Rules

This ability always takes the form [SUSTAINED HITS X]. Each time an attack made with a [SUSTAINED HITS] weapon results in a critical hit, that attack results in a number of additional hits on the target as denoted by X.

Example: An attack made with a [SUSTAINED HITS 2] weapon results in a critical hit. That attack therefore hits the target three times (once from the critical hit, and twice more from the [SUSTAINED HITS 2] ability).

newTwin Heavy Bolter — Twin Heavy BolterTWIN-LINKED

Rules

Each time an attack is made with a [TWIN‑LINKED] weapon, you can re‑roll the wound roll.

goneArmoured hullArmoured hull

Range
Melee
Attacks
6
Weapon Skill
4+
Strength
8
AP
0
Damage
1

goneHeavy laser destroyerHeavy laser destroyer

Range
72"
Attacks
2
Ballistic Skill
3+
Strength
16
AP
-4
Damage
D6+4

goneHeavy laser destroyer — Heavy laser destroyerHeavy

Rules

In your Shooting phase, each time an attack is made with a [HEAVY] weapon, add 1 to the hit roll if all of the following apply to the attacking unit:

  • That unit is unengaged.
  • That unit was not set up on the battlefield this turn.
  • No model in that unit has moved moret han 3" this turn.

goneHeavy onslaught gatling cannonHeavy onslaught gatling cannon

Range
24"
Attacks
12
Ballistic Skill
3+
Strength
6
AP
0
Damage
1

goneHeavy onslaught gatling cannon — Heavy onslaught gatling cannonDevastating Wounds

Rules

Each time an attack made with a [DEVASTATING WOUNDS] weapon results in a critical wound, the attack sequence for that attack ends and the target unit suffers a number of mortal wounds equal to the D characteristic of that weapon. These are inflicted after resolving any normal damage inflicted by those attacks.

Mortal wounds inflicted by [DEVASTATING WOUNDS] weapons can damage a maximum of one model for each critical wound; any remaining mortal wounds inflicted by that attack are lost.

Example: An attack made with a [DEVASTATING WOUNDS] weapon with a D characteristic of 3 results in a critical wound against an Intercessor Squad, so inflicts 3 mortal wounds. The first 2 mortal wounds are sufficient to destroy 1 Intercessor model, so the remaining mortal wound is lost.

goneIcarus rocket podIcarus rocket pod

Range
24"
Attacks
D3
Ballistic Skill
3+
Strength
8
AP
-1
Damage
2

goneIcarus rocket pod — Icarus rocket podAnti-fly 2+

Rules

This ability always takes the form [ANTI‑X Y+]. Each time an attack is made with an [ANTI] weapon, if the target unit has the keyword denoted by X, an unmodified wound roll of Y+ is a critical wound.
Example: An attack made with an [ANTI‑VEHICLE 4+] weapon against a VEHICLE unit will result in a critical wound on an unmodified wound roll of 4+, while an attack made with an [ANTI‑PSYKER 2+] weapon against a PSYKER unit will result in a critical wound on an unmodified wound roll of 2+.

goneIronhail heavy stubberIronhail heavy stubber

Range
36"
Attacks
3
Ballistic Skill
3+
Strength
4
AP
0
Damage
1

goneIronhail heavy stubber — Ironhail heavy stubberRapid Fire 3

Rules

This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.

Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).

goneMacro plasma incineratorstandard

Range
36"
Attacks
D6+1
Ballistic Skill
3+
Strength
8
AP
-3
Damage
2

goneMacro plasma incineratorsupercharge

Range
36"
Attacks
D6+1
Ballistic Skill
3+
Strength
9
AP
-4
Damage
3

goneMacro plasma incinerator — standardBlast

Rules

Each time you gather attack dice for a [BLAST] weapon, add one additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).

If this ability takes the form [BLAST X], each time you gather attack dice for such a weapon, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down) instead.

Example: If a [BLAST 2] weapon with an A characteristic of 3 targets a unit containing 12 models, you would gather four additional attack dice for that weapon (for a total of seven for that weapon).

goneMacro plasma incinerator — superchargeBlast

Rules

Each time you gather attack dice for a [BLAST] weapon, add one additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).

If this ability takes the form [BLAST X], each time you gather attack dice for such a weapon, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down) instead.

Example: If a [BLAST 2] weapon with an A characteristic of 3 targets a unit containing 12 models, you would gather four additional attack dice for that weapon (for a total of seven for that weapon).

goneMacro plasma incinerator — superchargeHazardous

Rules

Each time a unit is selected to shoot or selected to fight, after that unit has resolved all of its attacks, make a number of hazard rolls (06.03) for that unit equal to the number of [HAZARDOUS] weapons you selected in the Select Weapons step.

goneRepulsor Executioner defensive arrayRepulsor Executioner defensive array

Range
24"
Attacks
10
Ballistic Skill
3+
Strength
4
AP
0
Damage
1

goneTwin Icarus ironhail heavy stubberTwin Icarus ironhail heavy stubber

Range
36"
Attacks
3
Ballistic Skill
3+
Strength
4
AP
0
Damage
1

goneTwin Icarus ironhail heavy stubber — Twin Icarus ironhail heavy stubberAnti-fly 4+

Rules

This ability always takes the form [ANTI‑X Y+]. Each time an attack is made with an [ANTI] weapon, if the target unit has the keyword denoted by X, an unmodified wound roll of Y+ is a critical wound.
Example: An attack made with an [ANTI‑VEHICLE 4+] weapon against a VEHICLE unit will result in a critical wound on an unmodified wound roll of 4+, while an attack made with an [ANTI‑PSYKER 2+] weapon against a PSYKER unit will result in a critical wound on an unmodified wound roll of 2+.

goneTwin Icarus ironhail heavy stubber — Twin Icarus ironhail heavy stubberRapid Fire 3

Rules

This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.

Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).

goneTwin Icarus ironhail heavy stubber — Twin Icarus ironhail heavy stubberTwin-linked

Rules

Each time an attack is made with a [TWIN‑LINKED] weapon, you can re‑roll the wound roll.

goneTwin heavy bolterTwin heavy bolter

Range
36"
Attacks
3
Ballistic Skill
3+
Strength
5
AP
-1
Damage
2

goneTwin heavy bolter — Twin heavy bolterSustained Hits 1

Rules

This ability always takes the form [SUSTAINED HITS X]. Each time an attack made with a [SUSTAINED HITS] weapon results in a critical hit, that attack results in a number of additional hits on the target as denoted by X.

Example: An attack made with a [SUSTAINED HITS 2] weapon results in a critical hit. That attack therefore hits the target three times (once from the critical hit, and twice more from the [SUSTAINED HITS 2] ability).

goneTwin heavy bolter — Twin heavy bolterTwin-linked

Rules

Each time an attack is made with a [TWIN‑LINKED] weapon, you can re‑roll the wound roll.

newRepulsor Executioner: This model’s Heavy Laser Destroyer can be replaced with 1 Macro Plasma Incinerator.

goneRepulsor Executioner: This model’s macro plasma incinerator can be replaced with 1 heavy laser destroyer.

goneRepulsor Executioner: This model can be equipped with 1 ironhail heavy stubber.

goneRepulsor Executioner: This model can be equipped with 1 Icarus rocket pod.

gone■ This model’s macro plasma incinerator can be replaced with 1 heavy laser destroyer.

gone■ This model can be equipped with 1 ironhail heavy stubber.

gone■ This model can be equipped with 1 Icarus rocket pod.

gone1 Repulsor Executioner

Points
230 pts
Repulsor Executioner count
1

gone1 Repulsor Executioner

Points
230 pts
Repulsor Executioner count
1

gone1 Repulsor Executioner

Points
230 pts
Repulsor Executioner count
1

gone1 Repulsor Executioner

Points
255 pts
Repulsor Executioner count
1

changed1 Repulsor Executioner

Points
230 pts 275 pts

changedRhino

Unit Composition

■

  • 1 1Rhino RhinoThismodel

This model is equipped with:with: storm1 bolter;Armoured armouredTracks; tracks.1 Storm Bolter.

Base Size
Hull None

changedRhino

Keywords
Vehicle, Smoke, Transport, Dedicated Transport, Imperium, Rhino, Frame Dedicated Transport, Frame, Imperium, Smoke, Transport, Vehicle
Equipped With
Storm bolter, Armoured tracks Armoured Tracks, Storm Bolter

newCombat Doctrines

Rules

-

newVeiling Smoke (Once per phase, per unit)

Rules

You can target this unit with the Smokescreen stratagem, regardless of any other uses of that stratagem this phase. If you do:

  • That use is -1 CP.
  • That use does not prevent any uses of that stratagem on other units this phase.

goneOath of Moment

Rules

-

goneSelf Repair

Rules

At the end of your Command phase, this model regains 1 lost wound.

newTRANSPORT

Rules

This model has a transport capacity of 12 Adeptus Astartes Infantry models. It cannot transport Gravis/Jump Pack/Terminator models.

goneTransport

Rules

This model has a transport capacity of 12 ADEPTUS ASTARTES INFANTRY models. It cannot transport JUMP PACK, WULFEN, PHOBOS, GRAVIS, CENTURION, TERMINATOR or TACTICUS models (excluding TACTICUS CHARACTER models that began the battle attached to a non-TACTICUS unit).

newArmoured Tracks

Type
weapon

newHunter-killer Missile

Type
weapon

newStorm Bolter

Type
weapon

goneArmoured tracks

Type
weapon

goneHunter-killer missile

Type
weapon

goneStorm bolter

Type
weapon

newArmoured TracksArmoured Tracks

Range
Melee
Attacks
3
Weapon Skill
4+
Strength
6
AP
0
Damage
1

newHunter-killer MissileHunter-killer Missile

Range
48"
Attacks
1
Ballistic Skill
2+
Strength
14
AP
-3
Damage
D3+3

newHunter-killer Missile — Hunter-killer MissileONE SHOT

Rules

Each weapon with this ability can only be selected to make attacks with once per battle.

If a destroyed model is returned to a unit, all of its [ONE SHOT] weapons that have already been selected to make attacks with during the battle cannot be selected to make attacks with again.

If a new unit is added to an army, all [ONE SHOT] weapons in that unit can be selected to make attacks with once per battle.

newStorm BolterStorm Bolter

Range
24"
Attacks
2
Ballistic Skill
3+
Strength
5
AP
-1
Damage
1

newStorm Bolter — Storm BolterRAPID FIRE 2

Rules

This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.

Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).

goneArmoured tracksArmoured tracks

Range
Melee
Attacks
3
Weapon Skill
4+
Strength
6
AP
0
Damage
1

goneHunter-killer missileHunter-killer missile

Range
48"
Attacks
1
Ballistic Skill
2+
Strength
14
AP
-3
Damage
D6

goneHunter-killer missile — Hunter-killer missileOne Shot

Rules

Each weapon with this ability can only be selected to make attacks with once per battle.

If a destroyed model is returned to a unit, all of its [ONE SHOT] weapons that have already been selected to make attacks with during the battle cannot be selected to make attacks with again.

If a new unit is added to an army, all [ONE SHOT] weapons in that unit can be selected to make attacks with once per battle.

goneStorm bolterStorm bolter

Range
24"
Attacks
2
Ballistic Skill
3+
Strength
4
AP
0
Damage
1

goneStorm bolter — Storm bolterRapid Fire 2

Rules

This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.

Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).

newRhino: This model can be equipped with 1 Hunter-killer Missile.

goneRhino: This model can be equipped with 1 hunter-killer missile.

new■ This model can be equipped with 1 Hunter-killer Missile.

gone■ This model can be equipped with 1 hunter-killer missile.

changed1 Rhino

Points
65 pts 70 pts

changedRoboute Guilliman

Unit Composition

■ 1

  • 1 Roboute Guilliman – EPIC HEROThismodel

This model is equipped with:with: Hand1 ofEmperor’s Dominion;Sword; Emperor’s1 Sword.Hand of Dominion.

changedRoboute Guilliman

Toughness
9 10
Wounds
10 16
Keywords
Monster, Character, Epic Hero, Imperium, Primarch, Roboute Guilliman, Mobile Character, Epic Hero, Imperium, Mobile, Monster, Primarch
Equipped With
Hand of Dominion, Emperor’s Sword Emperor’s Sword, Hand of Dominion

newTranshuman Strategist

Rules

-

newCodex Adept

Rules

The assault doctrine, devastator doctrine and tactical doctrine are active for this unit.

newFeel No Pain 5+

newCombat Doctrines

Rules

-

newPrimarch of the XIII (Aura)

Rules

While a friendly Adeptus Astartes unit is within 6" of this unit, that unit’s attacks can:

  • Re-roll hit rolls of 1.
  • Re-roll wound rolls of 1.

newLeader of Astartes

Rules

While this unit is within 3" of a friendly Adeptus Astartes Infantry unit, this unit has Lone Operative.

goneOath of Moment

Rules

-

goneUltramarines Bodyguard

Rules

While this model is within 3" of one or more friendly ADEPTUS ASTARTES INFANTRY units, this model has the Lone Operative ability.

goneArmour of Fate

Rules

The first time this model is destroyed, roll one D6 at the end of the phase: on a 3+, set this model back up on the battlefield as close as possible to where it was destroyed and not within Engagement Range of any enemy units, with 6 wounds remaining.

changedAuthor of the Codex

Rules

AtIn theyour StartMovement phase, you can select one visible friendly ADEPTUS ASTARTES unit within 12" of yourthis Commandmodel, phase,and select twoone Authorcombat ofdoctrine. theThat Codexcombat abilities.doctrine Untilis active for that unit in addition to any other combat doctrines that are active for that unit until the start of your next Command phase, this model has those abilities.phase.

goneAuthor of the CodexPrimarch of the XIII (Aura)

Rules

While a friendly ADEPTUS ASTARTES unit is within 6" of this model, add 1 to the Objective Control characteristic of models in that unit and you can re-roll Battle-shock and Leadership tests taken for that unit.

goneAuthor of the CodexMaster of Battle

Rules

At the start of your Command phase, after you have selected your Oath of Moment target, select a second enemy unit. Until the start of your next Command phase, if your Oath of Moment target is destroyed, that second enemy unit becomes your Oath of Moment target until you select a new one.

goneAuthor of the CodexSupreme Strategist

Rules

Once per battle round, one unit from your army with this ability can use it when a friendly ADEPTUS ASTARTES unit within 12" of that model is targeted with a Stratagem. If it does, reduce the CP cost of that usage of that Stratagem by 1CP.

newSUPREME COMMANDER

Rules

If this model is in your army, it must be your Warlord.

goneSupreme Commander

Rules

If this model is in your army, it must be your WARLORD.

changedEmperor’s SwordEmperor’s Sword

Attacks
14 10
Strength
8 10

newEmperor’s Sword — Emperor’s SwordCLEAVE 2

Rules

This ability always takes the form [CLEAVE X]. Each time you gather attack dice for a [CLEAVE] weapon, if you only selected one target for all of that weapon’s attacks, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).

Example: If a [CLEAVE 1] weapon with an A characteristic of 3 targets one unit containing 16 models, you would gather three additional attack dice for that weapon (for a total of six for that weapon).

newEmperor’s Sword — Emperor’s SwordDEVASTATING WOUNDS

Rules

Each time an attack made with a [DEVASTATING WOUNDS] weapon results in a critical wound, the attack sequence for that attack ends and the target unit suffers a number of mortal wounds equal to the D characteristic of that weapon. These are inflicted after resolving any normal damage inflicted by those attacks.

Mortal wounds inflicted by [DEVASTATING WOUNDS] weapons can damage a maximum of one model for each critical wound; any remaining mortal wounds inflicted by that attack are lost.

Example: An attack made with a [DEVASTATING WOUNDS] weapon with a D characteristic of 3 results in a critical wound against an Intercessor Squad, so inflicts 3 mortal wounds. The first 2 mortal wounds are sufficient to destroy 1 Intercessor model, so the remaining mortal wound is lost.

goneEmperor’s Sword — Emperor’s SwordDevastating Wounds

Rules

Each time an attack made with a [DEVASTATING WOUNDS] weapon results in a critical wound, the attack sequence for that attack ends and the target unit suffers a number of mortal wounds equal to the D characteristic of that weapon. These are inflicted after resolving any normal damage inflicted by those attacks.

Mortal wounds inflicted by [DEVASTATING WOUNDS] weapons can damage a maximum of one model for each critical wound; any remaining mortal wounds inflicted by that attack are lost.

Example: An attack made with a [DEVASTATING WOUNDS] weapon with a D characteristic of 3 results in a critical wound against an Intercessor Squad, so inflicts 3 mortal wounds. The first 2 mortal wounds are sufficient to destroy 1 Intercessor model, so the remaining mortal wound is lost.

newHand of DominionHand of Dominion

Range
36"
Attacks
4
Ballistic Skill
2+
Strength
6
AP
-2
Damage
2

newHand of DominionHand of Dominion

Range
Melee
Attacks
7
Weapon Skill
2+
Strength
14
AP
-4
Damage
4

goneHand of DominionRanged

Range
30"
Attacks
2
Ballistic Skill
2+
Strength
6
AP
-2
Damage
2

goneHand of DominionMelee

Range
Melee
Attacks
7
Weapon Skill
2+
Strength
14
AP
-4
Damage
4

newHand of Dominion — Hand of DominionRAPID FIRE 2

Rules

This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.

Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).

newHand of Dominion — Hand of DominionSUSTAINED HITS 1

Rules

This ability always takes the form [SUSTAINED HITS X]. Each time an attack made with a [SUSTAINED HITS] weapon results in a critical hit, that attack results in a number of additional hits on the target as denoted by X.

Example: An attack made with a [SUSTAINED HITS 2] weapon results in a critical hit. That attack therefore hits the target three times (once from the critical hit, and twice more from the [SUSTAINED HITS 2] ability).

newHand of Dominion — Hand of DominionLETHAL HITS

Rules

Each time an attack made with a [LETHAL HITS] weapon results in a critical hit, you can choose for that attack to automatically wound the target.

Designer’s Note: Choosing to automatically wound the target means that no wound roll is made for that attack. You may decide against this, as it means that attack cannot result in a critical wound and so cannot trigger other abilities such as [DEVASTATING WOUNDS].

goneHand of Dominion — RangedRapid Fire 2

Rules

This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.

Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).

goneHand of Dominion — MeleeLethal Hits

Rules

Each time an attack made with a [LETHAL HITS] weapon results in a critical hit, you can choose for that attack to automatically wound the target.

Designer’s Note: Choosing to automatically wound the target means that no wound roll is made for that attack. You may decide against this, as it means that attack cannot result in a critical wound and so cannot trigger other abilities such as [DEVASTATING WOUNDS].

changed1 Roboute Guilliman

Points
355 pts 415 pts

changedScout Squad

Unit Composition

■ 1

  • 1 Scout Sergeant ■Sergeant 4-9model
  • 4-9 ScoutsEveryScout models

Every model is equipped with:with: bolt1 pistol;Boltgun; boltgun;1 closeBolt combatPistol; weapon.1 Combat Knife.

Points Scaling
+10 pts per 3 models

changedScout Sergeant

Keywords
Infantry, Grenades, Smoke, Imperium, Scout Squad Explosives, Imperium, Infantry, Smoke
Equipped With
Bolt pistol, Boltgun, Close combat weapon Boltgun, Bolt Pistol, Combat Knife

changedScout

Keywords
Infantry, Grenades, Smoke, Imperium, Scout Squad Explosives, Imperium, Infantry, Smoke
Equipped With
Bolt pistol, Boltgun, Close combat weapon Boltgun, Bolt Pistol, Combat Knife

newCombat Doctrines

Rules

-

newFlexible Asset

Rules

When this unit is selected to make an advance/fall-back move, that advance/fall-back move does not prevent this unit from being eligible to start an action.

goneOath of Moment

Rules

-

goneGuerrilla Tactics

Rules

At the end of your opponent’s turn, if this unit is more than 6" away from all enemy models, you can remove this unit from the battlefield and place it into Strategic Reserves.

newBolt Pistol

Type
weapon

newChainsword

Type
weapon

newCombat Knife

Type
weapon

newHeavy Bolter

Type
weapon

newMissile Launcher

Type
weapon

newShotgun

Type
weapon

newSniper Rifle

Type
weapon

goneAstartes chainsword

Type
weapon

goneAstartes shotgun

Type
weapon

goneBolt pistol

Type
weapon

goneClose combat weapon

Type
weapon

goneCombat knife

Type
weapon

goneHeavy bolter

Type
weapon

goneMissile launcher

Type
weapon

goneScout sniper rifle

Type
weapon

newBolt PistolBolt Pistol

Range
12"
Attacks
1
Ballistic Skill
3+
Strength
5
AP
-1
Damage
1

newBolt Pistol — Bolt PistolCLOSE-QUARTERS

Rules

Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).

When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:

  • One or more of its [CLOSE‑QUARTERS] weapons.
  • One or more of its other ranged weapons.

newChainswordChainsword

Range
Melee
Attacks
4
Weapon Skill
3+
Strength
4
AP
-1
Damage
1

newCombat KnifeCombat Knife

Range
Melee
Attacks
3
Weapon Skill
3+
Strength
4
AP
-1
Damage
1

newHeavy BolterHeavy Bolter

Range
36"
Attacks
3
Ballistic Skill
4+
Strength
5
AP
-1
Damage
2

newHeavy Bolter — Heavy BolterHEAVY

Rules

In your Shooting phase, each time an attack is made with a [HEAVY] weapon, add 1 to the hit roll if all of the following apply to the attacking unit:

  • That unit is unengaged.
  • That unit was not set up on the battlefield this turn.
  • No model in that unit has moved more than 3" this turn.

newHeavy Bolter — Heavy BolterRAPID FIRE 2

Rules

This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.

Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).

newHeavy Bolter — Heavy BolterSUSTAINED HITS 1

Rules

This ability always takes the form [SUSTAINED HITS X]. Each time an attack made with a [SUSTAINED HITS] weapon results in a critical hit, that attack results in a number of additional hits on the target as denoted by X.

Example: An attack made with a [SUSTAINED HITS 2] weapon results in a critical hit. That attack therefore hits the target three times (once from the critical hit, and twice more from the [SUSTAINED HITS 2] ability).

newMissile LauncherFrag

Range
48"
Attacks
4
Ballistic Skill
4+
Strength
4
AP
-1
Damage
1

newMissile LauncherKrak

Range
48"
Attacks
1
Ballistic Skill
4+
Strength
10
AP
-2
Damage
D3+3

newMissile Launcher — FragBLAST 1

Rules

Each time you gather attack dice for a [BLAST] weapon, add one additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).

If this ability takes the form [BLAST X], each time you gather attack dice for such a weapon, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down) instead.

Example: If a [BLAST 2] weapon with an A characteristic of 3 targets a unit containing 12 models, you would gather four additional attack dice for that weapon (for a total of seven for that weapon).

newMissile Launcher — FragHEAVY

Rules

In your Shooting phase, each time an attack is made with a [HEAVY] weapon, add 1 to the hit roll if all of the following apply to the attacking unit:

  • That unit is unengaged.
  • That unit was not set up on the battlefield this turn.
  • No model in that unit has moved more than 3" this turn.

newShotgunShotgun

Range
18"
Attacks
2
Ballistic Skill
3+
Strength
4
AP
-1
Damage
1

newShotgun — ShotgunASSAULT

Rules

Units containing one or more models with an [ASSAULT] weapon can shoot using assault shooting (10.05).

newShotgun — ShotgunBLAST 1

Rules

Each time you gather attack dice for a [BLAST] weapon, add one additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).

If this ability takes the form [BLAST X], each time you gather attack dice for such a weapon, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down) instead.

Example: If a [BLAST 2] weapon with an A characteristic of 3 targets a unit containing 12 models, you would gather four additional attack dice for that weapon (for a total of seven for that weapon).

newSniper RifleSniper Rifle

Range
36"
Attacks
1
Ballistic Skill
3+
Strength
5
AP
-2
Damage
2

newSniper Rifle — Sniper RifleHEAVY

Rules

In your Shooting phase, each time an attack is made with a [HEAVY] weapon, add 1 to the hit roll if all of the following apply to the attacking unit:

  • That unit is unengaged.
  • That unit was not set up on the battlefield this turn.
  • No model in that unit has moved more than 3" this turn.

newSniper Rifle — Sniper RiflePRECISION

Rules

While resolving attacks made with one or more [PRECISION] weapons, at the start of the Allocation Order step (05.03), if the target unit contains one or more CHARACTER models visible to one or more of the attacking models, the active player can select one allocation group that contains one of those visible CHARACTER models. If they do, until those attacks are resolved, or until that CHARACTER group is destroyed (whichever happens first), that CHARACTER group is the current allocation group.

goneAstartes chainswordAstartes chainsword

Range
Melee
Attacks
4
Weapon Skill
3+
Strength
4
AP
-1
Damage
1

goneAstartes shotgunAstartes shotgun

Range
18"
Attacks
2
Ballistic Skill
3+
Strength
4
AP
0
Damage
1

goneAstartes shotgun — Astartes shotgunAssault

Rules

Units containing one or more models with an [ASSAULT] weapon can shoot using assault shooting (10.05).

goneBolt pistolBolt pistol

Range
12"
Attacks
1
Ballistic Skill
3+
Strength
4
AP
0
Damage
1

goneBolt pistol — Bolt pistolPistol

Rules

Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).

When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:

  • One or more of its [CLOSE‑QUARTERS] weapons.
  • One or more of its other ranged weapons.

goneClose combat weaponClose combat weapon

Range
Melee
Attacks
2
Weapon Skill
3+
Strength
4
AP
0
Damage
1

goneCombat knifeCombat knife

Range
Melee
Attacks
3
Weapon Skill
3+
Strength
4
AP
-1
Damage
1

goneHeavy bolterHeavy bolter

Range
36"
Attacks
3
Ballistic Skill
4+
Strength
5
AP
-1
Damage
2

goneHeavy bolter — Heavy bolterHeavy

Rules

In your Shooting phase, each time an attack is made with a [HEAVY] weapon, add 1 to the hit roll if all of the following apply to the attacking unit:

  • That unit is unengaged.
  • That unit was not set up on the battlefield this turn.
  • No model in that unit has moved moret han 3" this turn.

goneHeavy bolter — Heavy bolterSustained Hits 1

Rules

This ability always takes the form [SUSTAINED HITS X]. Each time an attack made with a [SUSTAINED HITS] weapon results in a critical hit, that attack results in a number of additional hits on the target as denoted by X.

Example: An attack made with a [SUSTAINED HITS 2] weapon results in a critical hit. That attack therefore hits the target three times (once from the critical hit, and twice more from the [SUSTAINED HITS 2] ability).

goneMissile launcherfrag

Range
48"
Attacks
D6
Ballistic Skill
4+
Strength
4
AP
0
Damage
1

goneMissile launcherkrak

Range
48"
Attacks
1
Ballistic Skill
4+
Strength
9
AP
-2
Damage
D6

goneMissile launcher — fragBlast

Rules

Each time you gather attack dice for a [BLAST] weapon, add one additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).

If this ability takes the form [BLAST X], each time you gather attack dice for such a weapon, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down) instead.

Example: If a [BLAST 2] weapon with an A characteristic of 3 targets a unit containing 12 models, you would gather four additional attack dice for that weapon (for a total of seven for that weapon).

goneMissile launcher — fragHeavy

Rules

In your Shooting phase, each time an attack is made with a [HEAVY] weapon, add 1 to the hit roll if all of the following apply to the attacking unit:

  • That unit is unengaged.
  • That unit was not set up on the battlefield this turn.
  • No model in that unit has moved moret han 3" this turn.

goneMissile launcher — krakHeavy

Rules

In your Shooting phase, each time an attack is made with a [HEAVY] weapon, add 1 to the hit roll if all of the following apply to the attacking unit:

  • That unit is unengaged.
  • That unit was not set up on the battlefield this turn.
  • No model in that unit has moved moret han 3" this turn.

goneScout sniper rifleScout sniper rifle

Range
36"
Attacks
1
Ballistic Skill
3+
Strength
4
AP
-2
Damage
2

goneScout sniper rifle — Scout sniper rifleHeavy

Rules

In your Shooting phase, each time an attack is made with a [HEAVY] weapon, add 1 to the hit roll if all of the following apply to the attacking unit:

  • That unit is unengaged.
  • That unit was not set up on the battlefield this turn.
  • No model in that unit has moved moret han 3" this turn.

goneScout sniper rifle — Scout sniper riflePrecision

Rules

While resolving attacks made with one or more [PRECISION] weapons, at the start of the Allocation Order step (05.03), if the target unit contains one or more CHARACTER models visible to one or more of the attacking models, the active player can select one allocation group that contains one of those visible CHARACTER models. If they do, until those attacks are resolved, or until that CHARACTER group is destroyed (whichever happens first), that CHARACTER group is the current allocation group.

changedBoltgunBoltgun

Attacks
2 1
Strength
4 5
AP
0 -1

newBoltgun — BoltgunRAPID FIRE 1

Rules

This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.

Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).

newScout Sergeant: The Scout Sergeant can have their Boltgun replaced with 1 Shotgun.

newScout Sergeant: The Scout Sergeant can have their Combat Knife replaced with 1 Chainsword.

newScout: Any number of Scout models can each have their Boltgun replaced with 1 Shotgun.

newScout: For every 5 models in this unit, 1 Scout model can have their Boltgun replaced with 1 Sniper Rifle.

newScout: For every 5 models in this unit, 1 Scout model can have their Boltgun replaced with one of the following: ▫ 1 Heavy Bolter ▫ 1 Missile Launcher

goneScout Sergeant: Any number of models can each have their boltgun replaced with one of the following:

goneScout Sergeant: The Scout Sergeant’s boltgun can be replaced with 1 Astartes chainsword.

goneScout: Any number of models can each have their boltgun replaced with one of the following:

goneScout: For every 5 models in this unit, 1 Scout’s boltgun can be replaced with 1 Scout sniper rifle.

goneScout: For every 5 models in this unit, 1 Scout’s boltgun can be replaced with one of the following:

new■ The Scout Sergeant can have their Boltgun replaced with 1 Shotgun.

new■ The Scout Sergeant can have their Combat Knife replaced with 1 Chainsword.

new■ Any number of Scout models can each have their Boltgun replaced with 1 Shotgun.

new■ For every 5 models in this unit, 1 Scout model can have their Boltgun replaced with 1 Sniper Rifle.

new■ For every 5 models in this unit, 1 Scout model can have their Boltgun replaced with one of the following: ▫ 1 Heavy Bolter ▫ 1 Missile Launcher

gone■ The Scout Sergeant’s boltgun can be replaced with 1 Astartes chainsword.

gone■ Any number of models can each have their boltgun replaced with one of the following: ◦ 1 Astartes shotgun ◦ 1 combat knife

gone■ For every 5 models in this unit, 1 Scout’s boltgun can be replaced with 1 Scout sniper rifle.

gone■ For every 5 models in this unit, 1 Scout’s boltgun can be replaced with one of the following: ◦ 1 heavy bolter ◦ 1 missile launcher

new1 Scout Sergeant, 9 Scout

Points
120 pts
Scout Sergeant count
1
Scout count
9

gone1 Scout Sergeant, 4 Scout

Points
65 pts
Scout Sergeant count
1
Scout count
4

changed1 Scout Sergeant, 4 Scout

Points
120 pts 65 pts
Scout count
5-9 4

changedSternguard Veteran Squad

Unit Composition

■ 1

  • 1 Sternguard Veteran Sergeant ■Sergeant 4-9model
  • 4-9 Sternguard VeteransEveryVeteran modelmodels

The Sternguard Veteran Sergeant is equipped with:with: Sternguard1 boltArtificer pistol;Firearm; 1 Bolt Pistol; 1 Chainsword. Every Sternguard boltVeteran rifle;is closeequipped combatwith: weapon.1 Artificer Firearm; 1 Bolt Pistol; 1 Ceramite Fists.

Points Scaling
+10 pts per 3 models

changedSternguard Veteran

Toughness
4 5
Keywords
Infantry, Grenades, Imperium, Tacticus, Sternguard Veteran Squad Explosives, Imperium, Infantry, Tacticus
Equipped With
Sternguard bolt pistol, Sternguard bolt rifle, Close combat weapon Artificer Firearm, Bolt Pistol, Ceramite Fists

changedSternguard Veteran Sergeant

Toughness
4 5
Keywords
Infantry, Grenades, Imperium, Tacticus, Sternguard Veteran Squad Explosives, Imperium, Infantry, Tacticus
Equipped With
Sternguard bolt pistol, Sternguard bolt rifle, Close combat weapon Artificer Firearm, Bolt Pistol, Chainsword

newCombat Doctrines

Rules

-

newVeteran Marksmen

Rules

This unit’s ranged attacks can re-roll hit rolls of 1.

goneOath of Moment

Rules

-

goneSternguard Focus

Rules

Each time a model in this unit makes an attack that targets your Oath of Moment target, you can re-roll the Wound roll.

newArtificer Firearm

Type
weapon

newBolt Pistol

Type
weapon

newCeramite Fists

Type
weapon

newChainsword

Type
weapon

newHeavy Bolter

Type
weapon

newPower Fist

Type
weapon

newPower Weapon

Type
weapon

goneAstartes chainsword

Type
weapon

goneClose combat weapon

Type
weapon

goneCombi-weapon

Type
weapon

gonePower fist

Type
weapon

gonePower weapon

Type
weapon

goneSternguard bolt pistol

Type
weapon

goneSternguard bolt rifle

Type
weapon

goneSternguard heavy bolter

Type
weapon

newArtificer FirearmDamnatus

Range
12"
Attacks
1
Ballistic Skill
3+
Strength
9
AP
-3
Damage
D3+2

newArtificer FirearmInfernus

Range
24"
Attacks
2
Ballistic Skill
3+
Strength
5
AP
-1
Damage
1

newArtificer FirearmPurgatus

Range
24"
Attacks
1
Ballistic Skill
3+
Strength
7
AP
-2
Damage
2

newArtificer Firearm — DamnatusASSAULT

Rules

Units containing one or more models with an [ASSAULT] weapon can shoot using assault shooting (10.05).

newArtificer Firearm — DamnatusMELTA 2

Rules

This ability always takes the form [MELTA X]. Each time a model makes an attack with a [MELTA] weapon, if the target unit was within half range of that weapon in the Select Targets step, until the attacking unit’s attacks have been resolved, add X to that weapon’s D characteristic.

Example: A model targets a unit that is within half range of a [MELTA 2] weapon with a D characteristic of D6. While resolving those attacks, that weapon has a D characteristic of D6+2

newArtificer Firearm — InfernusASSAULT

Rules

Units containing one or more models with an [ASSAULT] weapon can shoot using assault shooting (10.05).

newArtificer Firearm — InfernusRAPID FIRE 2

Rules

This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.

Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).

newArtificer Firearm — PurgatusASSAULT

Rules

Units containing one or more models with an [ASSAULT] weapon can shoot using assault shooting (10.05).

newArtificer Firearm — PurgatusRAPID FIRE 1

Rules

This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.

Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).

newBolt PistolBolt Pistol

Range
12"
Attacks
1
Ballistic Skill
3+
Strength
5
AP
-1
Damage
1

newBolt Pistol — Bolt PistolCLOSE-QUARTERS

Rules

Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).

When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:

  • One or more of its [CLOSE‑QUARTERS] weapons.
  • One or more of its other ranged weapons.

newCeramite FistsCeramite Fists

Range
Melee
Attacks
4
Weapon Skill
3+
Strength
5
AP
0
Damage
1

newChainswordChainsword

Range
Melee
Attacks
6
Weapon Skill
3+
Strength
5
AP
-1
Damage
1

newHeavy BolterHeavy Bolter

Range
36"
Attacks
3
Ballistic Skill
3+
Strength
5
AP
-1
Damage
2

newHeavy Bolter — Heavy BolterHEAVY

Rules

In your Shooting phase, each time an attack is made with a [HEAVY] weapon, add 1 to the hit roll if all of the following apply to the attacking unit:

  • That unit is unengaged.
  • That unit was not set up on the battlefield this turn.
  • No model in that unit has moved more than 3" this turn.

newHeavy Bolter — Heavy BolterRAPID FIRE 2

Rules

This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.

Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).

newHeavy Bolter — Heavy BolterSUSTAINED HITS 1

Rules

This ability always takes the form [SUSTAINED HITS X]. Each time an attack made with a [SUSTAINED HITS] weapon results in a critical hit, that attack results in a number of additional hits on the target as denoted by X.

Example: An attack made with a [SUSTAINED HITS 2] weapon results in a critical hit. That attack therefore hits the target three times (once from the critical hit, and twice more from the [SUSTAINED HITS 2] ability).

newPower FistPower Fist

Range
Melee
Attacks
4
Weapon Skill
3+
Strength
8
AP
-2
Damage
2

newPower WeaponPower Weapon

Range
Melee
Attacks
5
Weapon Skill
3+
Strength
5
AP
-2
Damage
1

goneAstartes chainswordAstartes chainsword

Range
Melee
Attacks
6
Weapon Skill
3+
Strength
4
AP
-1
Damage
1

goneClose combat weaponClose combat weapon

Range
Melee
Attacks
4
Weapon Skill
3+
Strength
4
AP
0
Damage
1

goneCombi-weaponCombi-weapon

Range
24"
Attacks
1
Ballistic Skill
4+
Strength
4
AP
0
Damage
1

goneCombi-weapon — Combi-weaponAnti-infantry 4+

Rules

This ability always takes the form [ANTI‑X Y+]. Each time an attack is made with an [ANTI] weapon, if the target unit has the keyword denoted by X, an unmodified wound roll of Y+ is a critical wound.
Example: An attack made with an [ANTI‑VEHICLE 4+] weapon against a VEHICLE unit will result in a critical wound on an unmodified wound roll of 4+, while an attack made with an [ANTI‑PSYKER 2+] weapon against a PSYKER unit will result in a critical wound on an unmodified wound roll of 2+.

goneCombi-weapon — Combi-weaponDevastating Wounds

Rules

Each time an attack made with a [DEVASTATING WOUNDS] weapon results in a critical wound, the attack sequence for that attack ends and the target unit suffers a number of mortal wounds equal to the D characteristic of that weapon. These are inflicted after resolving any normal damage inflicted by those attacks.

Mortal wounds inflicted by [DEVASTATING WOUNDS] weapons can damage a maximum of one model for each critical wound; any remaining mortal wounds inflicted by that attack are lost.

Example: An attack made with a [DEVASTATING WOUNDS] weapon with a D characteristic of 3 results in a critical wound against an Intercessor Squad, so inflicts 3 mortal wounds. The first 2 mortal wounds are sufficient to destroy 1 Intercessor model, so the remaining mortal wound is lost.

goneCombi-weapon — Combi-weaponRapid Fire 1

Rules

This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.

Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).

gonePower fistPower fist

Range
Melee
Attacks
4
Weapon Skill
3+
Strength
8
AP
-2
Damage
2

gonePower weaponPower weapon

Range
Melee
Attacks
5
Weapon Skill
3+
Strength
5
AP
-2
Damage
1

goneSternguard bolt pistolSternguard bolt pistol

Range
12"
Attacks
1
Ballistic Skill
3+
Strength
4
AP
0
Damage
1

goneSternguard bolt pistol — Sternguard bolt pistolDevastating Wounds

Rules

Each time an attack made with a [DEVASTATING WOUNDS] weapon results in a critical wound, the attack sequence for that attack ends and the target unit suffers a number of mortal wounds equal to the D characteristic of that weapon. These are inflicted after resolving any normal damage inflicted by those attacks.

Mortal wounds inflicted by [DEVASTATING WOUNDS] weapons can damage a maximum of one model for each critical wound; any remaining mortal wounds inflicted by that attack are lost.

Example: An attack made with a [DEVASTATING WOUNDS] weapon with a D characteristic of 3 results in a critical wound against an Intercessor Squad, so inflicts 3 mortal wounds. The first 2 mortal wounds are sufficient to destroy 1 Intercessor model, so the remaining mortal wound is lost.

goneSternguard bolt pistol — Sternguard bolt pistolPistol

Rules

Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).

When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:

  • One or more of its [CLOSE‑QUARTERS] weapons.
  • One or more of its other ranged weapons.

goneSternguard bolt rifleSternguard bolt rifle

Range
24"
Attacks
2
Ballistic Skill
3+
Strength
4
AP
-1
Damage
1

goneSternguard bolt rifle — Sternguard bolt rifleAssault

Rules

Units containing one or more models with an [ASSAULT] weapon can shoot using assault shooting (10.05).

goneSternguard bolt rifle — Sternguard bolt rifleDevastating Wounds

Rules

Each time an attack made with a [DEVASTATING WOUNDS] weapon results in a critical wound, the attack sequence for that attack ends and the target unit suffers a number of mortal wounds equal to the D characteristic of that weapon. These are inflicted after resolving any normal damage inflicted by those attacks.

Mortal wounds inflicted by [DEVASTATING WOUNDS] weapons can damage a maximum of one model for each critical wound; any remaining mortal wounds inflicted by that attack are lost.

Example: An attack made with a [DEVASTATING WOUNDS] weapon with a D characteristic of 3 results in a critical wound against an Intercessor Squad, so inflicts 3 mortal wounds. The first 2 mortal wounds are sufficient to destroy 1 Intercessor model, so the remaining mortal wound is lost.

goneSternguard bolt rifle — Sternguard bolt rifleHeavy

Rules

In your Shooting phase, each time an attack is made with a [HEAVY] weapon, add 1 to the hit roll if all of the following apply to the attacking unit:

  • That unit is unengaged.
  • That unit was not set up on the battlefield this turn.
  • No model in that unit has moved moret han 3" this turn.

goneSternguard bolt rifle — Sternguard bolt rifleRapid Fire 1

Rules

This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.

Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).

goneSternguard heavy bolterSternguard heavy bolter

Range
36"
Attacks
3
Ballistic Skill
4+
Strength
5
AP
-1
Damage
2

goneSternguard heavy bolter — Sternguard heavy bolterDevastating Wounds

Rules

Each time an attack made with a [DEVASTATING WOUNDS] weapon results in a critical wound, the attack sequence for that attack ends and the target unit suffers a number of mortal wounds equal to the D characteristic of that weapon. These are inflicted after resolving any normal damage inflicted by those attacks.

Mortal wounds inflicted by [DEVASTATING WOUNDS] weapons can damage a maximum of one model for each critical wound; any remaining mortal wounds inflicted by that attack are lost.

Example: An attack made with a [DEVASTATING WOUNDS] weapon with a D characteristic of 3 results in a critical wound against an Intercessor Squad, so inflicts 3 mortal wounds. The first 2 mortal wounds are sufficient to destroy 1 Intercessor model, so the remaining mortal wound is lost.

goneSternguard heavy bolter — Sternguard heavy bolterHeavy

Rules

In your Shooting phase, each time an attack is made with a [HEAVY] weapon, add 1 to the hit roll if all of the following apply to the attacking unit:

  • That unit is unengaged.
  • That unit was not set up on the battlefield this turn.
  • No model in that unit has moved moret han 3" this turn.

goneSternguard heavy bolter — Sternguard heavy bolterSustained Hits 1

Rules

This ability always takes the form [SUSTAINED HITS X]. Each time an attack made with a [SUSTAINED HITS] weapon results in a critical hit, that attack results in a number of additional hits on the target as denoted by X.

Example: An attack made with a [SUSTAINED HITS 2] weapon results in a critical hit. That attack therefore hits the target three times (once from the critical hit, and twice more from the [SUSTAINED HITS 2] ability).

changedPyrecannonPyrecannon

Attacks
D6+1 4

newPyrecannon — PyrecannonBLAST 2

Rules

Each time you gather attack dice for a [BLAST] weapon, add one additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).

If this ability takes the form [BLAST X], each time you gather attack dice for such a weapon, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down) instead.

Example: If a [BLAST 2] weapon with an A characteristic of 3 targets a unit containing 12 models, you would gather four additional attack dice for that weapon (for a total of seven for that weapon).

newPyrecannon — PyrecannonTORRENT

Rules

Each time an attack is made with a [TORRENT] weapon, that attack automatically hits the target.

gonePyrecannon — PyrecannonIgnores Cover

Rules

Each time an attack is made with an [IGNORES COVER] weapon, the target cannot have the benefit of cover against that attack (13.08), including from rules that give a model or unit the benefit of cover (e.g. Stealth).

gonePyrecannon — PyrecannonTorrent

Rules

Each time an attack is made with a [TORRENT] weapon, that attack automatically hits the target.

newSternguard Veteran Sergeant: The Sternguard Veteran Sergeant can have their Chainsword replaced with one of the following: ▫ 1 Power Fist ▫ 1 Power Weapon

newSternguard Veteran: For every 5 models in this unit, 1 Sternguard Veteran model can have their Artificer Firearm replaced with one of the following: ▫ 1 Heavy Bolter ▫ 1 Pyrecannon

goneSternguard Veteran Sergeant: The Sternguard Veteran Sergeant’s Sternguard bolt rifle can be replaced with one of the following: ◦ 1 Astartes chainsword ◦ 1 combi-weapon ◦ 1 power weapon ◦ 1 power fist ◦ 1 Astartes chainsword and 1 Sternguard bolt rifle* ◦ 1 power weapon and 1 Sternguard bolt rifle* ◦ 1 power fist and 1 Sternguard bolt rifle* * This model’s Sternguard bolt rifle cannot be replaced.

goneSternguard Veteran: Any number of models can each have their Sternguard bolt rifle replaced with 1 combi-weapon.

goneSternguard Veteran: For every 5 models in this unit, 1 Sternguard Veteran’s Sternguard bolt rifle can be replaced with one of the following:

new■ The Sternguard Veteran Sergeant can have their Chainsword replaced with one of the following: ▫ 1 Power Fist ▫ 1 Power Weapon

new■ For every 5 models in this unit, 1 Sternguard Veteran model can have their Artificer Firearm replaced with one of the following: ▫ 1 Heavy Bolter ▫ 1 Pyrecannon

gone■ The Sternguard Veteran Sergeant’s Sternguard bolt rifle can be replaced with one of the following: ◦ 1 Astartes chainsword ◦ 1 combi-weapon ◦ 1 power weapon ◦ 1 power fist ◦ 1 Astartes chainsword and 1 Sternguard bolt rifle* ◦ 1 power weapon and 1 Sternguard bolt rifle* ◦ 1 power fist and 1 Sternguard bolt rifle* * This model’s Sternguard bolt rifle cannot be replaced.

gone■ Any number of models can each have their Sternguard bolt rifle replaced with 1 combi-weapon.

gone■ For every 5 models in this unit, 1 Sternguard Veteran’s Sternguard bolt rifle can be replaced with one of the following: ◦ 1 pyrecannon ◦ 1 Sternguard heavy bolter

new1 Sternguard Veteran Sergeant, 9 Sternguard Veteran

Points
210 pts
Sternguard Veteran Sergeant count
1
Sternguard Veteran count
9

gone4 Sternguard Veteran, 1 Sternguard Veteran Sergeant

Points
100 pts
Sternguard Veteran count
4
Sternguard Veteran Sergeant count
1

changed4 Sternguard Veteran, 1 Sternguard Veteran Sergeant

Points
200 pts 105 pts
Sternguard Veteran count
5-9 4

changedStorm Speeder Hailstrike

Unit Composition

■ 1

  • 1 Storm Speeder HailstrikeThisHailstrike model

This model is equipped with:with: 21 fragstormArmoured grenadeImpact; launchers;1 onslaughtFragstorm gatlingGrenade cannon;Launchers; twin1 ironhailIronhail heavyHeavy stubber;Stubber closeArray; combat1 weapon.Onslaught Gatling Cannon.

changedStorm Speeder Hailstrike

Keywords
Vehicle, Fly, Imperium, Storm Speeder Hailstrike, Frame Fly, Frame, Imperium, Speeder, Vehicle
Equipped With
Fragstorm grenade launcher, Onslaught gatling cannon, Twin ironhail heavy stubber, Close combat weapon Armoured Impact, Fragstorm Grenade Launchers, Ironhail Heavy Stubber Array, Onslaught Gatling Cannon

newCombat Doctrines

Rules

-

goneOath of Moment

Rules

-

changedHailstrike

Rules

EachIn timeyour Shooting phase, when this modelunit has shot, select one enemy unit (excluding MONSTERS and VEHICLES) hit by one or more of those attacks. Until the end of the phase, each time a friendly ADEPTUS ASTARTESFriendly unitAdeptus makesAstartes aunits’ ranged attack that targetsattacks that enemy unit, improve the Armour Penetration characteristic oftarget that attack by 1. The same enemy unit can only be affected by this ability oncehave per[IGNORES phase.COVER].

newArmoured Impact

Type
weapon

newFragstorm Grenade Launchers

Type
weapon

newIronhail Heavy Stubber Array

Type
weapon

newOnslaught Gatling Cannon

Type
weapon

goneClose combat weapon

Type
weapon

goneFragstorm grenade launcher

Type
weapon

goneOnslaught gatling cannon

Type
weapon

goneTwin ironhail heavy stubber

Type
weapon

newArmoured ImpactArmoured Impact

Range
Melee
Attacks
3
Weapon Skill
4+
Strength
6
AP
0
Damage
1

newFragstorm Grenade LaunchersFragstorm Grenade Launchers

Range
18"
Attacks
6
Ballistic Skill
3+
Strength
4
AP
-1
Damage
1

newFragstorm Grenade Launchers — Fragstorm Grenade LaunchersBLAST 2

Rules

Each time you gather attack dice for a [BLAST] weapon, add one additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).

If this ability takes the form [BLAST X], each time you gather attack dice for such a weapon, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down) instead.

Example: If a [BLAST 2] weapon with an A characteristic of 3 targets a unit containing 12 models, you would gather four additional attack dice for that weapon (for a total of seven for that weapon).

newFragstorm Grenade Launchers — Fragstorm Grenade LaunchersIGNORES COVER

Rules

Each time an attack is made with an [IGNORES COVER] weapon, the target cannot have the benefit of cover against that attack (13.08), including from rules that give a model or unit the benefit of cover (e.g. Stealth).

newIronhail Heavy Stubber ArrayIronhail Heavy Stubber Array

Range
36"
Attacks
6
Ballistic Skill
3+
Strength
4
AP
-1
Damage
1

newIronhail Heavy Stubber Array — Ironhail Heavy Stubber ArrayIGNORES COVER

Rules

Each time an attack is made with an [IGNORES COVER] weapon, the target cannot have the benefit of cover against that attack (13.08), including from rules that give a model or unit the benefit of cover (e.g. Stealth).

newIronhail Heavy Stubber Array — Ironhail Heavy Stubber ArrayRAPID FIRE 6

Rules

This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.

Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).

newOnslaught Gatling CannonOnslaught Gatling Cannon

Range
24"
Attacks
8
Ballistic Skill
3+
Strength
5
AP
-1
Damage
1

newOnslaught Gatling Cannon — Onslaught Gatling CannonDEVASTATING WOUNDS: non-MONSTER/VEHICLE

Rules

Each time an attack made with a [DEVASTATING WOUNDS] weapon results in a critical wound, the attack sequence for that attack ends and the target unit suffers a number of mortal wounds equal to the D characteristic of that weapon. These are inflicted after resolving any normal damage inflicted by those attacks.

Mortal wounds inflicted by [DEVASTATING WOUNDS] weapons can damage a maximum of one model for each critical wound; any remaining mortal wounds inflicted by that attack are lost.

Example: An attack made with a [DEVASTATING WOUNDS] weapon with a D characteristic of 3 results in a critical wound against an Intercessor Squad, so inflicts 3 mortal wounds. The first 2 mortal wounds are sufficient to destroy 1 Intercessor model, so the remaining mortal wound is lost.

newOnslaught Gatling Cannon — Onslaught Gatling CannonIGNORES COVER

Rules

Each time an attack is made with an [IGNORES COVER] weapon, the target cannot have the benefit of cover against that attack (13.08), including from rules that give a model or unit the benefit of cover (e.g. Stealth).

goneClose combat weaponClose combat weapon

Range
Melee
Attacks
4
Weapon Skill
3+
Strength
4
AP
0
Damage
1

goneFragstorm grenade launcherFragstorm grenade launcher

Range
18"
Attacks
D6
Ballistic Skill
3+
Strength
4
AP
0
Damage
1

goneFragstorm grenade launcher — Fragstorm grenade launcherBlast

Rules

Each time you gather attack dice for a [BLAST] weapon, add one additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).

If this ability takes the form [BLAST X], each time you gather attack dice for such a weapon, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down) instead.

Example: If a [BLAST 2] weapon with an A characteristic of 3 targets a unit containing 12 models, you would gather four additional attack dice for that weapon (for a total of seven for that weapon).

goneOnslaught gatling cannonOnslaught gatling cannon

Range
24"
Attacks
8
Ballistic Skill
3+
Strength
5
AP
0
Damage
1

goneOnslaught gatling cannon — Onslaught gatling cannonDevastating Wounds

Rules

Each time an attack made with a [DEVASTATING WOUNDS] weapon results in a critical wound, the attack sequence for that attack ends and the target unit suffers a number of mortal wounds equal to the D characteristic of that weapon. These are inflicted after resolving any normal damage inflicted by those attacks.

Mortal wounds inflicted by [DEVASTATING WOUNDS] weapons can damage a maximum of one model for each critical wound; any remaining mortal wounds inflicted by that attack are lost.

Example: An attack made with a [DEVASTATING WOUNDS] weapon with a D characteristic of 3 results in a critical wound against an Intercessor Squad, so inflicts 3 mortal wounds. The first 2 mortal wounds are sufficient to destroy 1 Intercessor model, so the remaining mortal wound is lost.

goneTwin ironhail heavy stubberTwin ironhail heavy stubber

Range
36"
Attacks
3
Ballistic Skill
3+
Strength
4
AP
0
Damage
1

goneTwin ironhail heavy stubber — Twin ironhail heavy stubberRapid Fire 3

Rules

This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.

Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).

goneTwin ironhail heavy stubber — Twin ironhail heavy stubberTwin-linked

Rules

Each time an attack is made with a [TWIN‑LINKED] weapon, you can re‑roll the wound roll.

changed1 Storm Speeder Hailstrike

Points
105 pts 110 pts

changedStorm Speeder Thunderstrike

Unit Composition

■ 1

  • 1 Storm Speeder ThunderstrikeThisThunderstrike model

This model is equipped with:with: stormfury1 missiles;Armoured ThunderstrikeImpact; las-talon;1 twinStormfury Missile Launcher; 1 Thunderstrike Icarus rocketRocket pod;Pod; close1 combatThunderstrike weapon.Las-talon.

changedStorm Speeder Thunderstrike

Keywords
Vehicle, Fly, Imperium, Storm Speeder Thunderstrike, Frame Fly, Frame, Imperium, Speeder, Vehicle
Equipped With
Stormfury missiles, Thunderstrike las-talon, Twin Icarus rocket pod, Close combat weapon Armoured Impact, Stormfury Missile Launcher, Thunderstrike Icarus Rocket Pod, Thunderstrike Las-talon

newCombat Doctrines

Rules

-

newShattered Defences

Rules

In your Shooting phase, when this unit has shot, select one enemy Monster/Vehicle unit hit by those attacks. Friendly Adeptus Astartes units’ ranged attacks that target that enemy unit have +1 AP.

goneOath of Moment

Rules

-

changedThunderstrike

Rules

Each time this model has shot, select one enemy MONSTER or VEHICLE unit hit by one or more of those attacks. Until the end of the phase, each time a friendly ADEPTUS ASTARTES unit makesThis aunit’s ranged attackattacks that targetstarget thata enemyMonster/Vehicle unit,unit addhave 1+1 to the Woundwound roll.rolls.

newArmoured Impact

Type
weapon

newStormfury Missile Launcher

Type
weapon

newThunderstrike Icarus Rocket Pod

Type
weapon

newThunderstrike Las-talon

Type
weapon

goneClose combat weapon

Type
weapon

goneStormfury missiles

Type
weapon

goneThunderstrike las-talon

Type
weapon

goneTwin Icarus rocket pod

Type
weapon

newArmoured ImpactArmoured Impact

Range
Melee
Attacks
3
Weapon Skill
4+
Strength
6
AP
0
Damage
1

newStormfury Missile LauncherStormfury Missile Launcher

Range
48"
Attacks
2
Ballistic Skill
3+
Strength
10
AP
-3
Damage
D3+3

newThunderstrike Icarus Rocket PodThunderstrike Icarus Rocket Pod

Range
24"
Attacks
6
Ballistic Skill
3+
Strength
6
AP
-1
Damage
2

newThunderstrike Icarus Rocket Pod — Thunderstrike Icarus Rocket PodANTI-FLY 2+

Rules

This ability always takes the form [ANTI‑X Y+]. Each time an attack is made with an [ANTI] weapon, if the target unit has the keyword denoted by X, an unmodified wound roll of Y+ is a critical wound.
Example: An attack made with an [ANTI‑VEHICLE 4+] weapon against a VEHICLE unit will result in a critical wound on an unmodified wound roll of 4+, while an attack made with an [ANTI‑PSYKER 2+] weapon against a PSYKER unit will result in a critical wound on an unmodified wound roll of 2+.

newThunderstrike Las-talonThunderstrike Las-talon

Range
36"
Attacks
2
Ballistic Skill
3+
Strength
10
AP
-3
Damage
D3+3

goneClose combat weaponClose combat weapon

Range
Melee
Attacks
4
Weapon Skill
3+
Strength
4
AP
0
Damage
1

goneStormfury missilesStormfury missiles

Range
48"
Attacks
1
Ballistic Skill
2+
Strength
12
AP
-3
Damage
D6+1

goneThunderstrike las-talonThunderstrike las-talon

Range
36"
Attacks
2
Ballistic Skill
2+
Strength
9
AP
-3
Damage
D6+1

goneTwin Icarus rocket podTwin Icarus rocket pod

Range
24"
Attacks
D3
Ballistic Skill
3+
Strength
8
AP
-1
Damage
2

goneTwin Icarus rocket pod — Twin Icarus rocket podAnti-fly 2+

Rules

This ability always takes the form [ANTI‑X Y+]. Each time an attack is made with an [ANTI] weapon, if the target unit has the keyword denoted by X, an unmodified wound roll of Y+ is a critical wound.
Example: An attack made with an [ANTI‑VEHICLE 4+] weapon against a VEHICLE unit will result in a critical wound on an unmodified wound roll of 4+, while an attack made with an [ANTI‑PSYKER 2+] weapon against a PSYKER unit will result in a critical wound on an unmodified wound roll of 2+.

goneTwin Icarus rocket pod — Twin Icarus rocket podTwin-linked

Rules

Each time an attack is made with a [TWIN‑LINKED] weapon, you can re‑roll the wound roll.

changed1 Storm Speeder Thunderstrike

Points
135 pts 155 pts

changedStorm Speeder Hammerstrike

Unit Composition

■ 1

  • 1 Storm Speeder HammerstrikeThisHammerstrike model

This model is equipped with:with: Hammerstrike1 missileArmoured launcher;Impact; 21 krakstormHammerstrike grenadeMissile launchers;Launcher; melta1 destroyer;Krakstorm closeGrenade combatLaunchers; weapon.1 Melta Destroyer.

changedStorm Speeder Hammerstrike

Keywords
Vehicle, Fly, Imperium, Storm Speeder Hammerstrike, Frame Fly, Frame, Imperium, Speeder, Vehicle
Equipped With
Hammerstrike missile launcher, Krakstorm grenade launcher, Melta destroyer, Close combat weapon Armoured Impact, Hammerstrike Missile Launcher, Krakstorm Grenade Launchers, Melta Destroyer

newCombat Doctrines

Rules

-

goneOath of Moment

Rules

-

changedHammerstrike

Rules

Each timeThis thisunit’s modelranged hasattacks shot,that selecttarget onean enemy unit hit by one or more of those attacks. Until the end of the phase, thatwithin enemya unitterrain cannotarea have the Benefit[Sustained ofHits Cover.1].

newArmoured Impact

Type
weapon

newHammerstrike Missile Launcher

Type
weapon

newKrakstorm Grenade Launchers

Type
weapon

newMelta Destroyer

Type
weapon

goneClose combat weapon

Type
weapon

goneHammerstrike missile launcher

Type
weapon

goneKrakstorm grenade launcher

Type
weapon

goneMelta destroyer

Type
weapon

newArmoured ImpactArmoured Impact

Range
Melee
Attacks
3
Weapon Skill
4+
Strength
6
AP
0
Damage
1

newHammerstrike Missile LauncherHammerstrike Missile Launcher

Range
36"
Attacks
2
Ballistic Skill
3+
Strength
10
AP
-3
Damage
D3+2

newKrakstorm Grenade LaunchersKrakstorm Grenade Launchers

Range
18"
Attacks
2
Ballistic Skill
3+
Strength
9
AP
-1
Damage
2

newMelta DestroyerMelta Destroyer

Range
18"
Attacks
3
Ballistic Skill
3+
Strength
10
AP
-3
Damage
D3+2

newMelta Destroyer — Melta DestroyerMELTA 3

Rules

This ability always takes the form [MELTA X]. Each time a model makes an attack with a [MELTA] weapon, if the target unit was within half range of that weapon in the Select Targets step, until the attacking unit’s attacks have been resolved, add X to that weapon’s D characteristic.

Example: A model targets a unit that is within half range of a [MELTA 2] weapon with a D characteristic of D6. While resolving those attacks, that weapon has a D characteristic of D6+2

goneClose combat weaponClose combat weapon

Range
Melee
Attacks
4
Weapon Skill
3+
Strength
4
AP
0
Damage
1

goneHammerstrike missile launcherHammerstrike missile launcher

Range
36"
Attacks
2
Ballistic Skill
3+
Strength
9
AP
-3
Damage
D6

goneKrakstorm grenade launcherKrakstorm grenade launcher

Range
18"
Attacks
1
Ballistic Skill
3+
Strength
9
AP
-1
Damage
D3

goneMelta destroyerMelta destroyer

Range
18"
Attacks
3
Ballistic Skill
3+
Strength
9
AP
-4
Damage
D6

goneMelta destroyer — Melta destroyerMelta 2

Rules

This ability always takes the form [MELTA X]. Each time a model makes an attack with a [MELTA] weapon, if the target unit was within half range of that weapon in the Select Targets step, until the attacking unit’s attacks have been resolved, add X to that weapon’s D characteristic.

Example: A model targets a unit that is within half range of a [MELTA 2] weapon with a D characteristic of D6. While resolving those attacks, that weapon has a D characteristic of D6+2

gone1 Storm Speeder Hammerstrike

Points
140 pts
Storm Speeder Hammerstrike count
1

changedSuboden Khan

Unit Composition

■ 1

  • 1 Suboden Khan – EPIC HEROThismodel

This model is equipped with:with: 1 heavyHeavy boltBolt pistol;Pistol; 1 onslaughtOnslaught gatlingGatling cannon;Cannon; Stormtooth;1 powerPower sword.Sword; 1 Stormtooth.

changedSuboden Khan

Toughness
5 6
Keywords
Mounted, Character, Epic Hero, Imperium, Grenades, Captain, Suboden Khan Captain, Character, Epic Hero, Explosives, Imperium, Mounted
Equipped With
Heavy Bolt Pistol, Onslaught gatling cannon, Power Sword, Stormtooth

newTranshuman Strategist

Rules

-

newCombat Doctrines

Rules

-

goneOath of Moment

Rules

-

changedSpear of Chogoris

Rules
  • This model’s unitunit’s isranged eligibleattacks tohave shoot[Assault].
  • When andthis declareunit ais chargeselected into amake turnan inadvance whichmove, itthat Advancedadvance ormove Felldoes Back.not Ifprevent thatthis unit isfrom alreadybeing eligible to shoot and declare a charge in.
  • If athe turnassault indoctrine whichis itactive Advanced,for addthis 1unit, tothis Advanceunit andhas Charge+1 rollsto madeadvance forrolls thatand unitcharge instead.rolls.

changedSkilled Riders

Rules

Each time a model in this model’sThis unit makes a Normal, Advance, Fall Back or Charge move, it can move horizontally through terrainhas features.Mobile.

changedLeader

Rules

This model can be attached to the following units:

■ BIKE SQUAD
■ COMPANY VETERANS ON BIKES
■
OUTRIDER SQUAD

newHeavy Bolt Pistol

Type
weapon

newPower Sword

Type
weapon

goneHeavy bolt pistol

Type
weapon

gonePower sword

Type
weapon

newHeavy Bolt PistolHeavy Bolt Pistol

Range
18"
Attacks
1
Ballistic Skill
2+
Strength
5
AP
-1
Damage
1

newHeavy Bolt Pistol — Heavy Bolt PistolCLOSE-QUARTERS

Rules

Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).

When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:

  • One or more of its [CLOSE‑QUARTERS] weapons.
  • One or more of its other ranged weapons.

newPower SwordPower Sword

Range
Melee
Attacks
3
Weapon Skill
2+
Strength
5
AP
-2
Damage
1

newPower Sword — Power SwordEXTRA ATTACKS

Rules

Each time a unit containing one or more models with an [EXTRA ATTACKS] weapon fights, those models will make attacks with those weapons in addition to any others. In the Select Weapons step (04.01), for each of those models, you must select:

  • All of that model’s [EXTRA ATTACKS] weapons.
  • One of that model’s other melee weapons, if possible.

newPower Sword — Power SwordSUSTAINED HITS 1: non-MONSTER/VEHICLE

Rules

This ability always takes the form [SUSTAINED HITS X]. Each time an attack made with a [SUSTAINED HITS] weapon results in a critical hit, that attack results in a number of additional hits on the target as denoted by X.

Example: An attack made with a [SUSTAINED HITS 2] weapon results in a critical hit. That attack therefore hits the target three times (once from the critical hit, and twice more from the [SUSTAINED HITS 2] ability).

goneHeavy bolt pistolHeavy Bolt Pistol

Range
18"
Attacks
1
Ballistic Skill
2+
Strength
4
AP
-1
Damage
1

goneHeavy bolt pistol — Heavy Bolt PistolPistol

Rules

Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).

When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:

  • One or more of its [CLOSE‑QUARTERS] weapons.
  • One or more of its other ranged weapons.

gonePower swordPower sword

Range
Melee
Attacks
8
Weapon Skill
2+
Strength
5
AP
-2
Damage
1

changedStormtoothStormtooth

Strength
6 7
AP
-2 -3

newStormtooth — StormtoothANTI-MONSTER/VEHICLE 4+

Rules

This ability always takes the form [ANTI‑X Y+]. Each time an attack is made with an [ANTI] weapon, if the target unit has the keyword denoted by X, an unmodified wound roll of Y+ is a critical wound.
Example: An attack made with an [ANTI‑VEHICLE 4+] weapon against a VEHICLE unit will result in a critical wound on an unmodified wound roll of 4+, while an attack made with an [ANTI‑PSYKER 2+] weapon against a PSYKER unit will result in a critical wound on an unmodified wound roll of 2+.

newStormtooth — StormtoothLANCE

Rules

Each time an attack is made with a [LANCE] weapon, if the attacking model’s unit made a charge move this turn, add 1 to the wound roll.

goneStormtooth — StormtoothLance

Rules

Each time an attack is made with a [LANCE] weapon, if the attacking model’s unit made a charge move this turn, add 1 to the wound roll.

goneStormtooth — StormtoothAnti-monster 4+

Rules

This ability always takes the form [ANTI‑X Y+]. Each time an attack is made with an [ANTI] weapon, if the target unit has the keyword denoted by X, an unmodified wound roll of Y+ is a critical wound.
Example: An attack made with an [ANTI‑VEHICLE 4+] weapon against a VEHICLE unit will result in a critical wound on an unmodified wound roll of 4+, while an attack made with an [ANTI‑PSYKER 2+] weapon against a PSYKER unit will result in a critical wound on an unmodified wound roll of 2+.

goneStormtooth — StormtoothAnti-vehicle 4+

Rules

This ability always takes the form [ANTI‑X Y+]. Each time an attack is made with an [ANTI] weapon, if the target unit has the keyword denoted by X, an unmodified wound roll of Y+ is a critical wound.
Example: An attack made with an [ANTI‑VEHICLE 4+] weapon against a VEHICLE unit will result in a critical wound on an unmodified wound roll of 4+, while an attack made with an [ANTI‑PSYKER 2+] weapon against a PSYKER unit will result in a critical wound on an unmodified wound roll of 2+.

changed1 Suboden Khan

Points
90 pts 105 pts

changedTechmarine

Unit Composition

■

  • 1 1Techmarine TechmarineThismodel

This model is equipped with:with: forge1 bolter;Forge grav-pistol;Bolter; 1 Grav-pistol; 1 Omnissian powerPower axe;Axe servo-arm.and Servo-arm.

changedTechmarine

Toughness
4 5
Keywords
Infantry, Character, Grenades, Imperium, Tacticus, Techmarine Character, Explosives, Imperium, Infantry, Tacticus
Equipped With
Forge bolter, Grav-pistol, Omnissian power axe, Servo-arm Forge Bolter, Grav-pistol, Omnissian Power Axe and Servo-arm

newCombat Doctrines

Rules

-

newBlessings of the Omnissiah

Rules

In your Movement phase, at the start or end of this unit’s move, you can select one friendly Adeptus Astartes Vehicle model within 3" of this model:

  • That Vehicle model heals D3 wounds.
  • That Vehicle model’s attacks can ignore modifiers to hit rolls and wound rolls until the start of your next Movement phase.

goneOath of Moment

Rules

-

goneBlessing of the Omnissiah

Rules

In your Command phase, you can select one friendly ADEPTUS ASTARTES VEHICLE model within 3" of this model. That model regains up to D3 lost wounds and, until the start of your next Command phase, each time that VEHICLE model makes an attack, add 1 to the Hit roll. Each model can only be selected for this ability once per turn.

goneVengeance of the Omnissiah

Rules

If a friendly ADEPTUS ASTARTES VEHICLE model is destroyed within 12" of this model, until the end of the battle, this model’s Omnissian power axe has an Attacks characteristic of 7.

changedTechmarine

Rules

While this model is within 3" of one or morea friendly ADEPTUSADEPTUS ASTARTES VEHICLEVEHICLE units,unit, this model has the Lone Operative ability..

changedLeader

Rules

This model can be attached to the following units:

■ ASSAULT INTERCESSOR SQUAD
■ ASSAULT SQUAD
■
CRUSADER SQUAD
■ DECIMUS KILL TEAM
■ DESOLATION SQUAD
■ DEVASTATOR SQUAD
■
FORTIS KILL TEAM
■ INTERCESSOR SQUAD
■ LONG FANGS
■
SWORD BRETHREN
■ TACTICAL SQUAD
■ VANGUARD VETERANBRETHREN SQUAD
■ WOLF GUARD

newForge Bolter

Type
weapon

newOmnissian Power Axe and Servo-arm

Type
weapon

goneForge bolter

Type
weapon

goneOmnissian power axe

Type
weapon

goneServo-arm

Type
weapon

newForge BolterForge Bolter

Range
24"
Attacks
3
Ballistic Skill
2+
Strength
5
AP
-1
Damage
2

newForge Bolter — Forge BolterSUSTAINED HITS 1

Rules

This ability always takes the form [SUSTAINED HITS X]. Each time an attack made with a [SUSTAINED HITS] weapon results in a critical hit, that attack results in a number of additional hits on the target as denoted by X.

Example: An attack made with a [SUSTAINED HITS 2] weapon results in a critical hit. That attack therefore hits the target three times (once from the critical hit, and twice more from the [SUSTAINED HITS 2] ability).

newOmnissian Power Axe and Servo-armOmnissian Power Axe and Servo-arm

Range
Melee
Attacks
5
Weapon Skill
3+
Strength
6
AP
-2
Damage
2

goneForge bolterForge bolter

Range
24"
Attacks
3
Ballistic Skill
2+
Strength
5
AP
-1
Damage
2

goneOmnissian power axeOmnissiah power axe

Range
Melee
Attacks
4
Weapon Skill
3+
Strength
6
AP
-2
Damage
2

goneServo-armServo-arm

Range
Melee
Attacks
1
Weapon Skill
3+
Strength
8
AP
-2
Damage
3

goneServo-arm — Servo-armExtra Attacks

Rules

Each time a unit containing one or more models with an [EXTRA ATTACKS] weapon fights, those models will make attacks with those weapons in addition to any others. In the Select Weapons step (04.01), for each of those models, you must select:

  • All of that model’s [EXTRA ATTACKS] weapons.
  • One of that model’s other melee weapons, if possible.

changedGrav-pistolGrav-pistol

Attacks
1 2
Strength
4 2
Damage
2 3

newGrav-pistol — Grav-pistolANTI-VEHICLE 2+

Rules

This ability always takes the form [ANTI‑X Y+]. Each time an attack is made with an [ANTI] weapon, if the target unit has the keyword denoted by X, an unmodified wound roll of Y+ is a critical wound.
Example: An attack made with an [ANTI‑VEHICLE 4+] weapon against a VEHICLE unit will result in a critical wound on an unmodified wound roll of 4+, while an attack made with an [ANTI‑PSYKER 2+] weapon against a PSYKER unit will result in a critical wound on an unmodified wound roll of 2+.

newGrav-pistol — Grav-pistolCLOSE-QUARTERS

Rules

Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).

When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:

  • One or more of its [CLOSE‑QUARTERS] weapons.
  • One or more of its other ranged weapons.

goneGrav-pistol — Grav-pistolAnti-vehicle 2+

Rules

This ability always takes the form [ANTI‑X Y+]. Each time an attack is made with an [ANTI] weapon, if the target unit has the keyword denoted by X, an unmodified wound roll of Y+ is a critical wound.
Example: An attack made with an [ANTI‑VEHICLE 4+] weapon against a VEHICLE unit will result in a critical wound on an unmodified wound roll of 4+, while an attack made with an [ANTI‑PSYKER 2+] weapon against a PSYKER unit will result in a critical wound on an unmodified wound roll of 2+.

goneGrav-pistol — Grav-pistolPistol

Rules

Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).

When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:

  • One or more of its [CLOSE‑QUARTERS] weapons.
  • One or more of its other ranged weapons.

changed1 Techmarine

Points
55 pts 65 pts

changedTerminator Assault Squad

Unit Composition

■ 1 Assault

  • 1 Terminator Sergeant ■Sergeant 4-9model
  • 4-9 AssaultTerminator TerminatorsEverymodels

Every model is equipped with:with: thunder1 hammer;Twin stormLightning shield.Claws.

Points Scaling
+40 pts per 3 models

changedTerminator Sergeant

Toughness
5 6
Keywords
Infantry, Imperium, Terminator, Terminator Assault Squad Imperium, Infantry, Terminator
Equipped With
Thunder hammer, Storm Shield Twin Lightning Claws

changedTerminator

Toughness
5 6
Keywords
Infantry, Imperium, Terminator, Terminator Assault Squad Imperium, Infantry, Terminator
Equipped With
Thunder hammer, Storm Shield Twin Lightning Claws

newCombat Doctrines

Rules

-

newTeleport Homer (Once per battle, per unit)

Rules

At the start of the battle, you can set up one Teleport Homer token for this unit on the battlefield. If you do:

  • When you target this unit with the Rapid Ingress stratagem, you can use that Teleport Homer token. If you do, that use is -1 CP, but when resolving that stratagem, this unit must be set up within 3" of that Teleport Homer token and not within 8" of an enemy unit. That Teleport Homer token is then removed from the battlefield.
  • If an enemy unit ends a move within 1" of that Teleport Homer token, that Teleport Homer token is removed from the battlefield.

goneOath of Moment

Rules

-

goneTeleport Homer

Rules

At the start of the battle, you can set up one Teleport Homer token for this unit anywhere on the battlefield that is not in your opponent’s deployment zone. If you do, once per battle, you can target this unit with the Rapid Ingress Stratagem for 0CP, but when resolving that Stratagem, you must set this unit up within 3" horizontally of that token and not within 8" horizontally of any enemy models. That token is then removed.

changedTerminatus Assault

Rules

AtIf thethis startunit ofmade thea Fightcharge phase,move eachthis enemyturn, unitthis withinunit’s:

  • Lightning EngagementClaws Rangeweapons ofhave this[Sustained unitHits must1: takenon-Monster/Vehicle].
  • Thunder aHammer Battle-shockweapons test.have [Sustained Hits 1: Monster/Vehicle].

newThunder Hammer

Type
weapon

newTwin Lightning Claws

Type
weapon

goneThunder hammer

Type
weapon

goneTwin lightning claws

Type
weapon

newThunder HammerThunder Hammer

Range
Melee
Attacks
3
Weapon Skill
3+
Strength
8
AP
-2
Damage
3

newThunder Hammer — Thunder HammerDEVASTATING WOUNDS

Rules

Each time an attack made with a [DEVASTATING WOUNDS] weapon results in a critical wound, the attack sequence for that attack ends and the target unit suffers a number of mortal wounds equal to the D characteristic of that weapon. These are inflicted after resolving any normal damage inflicted by those attacks.

Mortal wounds inflicted by [DEVASTATING WOUNDS] weapons can damage a maximum of one model for each critical wound; any remaining mortal wounds inflicted by that attack are lost.

Example: An attack made with a [DEVASTATING WOUNDS] weapon with a D characteristic of 3 results in a critical wound against an Intercessor Squad, so inflicts 3 mortal wounds. The first 2 mortal wounds are sufficient to destroy 1 Intercessor model, so the remaining mortal wound is lost.

newTwin Lightning ClawsTwin Lightning Claws

Range
Melee
Attacks
6
Weapon Skill
3+
Strength
5
AP
-2
Damage
1

newTwin Lightning Claws — Twin Lightning ClawsTWIN-LINKED

Rules

Each time an attack is made with a [TWIN‑LINKED] weapon, you can re‑roll the wound roll.

goneThunder hammerThunder hammer

Range
Melee
Attacks
3
Weapon Skill
3+
Strength
8
AP
-2
Damage
2

goneThunder hammer — Thunder hammerDevastating Wounds

Rules

Each time an attack made with a [DEVASTATING WOUNDS] weapon results in a critical wound, the attack sequence for that attack ends and the target unit suffers a number of mortal wounds equal to the D characteristic of that weapon. These are inflicted after resolving any normal damage inflicted by those attacks.

Mortal wounds inflicted by [DEVASTATING WOUNDS] weapons can damage a maximum of one model for each critical wound; any remaining mortal wounds inflicted by that attack are lost.

Example: An attack made with a [DEVASTATING WOUNDS] weapon with a D characteristic of 3 results in a critical wound against an Intercessor Squad, so inflicts 3 mortal wounds. The first 2 mortal wounds are sufficient to destroy 1 Intercessor model, so the remaining mortal wound is lost.

goneTwin lightning clawsTwin lightning claws

Range
Melee
Attacks
6
Weapon Skill
3+
Strength
5
AP
-2
Damage
1

goneTwin lightning claws — Twin lightning clawsTwin-linked

Rules

Each time an attack is made with a [TWIN‑LINKED] weapon, you can re‑roll the wound roll.

changedStorm Shield

Rule Text

TheThis bearermodel has a Wounds characteristic of+1 4.W.

newTerminator Sergeant: Default Wargear

newTerminator: Default Wargear

newTerminator: Any number of models can each have their Twin Lightning Claws replaced with 1 Storm Shield and 1 Thunder Hammer.

newTerminator Sergeant: Any number of models can each have their Twin Lightning Claws replaced with 1 Storm Shield and 1 Thunder Hammer.

goneAssault Terminator Sergeant: Default Wargear

goneAssault Terminator Sergeant: Any number of models can each have their thunder hammer and storm shield replaced with 1 twin lightning claws.

goneAssault Terminator: Default Wargear

goneAssault Terminator: Any number of models can each have their thunder hammer and storm shield replaced with 1 twin lightning claws.

new■ Any number of models can each have their Twin Lightning Claws replaced with 1 Storm Shield and 1 Thunder Hammer.

gone■ Any number of models can each have their thunder hammer and storm shield replaced with 1 twin lightning claws.

new4 Terminator, 1 Terminator Sergeant

Points
175 pts
Terminator count
4
Terminator Sergeant count
1

new9 Terminator, 1 Terminator Sergeant

Points
350 pts
Terminator count
9
Terminator Sergeant count
1

gone1 Assault Terminator Sergeant, 4 Assault Terminator

Points
155 pts
Assault Terminator Sergeant count
1
Assault Terminator count
4

gone1 Assault Terminator Sergeant, 5-9 Assault Terminator

Points
310 pts
Assault Terminator Sergeant count
1
Assault Terminator count
5-9

changedTerminator Squad

Unit Composition

■ 1

  • 1 Terminator Sergeant ■Sergeant 4-9model
  • 4-9 TerminatorsEveryTerminator models

Every model is equipped with:with: storm1 bolter;Power powerFist; fist.1 Storm Bolter.

Points Scaling
+40 pts per 3 models

changedTerminator

Toughness
5 6
Keywords
Infantry, Imperium, Terminator, Terminator Squad Imperium, Infantry, Terminator
Equipped With
Storm bolter, Power fist Power Fist, Storm Bolter

changedTerminator Sergeant

Toughness
5 6
Keywords
Infantry, Imperium, Terminator, Terminator Squad Imperium, Infantry, Terminator
Equipped With
Storm bolter, Power fist Power Fist, Storm Bolter

newCombat Doctrines

Rules

-

newTeleport Homer (Once per battle, per unit)

Rules

At the start of the battle, you can set up one Teleport Homer token for this unit on the battlefield. If you do:

  • When you target this unit with the Rapid Ingress stratagem, you can use that Teleport Homer token. If you do, that use is -1 CP, but when resolving that stratagem, this unit must be set up within 3" of that Teleport Homer token and not within 8" of an enemy unit. That Teleport Homer token is then removed from the battlefield.
  • If an enemy unit ends a move within 1" of that Teleport Homer token, that Teleport Homer token is removed from the battlefield.

goneOath of Moment

Rules

-

goneTeleport Homer

Rules

At the start of the battle, you can set up one Teleport Homer token for this unit anywhere on the battlefield that is not in your opponent’s deployment zone. If you do, once per battle, you can target this unit with the Rapid Ingress Stratagem for 0CP, but when resolving that Stratagem, you must set this unit up within 3" horizontally of that token and not within 8" horizontally of any enemy models. That token is then removed.

changedFury of the First

Rules

EachThis timeunit’s aattacks modelthat intarget thisa unit makes an attack that targets yourwithin Oath9" of Moment target, add 1this tounit thehave Hit+1 roll.AP.

newAssault Cannon

Type
weapon

newCyclone Missile Launcher

Type
weapon

newHeavy Flamer

Type
weapon

newPower Fist

Type
weapon

newPower Weapon

Type
weapon

newStorm Bolter

Type
weapon

goneAssault cannon

Type
weapon

goneCyclone missile launcher

Type
weapon

goneHeavy flamer

Type
weapon

gonePower fist

Type
weapon

gonePower weapon

Type
weapon

goneStorm bolter

Type
weapon

newAssault CannonAssault Cannon

Range
24"
Attacks
6
Ballistic Skill
3+
Strength
6
AP
-2
Damage
1

newAssault Cannon — Assault CannonSUSTAINED HITS 1

Rules

This ability always takes the form [SUSTAINED HITS X]. Each time an attack made with a [SUSTAINED HITS] weapon results in a critical hit, that attack results in a number of additional hits on the target as denoted by X.

Example: An attack made with a [SUSTAINED HITS 2] weapon results in a critical hit. That attack therefore hits the target three times (once from the critical hit, and twice more from the [SUSTAINED HITS 2] ability).

newCyclone Missile LauncherFrag

Range
36"
Attacks
8
Ballistic Skill
3+
Strength
4
AP
-1
Damage
1

newCyclone Missile LauncherKrak

Range
36"
Attacks
2
Ballistic Skill
3+
Strength
10
AP
-2
Damage
D3+3

newCyclone Missile Launcher — FragBLAST 2

Rules

Each time you gather attack dice for a [BLAST] weapon, add one additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).

If this ability takes the form [BLAST X], each time you gather attack dice for such a weapon, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down) instead.

Example: If a [BLAST 2] weapon with an A characteristic of 3 targets a unit containing 12 models, you would gather four additional attack dice for that weapon (for a total of seven for that weapon).

newHeavy FlamerHeavy Flamer

Range
12"
Attacks
3
Ballistic Skill
-
Strength
5
AP
-1
Damage
1

newHeavy Flamer — Heavy FlamerBLAST 2

Rules

Each time you gather attack dice for a [BLAST] weapon, add one additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).

If this ability takes the form [BLAST X], each time you gather attack dice for such a weapon, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down) instead.

Example: If a [BLAST 2] weapon with an A characteristic of 3 targets a unit containing 12 models, you would gather four additional attack dice for that weapon (for a total of seven for that weapon).

newHeavy Flamer — Heavy FlamerTORRENT

Rules

Each time an attack is made with a [TORRENT] weapon, that attack automatically hits the target.

newPower FistPower Fist

Range
Melee
Attacks
3
Weapon Skill
3+
Strength
8
AP
-2
Damage
2

newPower WeaponPower Weapon

Range
Melee
Attacks
5
Weapon Skill
3+
Strength
5
AP
-2
Damage
1

newStorm BolterStorm Bolter

Range
24"
Attacks
2
Ballistic Skill
3+
Strength
5
AP
-1
Damage
1

newStorm Bolter — Storm BolterRAPID FIRE 2

Rules

This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.

Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).

goneAssault cannonAssault Cannon

Range
24"
Attacks
6
Ballistic Skill
3+
Strength
6
AP
0
Damage
1

goneAssault cannon — Assault CannonDevastating Wounds

Rules

Each time an attack made with a [DEVASTATING WOUNDS] weapon results in a critical wound, the attack sequence for that attack ends and the target unit suffers a number of mortal wounds equal to the D characteristic of that weapon. These are inflicted after resolving any normal damage inflicted by those attacks.

Mortal wounds inflicted by [DEVASTATING WOUNDS] weapons can damage a maximum of one model for each critical wound; any remaining mortal wounds inflicted by that attack are lost.

Example: An attack made with a [DEVASTATING WOUNDS] weapon with a D characteristic of 3 results in a critical wound against an Intercessor Squad, so inflicts 3 mortal wounds. The first 2 mortal wounds are sufficient to destroy 1 Intercessor model, so the remaining mortal wound is lost.

goneCyclone missile launcherfrag

Range
36"
Attacks
2D6
Ballistic Skill
3+
Strength
4
AP
0
Damage
1

goneCyclone missile launcherkrak

Range
36"
Attacks
2
Ballistic Skill
3+
Strength
9
AP
-2
Damage
D6

goneCyclone missile launcher — fragBlast

Rules

Each time you gather attack dice for a [BLAST] weapon, add one additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).

If this ability takes the form [BLAST X], each time you gather attack dice for such a weapon, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down) instead.

Example: If a [BLAST 2] weapon with an A characteristic of 3 targets a unit containing 12 models, you would gather four additional attack dice for that weapon (for a total of seven for that weapon).

goneHeavy flamerHeavy flamer

Range
12"
Attacks
D6
Ballistic Skill
-
Strength
5
AP
-1
Damage
1

goneHeavy flamer — Heavy flamerIgnores Cover

Rules

Each time an attack is made with an [IGNORES COVER] weapon, the target cannot have the benefit of cover against that attack (13.08), including from rules that give a model or unit the benefit of cover (e.g. Stealth).

goneHeavy flamer — Heavy flamerTorrent

Rules

Each time an attack is made with a [TORRENT] weapon, that attack automatically hits the target.

gonePower fistPower fist

Range
Melee
Attacks
3
Weapon Skill
3+
Strength
8
AP
-2
Damage
2

gonePower weaponPower weapon

Range
Melee
Attacks
4
Weapon Skill
3+
Strength
5
AP
-2
Damage
1

goneStorm bolterStorm bolter

Range
24"
Attacks
2
Ballistic Skill
3+
Strength
4
AP
0
Damage
1

goneStorm bolter — Storm bolterRapid Fire 2

Rules

This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.

Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).

newChainfistHunter

Range
Melee
Attacks
3
Weapon Skill
3+
Strength
12
AP
-2
Damage
3

newChainfistStandard

Range
Melee
Attacks
2
Weapon Skill
4+
Strength
8
AP
-2
Damage
2

goneChainfistChainfist

Range
Melee
Attacks
3
Weapon Skill
4+
Strength
8
AP
-2
Damage
2

goneChainfist — ChainfistAnti-vehicle 3+

Rules

This ability always takes the form [ANTI‑X Y+]. Each time an attack is made with an [ANTI] weapon, if the target unit has the keyword denoted by X, an unmodified wound roll of Y+ is a critical wound.
Example: An attack made with an [ANTI‑VEHICLE 4+] weapon against a VEHICLE unit will result in a critical wound on an unmodified wound roll of 4+, while an attack made with an [ANTI‑PSYKER 2+] weapon against a PSYKER unit will result in a critical wound on an unmodified wound roll of 2+.

newTerminator Sergeant: The Terminator Sergeant can have their Power Fist replaced with one of the following: ▫ 1 Chainfist ▫ 1 Power Weapon

newTerminator: Any number of Terminator models can each have their Power Fist replaced with 1 Chainfist.

newTerminator: For every 5 models in this unit, 1 Terminator model can have their Storm Bolter replaced with one of the following: ▫ 1 Assault Cannon ▫ 1 Heavy Flamer ▫ 1 Cyclone Missile Launcher and 1 Storm Bolter (that model’s Storm Bolter cannot be replaced).

goneTerminator Sergeant: Any number of models can each have their power fist replaced with 1 chainfist.

goneTerminator: For every 5 models in this unit, 1 Terminator’s storm bolter can be replaced with one of the following: ◦ 1 assault cannon ◦ 1 heavy flamer ◦ 1 cyclone missile launcher and 1 storm bolter.* * This model’s storm bolter cannot be replaced.

goneTerminator: Any number of models can each have their power fist replaced with 1 chainfist.

goneTerminator Sergeant: The Terminator Sergeant’s power fist can be replaced with 1 power weapon.

new■ The Terminator Sergeant can have their Power Fist replaced with one of the following: ▫ 1 Chainfist ▫ 1 Power Weapon

new■ Any number of Terminator models can each have their Power Fist replaced with 1 Chainfist.

new■ For every 5 models in this unit, 1 Terminator model can have their Storm Bolter replaced with one of the following: ▫ 1 Assault Cannon ▫ 1 Heavy Flamer ▫ 1 Cyclone Missile Launcher and 1 Storm Bolter (that model’s Storm Bolter cannot be replaced).

gone■ For every 5 models in this unit, 1 Terminator’s storm bolter can be replaced with one of the following: ◦ 1 assault cannon ◦ 1 heavy flamer ◦ 1 cyclone missile launcher and 1 storm bolter.* * This model’s storm bolter cannot be replaced.

gone■ Any number of models can each have their power fist replaced with 1 chainfist.

gone■ The Terminator Sergeant’s power fist can be replaced with 1 power weapon.

new9 Terminator, 1 Terminator Sergeant

Points
390 pts
Terminator count
9
Terminator Sergeant count
1

gone4 Terminator, 1 Terminator Sergeant

Points
160 pts
Terminator count
4
Terminator Sergeant count
1

changed1 Terminator Sergeant, 4 Terminator

Points
320 pts 195 pts
Terminator count
5-9 4

changedTor Garadon

Unit Composition

■ 1

  • 1 Tor Garadon – EPIC HEROThismodel

This model is equipped with:with: artificer1 grav-gun;Artificer Grav-gun; 1 Hand of Defiance.

changedTor Garadon

Keywords
Infantry, Character, Epic Hero, Imperium, Gravis, Captain, Tor Garadon Captain, Character, Epic Hero, Gravis, Imperium, Infantry
Equipped With
Artificer grav-gun, Hand of Defiance Artificer Grav-gun, Hand of Defiance

newCombat Doctrines

Rules

-

newTranshuman Strategist

Rules

-

goneOath of Moment

Rules

-

changedSiege Captain

Rules

Each time this model makesThis anmodel’s attackattacks that targetstarget a MONSTER, VEHICLE, or FORTIFICATION unit,Fortification/Monster/Vehicle improveunit thehave Strength,+2 ArmourS, PenetrationAP and Damage characteristics of that attack by 2.D.

changedSignum Array

Rules

WhileIn thisyour modelShooting isphase, leadingyou acan unit,select rangedone weaponsvisible equippedenemy byunit modelswithin in18" thatof this unit. That enemy unit cannot have the [IGNORESbenefit COVER]of ability.cover.

changedLeader

Rules

This model can be attached to the following units:

■ AGGRESSOR SQUAD
■ ERADICATOR SQUADSQUAD WITH HEAVY BOLTERS
■
ERADICATOR SQUAD WITH MELTA RIFLES

■
HEAVY INTERCESSOR SQUAD**

newArtificer Grav-gun

Type
weapon

goneArtificer grav-gun

Type
weapon

newArtificer Grav-gunArtificer Grav-gun

Range
18"
Attacks
3
Ballistic Skill
2+
Strength
5
AP
-1
Damage
2

newArtificer Grav-gun — Artificer Grav-gunANTI-VEHICLE 2+

Rules

This ability always takes the form [ANTI‑X Y+]. Each time an attack is made with an [ANTI] weapon, if the target unit has the keyword denoted by X, an unmodified wound roll of Y+ is a critical wound.
Example: An attack made with an [ANTI‑VEHICLE 4+] weapon against a VEHICLE unit will result in a critical wound on an unmodified wound roll of 4+, while an attack made with an [ANTI‑PSYKER 2+] weapon against a PSYKER unit will result in a critical wound on an unmodified wound roll of 2+.

goneArtificer grav-gunArtificer grav-gun

Range
18"
Attacks
2
Ballistic Skill
2+
Strength
5
AP
-1
Damage
2

goneArtificer grav-gun — Artificer grav-gunAnti-vehicle 2+

Rules

This ability always takes the form [ANTI‑X Y+]. Each time an attack is made with an [ANTI] weapon, if the target unit has the keyword denoted by X, an unmodified wound roll of Y+ is a critical wound.
Example: An attack made with an [ANTI‑VEHICLE 4+] weapon against a VEHICLE unit will result in a critical wound on an unmodified wound roll of 4+, while an attack made with an [ANTI‑PSYKER 2+] weapon against a PSYKER unit will result in a critical wound on an unmodified wound roll of 2+.

changed1 Tor Garadon

Points
80 pts 90 pts

changedVanguard Veteran Squad with Jump Packs

Unit Composition

■ 1

  • 1 Vanguard Veteran Sergeant with Jump Pack ■Pack 4-9model
  • 4-9 Vanguard VeteransVeteran with Jump PacksEveryPack modelmodels

The Vanguard Veteran Sergeant with Jump Pack is equipped with:with: bolt1 pistol;Heavy Bolt Pistol; 1 Relic Blade. Every Vanguard Veteran weapon.with Jump Pack is equipped with: 1 Heavy Bolt Pistol; 1 Master-crafted Power Weapon.

changedVanguard Veteran Sergeant

Toughness
4 5
Keywords
Infantry, Grenades, Jump Pack, Fly, Imperium, Vanguard Veteran Squad, Vanguard Veteran Squad with Jump Packs Explosives, Fly, Imperium, Infantry, Jump Pack, Tacticus
Equipped With
Bolt pistol, Vanguard Veteran weapon Heavy Bolt Pistol, Relic Blade

changedVanguard Veteran

Toughness
4 5
Keywords
Infantry, Grenades, Jump Pack, Fly, Imperium, Vanguard Veteran Squad, Vanguard Veteran Squad with Jump Packs Explosives, Fly, Imperium, Infantry, Jump Pack, Tacticus
Equipped With
Bolt pistol, Vanguard Veteran weapon Heavy Bolt Pistol, Master-crafted Power Weapon

newCombat Doctrines

Rules

-

goneOath of Moment

Rules

-

changedVanguard Assault

Rules

Each timeIf this unit endsmade a Charge move, until the endcharge ofmove thethis turn, melee weapons equipped by modelsthis inunit’s thismelee unitattacks have the [LETHAL+ HITS]1 ability.A.

newCombat Shield

Type
wargear
Rule Text

This model has 5+ InSv.

newPower Fist

Type
weapon

newRelic Blade

Type
weapon

newThunder Hammer

Type
weapon

goneStorm Shield

Type
wargear
Rule Text

The bearer has a 4+ invulnerable save.

goneBolt pistol

Type
weapon

goneGrav-pistol

Type
weapon

goneHand flamer

Type
weapon

goneInferno pistol

Type
weapon

goneVanguard Veteran weapon

Type
weapon

newPower FistPower Fist

Range
Melee
Attacks
3
Weapon Skill
3+
Strength
8
AP
-2
Damage
2

newRelic BladeRelic Blade

Range
Melee
Attacks
3
Weapon Skill
3+
Strength
6
AP
-2
Damage
2

newRelic Blade — Relic BladeCLEAVE 1

Rules

This ability always takes the form [CLEAVE X]. Each time you gather attack dice for a [CLEAVE] weapon, if you only selected one target for all of that weapon’s attacks, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).

Example: If a [CLEAVE 1] weapon with an A characteristic of 3 targets one unit containing 16 models, you would gather three additional attack dice for that weapon (for a total of six for that weapon).

newRelic Blade — Relic BladeLETHAL HITS: non-MONSTER/VEHICLE

Rules

Each time an attack made with a [LETHAL HITS] weapon results in a critical hit, you can choose for that attack to automatically wound the target.

Designer’s Note: Choosing to automatically wound the target means that no wound roll is made for that attack. You may decide against this, as it means that attack cannot result in a critical wound and so cannot trigger other abilities such as [DEVASTATING WOUNDS].

newThunder HammerThunder Hammer

Range
Melee
Attacks
3
Weapon Skill
4+
Strength
8
AP
-2
Damage
3

newThunder Hammer — Thunder HammerDEVASTATING WOUNDS

Rules

Each time an attack made with a [DEVASTATING WOUNDS] weapon results in a critical wound, the attack sequence for that attack ends and the target unit suffers a number of mortal wounds equal to the D characteristic of that weapon. These are inflicted after resolving any normal damage inflicted by those attacks.

Mortal wounds inflicted by [DEVASTATING WOUNDS] weapons can damage a maximum of one model for each critical wound; any remaining mortal wounds inflicted by that attack are lost.

Example: An attack made with a [DEVASTATING WOUNDS] weapon with a D characteristic of 3 results in a critical wound against an Intercessor Squad, so inflicts 3 mortal wounds. The first 2 mortal wounds are sufficient to destroy 1 Intercessor model, so the remaining mortal wound is lost.

goneBolt pistolBolt pistol

Range
12"
Attacks
1
Ballistic Skill
3+
Strength
4
AP
0
Damage
1

goneBolt pistol — Bolt pistolPistol

Rules

Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).

When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:

  • One or more of its [CLOSE‑QUARTERS] weapons.
  • One or more of its other ranged weapons.

goneGrav-pistolGrav-pistol

Range
12"
Attacks
1
Ballistic Skill
3+
Strength
4
AP
-1
Damage
2

goneGrav-pistol — Grav-pistolAnti-vehicle 2+

Rules

This ability always takes the form [ANTI‑X Y+]. Each time an attack is made with an [ANTI] weapon, if the target unit has the keyword denoted by X, an unmodified wound roll of Y+ is a critical wound.
Example: An attack made with an [ANTI‑VEHICLE 4+] weapon against a VEHICLE unit will result in a critical wound on an unmodified wound roll of 4+, while an attack made with an [ANTI‑PSYKER 2+] weapon against a PSYKER unit will result in a critical wound on an unmodified wound roll of 2+.

goneGrav-pistol — Grav-pistolPistol

Rules

Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).

When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:

  • One or more of its [CLOSE‑QUARTERS] weapons.
  • One or more of its other ranged weapons.

goneHand flamerHand flamer

Range
12"
Attacks
D6
Ballistic Skill
-
Strength
3
AP
0
Damage
1

goneHand flamer — Hand flamerIgnores Cover

Rules

Each time an attack is made with an [IGNORES COVER] weapon, the target cannot have the benefit of cover against that attack (13.08), including from rules that give a model or unit the benefit of cover (e.g. Stealth).

goneHand flamer — Hand flamerPistol

Rules

Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).

When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:

  • One or more of its [CLOSE‑QUARTERS] weapons.
  • One or more of its other ranged weapons.

goneHand flamer — Hand flamerTorrent

Rules

Each time an attack is made with a [TORRENT] weapon, that attack automatically hits the target.

goneInferno pistolInferno pistol

Range
6"
Attacks
1
Ballistic Skill
3+
Strength
8
AP
-4
Damage
D3

goneInferno pistol — Inferno pistolMelta 2

Rules

This ability always takes the form [MELTA X]. Each time a model makes an attack with a [MELTA] weapon, if the target unit was within half range of that weapon in the Select Targets step, until the attacking unit’s attacks have been resolved, add X to that weapon’s D characteristic.

Example: A model targets a unit that is within half range of a [MELTA 2] weapon with a D characteristic of D6. While resolving those attacks, that weapon has a D characteristic of D6+2

goneInferno pistol — Inferno pistolPistol

Rules

Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).

When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:

  • One or more of its [CLOSE‑QUARTERS] weapons.
  • One or more of its other ranged weapons.

goneVanguard Veteran weaponVanguard Veteran weapon

Range
Melee
Attacks
4
Weapon Skill
3+
Strength
5
AP
-1
Damage
1

changedHeavy Bolt PistolHeavy Bolt Pistol

Strength
4 5

newPlasma pistolSupercharge

Range
12"
Attacks
1
Ballistic Skill
3+
Strength
8
AP
-3
Damage
2

gonePlasma pistolstandard

Range
12"
Attacks
1
Ballistic Skill
3+
Strength
7
AP
-2
Damage
1

gonePlasma pistolsupercharge

Range
12"
Attacks
1
Ballistic Skill
3+
Strength
8
AP
-3
Damage
2

newPlasma pistol — SuperchargeCLOSE-QUARTERS

Rules

Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).

When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:

  • One or more of its [CLOSE‑QUARTERS] weapons.
  • One or more of its other ranged weapons.

newPlasma pistol — SuperchargeHAZARDOUS

Rules

Each time a unit is selected to shoot or selected to fight, after that unit has resolved all of its attacks, make a number of hazard rolls (06.03) for that unit equal to the number of [HAZARDOUS] weapons you selected in the Select Weapons step.

gonePlasma pistol — standardPistol

Rules

Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).

When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:

  • One or more of its [CLOSE‑QUARTERS] weapons.
  • One or more of its other ranged weapons.

gonePlasma pistol — superchargeHazardous

Rules

Each time a unit is selected to shoot or selected to fight, after that unit has resolved all of its attacks, make a number of hazard rolls (06.03) for that unit equal to the number of [HAZARDOUS] weapons you selected in the Select Weapons step.

gonePlasma pistol — superchargePistol

Rules

Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).

When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:

  • One or more of its [CLOSE‑QUARTERS] weapons.
  • One or more of its other ranged weapons.

newVanguard Veteran: Default Wargear

newVanguard Veteran Sergeant: Default Wargear

newVanguard Veteran Sergeant: The Vanguard Veteran Sergeant with Jump Pack can have their Relic Blade replaced with one of the following: ▫ 1 Power Fist ▫ 1 Thunder Hammer

newVanguard Veteran Sergeant: The Vanguard Veteran Sergeant with Jump Pack can have their Heavy Bolt Pistol replaced with 1 Plasma Pistol.

newVanguard Veteran Sergeant: All models in this unit can each have their Heavy Bolt Pistol replaced with 1 Combat Shield.

newVanguard Veteran: All models in this unit can each have their Heavy Bolt Pistol replaced with 1 Combat Shield.

newVanguard Veteran: For every 5 models in this unit, up to 2 Vanguard Veteran with Jump Pack models can each have their Heavy Bolt Pistol replaced with 1 Plasma Pistol.

goneVanguard Veteran Sergeant with Jump Pack: Default Wargear

goneVanguard Veteran Sergeant with Jump Pack: Any number of models can each have their bolt pistol replaced one of the following:

goneVanguard Veteran Sergeant with Jump Pack: For every 5 models in this unit, 1 model can replace their Heavy Bolt Pistol with 1 Plasma Pistol.

goneVanguard Veteran Sergeant with Jump Pack: All models can each have their Bolt Pistol and Vanguard Veteran Weapon replaced with: ▫ 1 Heavy Bolt Pistol and 1 Master-crafted Power Weapon

goneVanguard Veteran with Jump Pack: Default Wargear

goneVanguard Veteran with Jump Pack: Any number of models can each have their bolt pistol replaced one of the following:

goneVanguard Veteran with Jump Pack: All models can each have their Bolt Pistol and Vanguard Veteran Weapon replaced with: ▫ 1 Heavy Bolt Pistol and 1 Master-crafted Power Weapon

goneVanguard Veteran with Jump Pack: For every 5 models in this unit, 1 model can replace their Heavy Bolt Pistol with 1 Plasma Pistol.

new■ The Vanguard Veteran Sergeant with Jump Pack can have their Relic Blade replaced with one of the following: ▫ 1 Power Fist ▫ 1 Thunder Hammer

new■ The Vanguard Veteran Sergeant with Jump Pack can have their Heavy Bolt Pistol replaced with 1 Plasma Pistol.

new■ All models in this unit can each have their Heavy Bolt Pistol replaced with 1 Combat Shield.

new■ For every 5 models in this unit, up to 2 Vanguard Veteran with Jump Pack models can each have their Heavy Bolt Pistol replaced with 1 Plasma Pistol.

gone■ Any number of models can each have their bolt pistol replaced one of the following: ◦ 1 storm shield ◦ 1 grav-pistol ◦ 1 hand flamer ◦ 1 inferno pistol ◦ 1 plasma pistol

gone■ All models can each have their Bolt Pistol and Vanguard Veteran Weapon replaced with: ▫ 1 Heavy Bolt Pistol and 1 Master-crafted Power Weapon

gone■ For every 5 models in this unit, 1 model can replace their Heavy Bolt Pistol with 1 Plasma Pistol.

new4 Vanguard Veteran, 1 Vanguard Veteran Sergeant

Points
120 pts
Vanguard Veteran count
4
Vanguard Veteran Sergeant count
1

new1 Vanguard Veteran Sergeant, 9 Vanguard Veteran

Points
240 pts
Vanguard Veteran Sergeant count
1
Vanguard Veteran count
9

gone1 Vanguard Veteran Sergeant with Jump Pack, 4 Vanguard Veteran with Jump Pack

Points
105 pts
Vanguard Veteran Sergeant with Jump Pack count
1
Vanguard Veteran with Jump Pack count
4

gone4 Vanguard Veteran with Jump Pack, 1 Vanguard Veteran Sergeant with Jump Pack

Points
110 pts
Vanguard Veteran with Jump Pack count
4
Vanguard Veteran Sergeant with Jump Pack count
1

gone1 Vanguard Veteran Sergeant with Jump Pack, 5-9 Vanguard Veteran with Jump Pack

Points
210 pts
Vanguard Veteran Sergeant with Jump Pack count
1
Vanguard Veteran with Jump Pack count
5-9

gone1 Vanguard Veteran Sergeant with Jump Pack, 5-9 Vanguard Veteran with Jump Pack

Points
220 pts
Vanguard Veteran Sergeant with Jump Pack count
1
Vanguard Veteran with Jump Pack count
5-9

changedVictrix Honour Guard

Unit Composition

■

  • 0-1 Chapter Ancient – EPIC HERO ■ model
  • 0-1 Chapter Champion – EPIC HERO ■ model
  • 1-6 Victrix Honour GuardTheGuard models

The Chapter Ancient is equipped with:with: Banner of Macragge; 1 master-craftedMaster-crafted powerBolt weapon;Carbine; banner1 ofMaster-crafted Macragge.
The
Power Weapon. The Chapter Champion is equipped with:with: 1 bladesBlades of honour.
Each
Honour. Every Victrix Honour Guard model is equipped with:with: 1 master-craftedMaster-crafted boltBolt carbine;Carbine; 1 master-craftedMaster-crafted powerPower weapon.Weapon.

Points Scaling
+20 pts per 2 models +30 pts per 3 models

changedChapter Champion

Toughness
4 5
Keywords
Infantry, Imperium, Tacticus, Victrix Honour Guard, Epic Hero, Champion Imperium, Infantry, Tacticus
Equipped With
Blades of honour Blades of Honour

changedChapter Ancient

Toughness
4 5
Keywords
Infantry, Imperium, Tacticus, Victrix Honour Guard, Epic Hero, Ancient Imperium, Infantry, Tacticus
Equipped With
Master-crafted power weapon, Banner of Macragge Banner of Macragge, Master-crafted Bolt Carbine, Master-crafted Power Weapon

changedVictrix Honour Guard

Toughness
4 5
Keywords
Infantry, Imperium, Tacticus, Victrix Honour Guard Imperium, Infantry, Tacticus
Equipped With
Master-crafted bolt carbine, Master-crafted power weapon Master-crafted Bolt Carbine, Master-crafted Power Weapon

newCombat Doctrines

Rules

-

newHonour Guard of Macragge

Rules

Attacks that target this unit have -1 to wound rolls.

goneOath of Moment

Rules

-

goneUltramarines Honour Guard

Rules

While a CAPTAIN or CHAPTER MASTER model is leading this unit, each time an attack targets this unit, subtract 1 from the Wound roll.

changedGlory of Ultramar

Rules

In your opponent’s Shooting phase, when an enemy unit has shot, if a model in this unit was destroyeddestroyed by those attacks, this unit can make a surgesurge movemove of up to D6".

goneAttached Unit

Rules

If a CAPTAIN or CHAPTER MASTER unit from your army can be attached to a COMPANY HEROES unit, it can be attached to this unit instead.

newBlades of Honour

Type
weapon

newMaster-crafted Bolt Carbine

Type
weapon

newMaster-crafted Power Weapon

Type
weapon

goneBlades of honour

Type
weapon

goneMaster-crafted bolt carbine

Type
weapon

goneMaster-crafted power weapon

Type
weapon

newBlades of HonourBlades of Honour

Range
Melee
Attacks
6
Weapon Skill
2+
Strength
6
AP
-2
Damage
2

newBlades of Honour — Blades of HonourPRECISION

Rules

While resolving attacks made with one or more [PRECISION] weapons, at the start of the Allocation Order step (05.03), if the target unit contains one or more CHARACTER models visible to one or more of the attacking models, the active player can select one allocation group that contains one of those visible CHARACTER models. If they do, until those attacks are resolved, or until that CHARACTER group is destroyed (whichever happens first), that CHARACTER group is the current allocation group.

newBlades of Honour — Blades of HonourTWIN-LINKED

Rules

Each time an attack is made with a [TWIN‑LINKED] weapon, you can re‑roll the wound roll.

newMaster-crafted Bolt CarbineMaster-crafted Bolt Carbine

Range
24"
Attacks
2
Ballistic Skill
2+
Strength
5
AP
-1
Damage
2

newMaster-crafted Bolt Carbine — Master-crafted Bolt CarbineASSAULT

Rules

Units containing one or more models with an [ASSAULT] weapon can shoot using assault shooting (10.05).

newMaster-crafted Bolt Carbine — Master-crafted Bolt CarbineRAPID FIRE 1

Rules

This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.

Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).

newMaster-crafted Power WeaponMaster-crafted Power Weapon

Range
Melee
Attacks
5
Weapon Skill
2+
Strength
5
AP
-2
Damage
2

goneBlades of honourBlades of honour

Range
Melee
Attacks
6
Weapon Skill
2+
Strength
5
AP
-2
Damage
2

goneBlades of honour — Blades of honourPrecision

Rules

While resolving attacks made with one or more [PRECISION] weapons, at the start of the Allocation Order step (05.03), if the target unit contains one or more CHARACTER models visible to one or more of the attacking models, the active player can select one allocation group that contains one of those visible CHARACTER models. If they do, until those attacks are resolved, or until that CHARACTER group is destroyed (whichever happens first), that CHARACTER group is the current allocation group.

goneBlades of honour — Blades of honourTwin-linked

Rules

Each time an attack is made with a [TWIN‑LINKED] weapon, you can re‑roll the wound roll.

goneMaster-crafted bolt carbineMaster-crafted bolt carbine

Range
24"
Attacks
2
Ballistic Skill
2+
Strength
4
AP
-1
Damage
2

goneMaster-crafted power weaponMaster-crafted power weapon

Range
Melee
Attacks
5
Weapon Skill
2+
Strength
5
AP
-2
Damage
2

changedBanner of Macragge

Rule Text

Once per battle, at

  • At the startend of theyour FightMovement phase, theif bearerthis canunit useis thiscontrolling ability.an Ifobjective, itthat does,objective untilis thesecured.
  • (Once endper ofbattle, theper phase,army) addWhen 1this unit is selected to thefight, Strengthyou andcan Attacksuse characteristicsthis ofability. meleeIf weaponsyou equippeddo, bythis modelsunit’s inmelee theattacks bearer’shave unit.+1 A and S.

new1 Chapter Champion, 1 Chapter Ancient, 1 Victrix Honour Guard

Points
120 pts
Chapter Champion count
1
Chapter Ancient count
1
Victrix Honour Guard count
1

new3 Victrix Honour Guard, 0 Chapter Champion, 0 Chapter Ancient

Points
120 pts
Victrix Honour Guard count
3
Chapter Champion count
0
Chapter Ancient count
0

new1 Chapter Ancient, 2 Victrix Honour Guard, 0 Chapter Champion

Points
120 pts
Chapter Ancient count
1
Victrix Honour Guard count
2
Chapter Champion count
0

new6 Victrix Honour Guard, 0 Chapter Champion, 0 Chapter Ancient

Points
250 pts
Victrix Honour Guard count
6
Chapter Champion count
0
Chapter Ancient count
0

new1 Chapter Champion, 5 Victrix Honour Guard, 0 Chapter Ancient

Points
250 pts
Chapter Champion count
1
Victrix Honour Guard count
5
Chapter Ancient count
0

new1 Chapter Champion, 4 Victrix Honour Guard, 1 Chapter Ancient

Points
250 pts
Chapter Champion count
1
Victrix Honour Guard count
4
Chapter Ancient count
1

new5 Victrix Honour Guard, 1 Chapter Ancient, 0 Chapter Champion

Points
250 pts
Victrix Honour Guard count
5
Chapter Ancient count
1
Chapter Champion count
0

gone0 Chapter Ancient, 3 Victrix Honour Guard, 0 Chapter Champion

Points
110 pts
Chapter Ancient count
0
Victrix Honour Guard count
3
Chapter Champion count
0

gone0 Chapter Ancient, 2 Victrix Honour Guard, 1 Chapter Champion

Points
110 pts
Chapter Ancient count
0
Victrix Honour Guard count
2
Chapter Champion count
1

gone1 Chapter Ancient, 0 Chapter Champion, 2 Victrix Honour Guard

Points
110 pts
Chapter Ancient count
1
Chapter Champion count
0
Victrix Honour Guard count
2

gone1 Victrix Honour Guard, 1 Chapter Champion, 1 Chapter Ancient

Points
110 pts
Victrix Honour Guard count
1
Chapter Champion count
1
Chapter Ancient count
1

gone0 Chapter Champion, 4-6 Victrix Honour Guard, 0 Chapter Ancient

Points
230 pts
Chapter Champion count
0
Victrix Honour Guard count
4-6
Chapter Ancient count
0

gone0 Chapter Ancient, 3-5 Victrix Honour Guard, 1 Chapter Champion

Points
230 pts
Chapter Ancient count
0
Victrix Honour Guard count
3-5
Chapter Champion count
1

gone3-5 Victrix Honour Guard, 0 Chapter Champion, 1 Chapter Ancient

Points
230 pts
Victrix Honour Guard count
3-5
Chapter Champion count
0
Chapter Ancient count
1

changed1 Chapter Champion, 2 Victrix Honour Guard, 0 Chapter Ancient

Points
230 pts 120 pts
Chapter Ancient count
1 0
Victrix Honour Guard count
2-4 2

changedVulkan He’stan

Unit Composition

■ 1

  • 1 Vulkan He’stan – EPIC HEROThismodel

This model is equipped with:with: bolt1 pistol;Bolt Pistol; 1 Gauntlet of the Forge; 1 Spear of Vulkan.

changedVulkan He'stan

Toughness
4 5
Keywords
Infantry, Character, Epic Hero, Grenades, Imperium, Tacticus, Captain, Vulkan He’stan Character, Epic Hero, Explosives, Imperium, Infantry, Tacticus

newCombat Doctrines

Rules

-

newTranshuman Strategist

Rules

-

goneOath of Moment

Rules

-

goneInspiring Commander

Rules

If you include this model in your army, until the end of the battle, non-CHARACTER models in INFERNUS SQUAD units from your army have an Objective Control characteristic of 2 while they are not Battle-shocked.

changedSeeker of the Unfound

Rules

The first time this model is set up on the battlefield, select one objective marker on the battlefield. While this model is within range of that objective marker,, this model has an Objective Control characteristic of 10, a Leadership characteristic ofhas:

  • 10 OC.
  • 5+ and the Ld.
  • Feel No Pain 4+ ability..

changedForgefather

Rules

In your Shooting phase, select one visible enemy unit within 24" of and visible to this model. Until the end of the phase, each time a friendly ADEPTUS ASTARTES model makes a ranged attack withFriendly aAdeptus TorrentAstartes orunits’ Melta[Melta]/[Torrent] weaponattacks that targetstarget that enemy unit, you can re-rollunit thehave Wound+2 roll.S.

changedLeader

Rules

This model can be attached to the following units:

■ ASSAULT INTERCESSOR SQUAD
■ ASSAULT SQUAD
■
BLADEGUARD COMMANDVETERAN SQUAD
■
COMPANY HEROES
■
INFERNUSERADICATOR SQUADSQUAD WITH MELTA RIFLES
■
TACTICALINFERNUS SQUAD
■ VANGUARD VETERAN SQUAD

changedBolt PistolBolt Pistol

Strength
4 5
AP
0 -1

newBolt Pistol — Bolt PistolCLOSE-QUARTERS

Rules

Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).

When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:

  • One or more of its [CLOSE‑QUARTERS] weapons.
  • One or more of its other ranged weapons.

goneBolt Pistol — Bolt PistolPistol

Rules

Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).

When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:

  • One or more of its [CLOSE‑QUARTERS] weapons.
  • One or more of its other ranged weapons.

newGauntlet of the Forge — Gauntlet of the ForgeCLOSE-QUARTERS

Rules

Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).

When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:

  • One or more of its [CLOSE‑QUARTERS] weapons.
  • One or more of its other ranged weapons.

newGauntlet of the Forge — Gauntlet of the ForgeTORRENT

Rules

Each time an attack is made with a [TORRENT] weapon, that attack automatically hits the target.

goneGauntlet of the Forge — Gauntlet of the ForgeIgnores Cover

Rules

Each time an attack is made with an [IGNORES COVER] weapon, the target cannot have the benefit of cover against that attack (13.08), including from rules that give a model or unit the benefit of cover (e.g. Stealth).

goneGauntlet of the Forge — Gauntlet of the ForgePistol

Rules

Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).

When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:

  • One or more of its [CLOSE‑QUARTERS] weapons.
  • One or more of its other ranged weapons.

goneGauntlet of the Forge — Gauntlet of the ForgeTorrent

Rules

Each time an attack is made with a [TORRENT] weapon, that attack automatically hits the target.

changedSpear of VulkanSpear of Vulkan

Strength
6 7

newSpear of Vulkan — Spear of VulkanDEVASTATING WOUNDS

Rules

Each time an attack made with a [DEVASTATING WOUNDS] weapon results in a critical wound, the attack sequence for that attack ends and the target unit suffers a number of mortal wounds equal to the D characteristic of that weapon. These are inflicted after resolving any normal damage inflicted by those attacks.

Mortal wounds inflicted by [DEVASTATING WOUNDS] weapons can damage a maximum of one model for each critical wound; any remaining mortal wounds inflicted by that attack are lost.

Example: An attack made with a [DEVASTATING WOUNDS] weapon with a D characteristic of 3 results in a critical wound against an Intercessor Squad, so inflicts 3 mortal wounds. The first 2 mortal wounds are sufficient to destroy 1 Intercessor model, so the remaining mortal wound is lost.

goneSpear of Vulkan — Spear of VulkanDevastating Wounds

Rules

Each time an attack made with a [DEVASTATING WOUNDS] weapon results in a critical wound, the attack sequence for that attack ends and the target unit suffers a number of mortal wounds equal to the D characteristic of that weapon. These are inflicted after resolving any normal damage inflicted by those attacks.

Mortal wounds inflicted by [DEVASTATING WOUNDS] weapons can damage a maximum of one model for each critical wound; any remaining mortal wounds inflicted by that attack are lost.

Example: An attack made with a [DEVASTATING WOUNDS] weapon with a D characteristic of 3 results in a critical wound against an Intercessor Squad, so inflicts 3 mortal wounds. The first 2 mortal wounds are sufficient to destroy 1 Intercessor model, so the remaining mortal wound is lost.

newVulkan He'stan: Default Wargear

goneVulkan He’stan: Default Wargear

new1 Vulkan He'stan

Points
105 pts
Vulkan He'stan count
1

gone1 Vulkan He’stan

Points
95 pts
Vulkan He’stan count
1

changedWardens of Ultramar

Unit Composition

■ 1 Ancient Gadriel - EPIC

  • 1 HERO ■Aemelia 1Minervas Veteranmodel
  • 1 SergeantAncient MetaurusGadriel -model
  • 1 EPICDainal HERO ■Kornelius 1model
  • 1 Gaius Silva - EPIC HERO ■ 1model
  • 1 AemeliaLucia MinervasVestha -model
  • 1 EPICVeteran HERO ■Sergeant 1Metaurus Dainalmodel

Aemelia KorneliusMinervas -is EPICequipped HERO
■with: 11 LuciaArcheotech VesthaLaspistol; -1 EPICPower HEROAncientWeapon. Ancient Gadriel is equipped with:with: bolt1 rifle;Bolt closeRifle; combat1 weapon.
Veteran
Ceramite sergeantFists. Dainal MetaurusKornelius is equipped with: heavy boltwith: pistol;1 master-craftedAstropathic powerBlast; weapon;1 stormForce shield.
Gaius
Stave. Gaius Silva is equipped with:with: archeotech1 laspistol;Archeotech powerLaspistol; weapon;1 refractorPower field.
Aemelia
Weapon. Lucia MinervasVestha is equipped with: archeotechwith: laspistol;1 powerArcheotech weapon
Dainal
Laspistol; Kornelius1 isUltramarian equippedCombat with:Weapons. Veteran AstropathicSergeant blast;Metaurus forceis stave
Lucia
equipped Vesthawith: is1 equippedHeavy with:Bolt archeotechPistol; laspistol;1 closeMaster-crafted combatPower weaponWeapon.

Base Size
28.5mm, 40mm

changedVeteran Sergeant Metaurus

Toughness
4 5
Invulnerable Save
4+
Keywords
Infantry, Epic Hero, Grenades, Imperium, Tacticus, Wardens of Ultramar Epic Hero, Explosives, Imperium, Infantry, Tacticus
Equipped With
Heavy bolt pistol, Master-crafted power weapon, Storm Shield Heavy Bolt Pistol, Master-crafted Power Weapon

changedAncient Gadriel

Toughness
4 5
Objective Control
1 2
Keywords
Infantry, Epic Hero, Grenades, Imperium, Tacticus, Wardens of Ultramar Epic Hero, Explosives, Imperium, Infantry, Tacticus
Equipped With
Bolt rifle, Close combat weapon Bolt Rifle, Ceramite Fists

changedGaius Silva

Invulnerable Save
5+
Keywords
Infantry, Epic Hero, Grenades, Imperium, Tacticus, Wardens of Ultramar Epic Hero, Explosives, Imperium, Infantry, Tacticus
Equipped With
Archeotech laspistol, Power weapon, Refractor Field Archeotech Laspistol, Power Weapon

changedDainal Komelius

Keywords
Infantry, Epic Hero, Grenades, Imperium, Tacticus, Wardens of Ultramar, Psyker Epic Hero, Explosives, Imperium, Infantry, Tacticus
Equipped With
Astropathic Blast, Force stave Astropathic Blast, Force Stave

changedAemelia Minervas

Keywords
Infantry, Epic Hero, Grenades, Imperium, Tacticus, Wardens of Ultramar Epic Hero, Explosives, Imperium, Infantry, Tacticus
Equipped With
Archeotech laspistol, Power weapon Archeotech Laspistol, Power Weapon

changedLucia Vestha

Keywords
Infantry, Epic Hero, Grenades, Imperium, Tacticus, Wardens of Ultramar Epic Hero, Explosives, Imperium, Infantry, Tacticus
Equipped With
Archeotech laspistol, Close combat weapon Archeotech Laspistol, Ultramarian Combat Weapons

newRaise the Banner

Rules

At the end of your Movement phase, if this unit is controlling an objective, that objective is secured.

newCombat Doctrines

Rules

-

goneOath of Moment

Rules

-

goneSecond Company Banner

Rules

While this unit contains Ancient Gadriel, add 1 to the Objective Control characteristic of models in this unit. While this unit contains Ancient Gadriel and CAPTAIN TITUS, improve the Leadership characteristic of models in this unit by 1 as well.

changedStrategium Command

Rules

AfterWhen both players have deployed their armies, if this unit is on the battlefield (or any TRANSPORT it is embarked within is on theyou battlefield)can selectredeploy up to three ADEPTUS ASTARTES units from your armyfriendly andAdeptus redeployAstartes them.units. When doing so, you can set those units up in Strategicstrategic Reserves,reserves, regardless of how many units are already in Strategicstrategic Reserves.reserves.

changedSupport

Rules

This model can be attached to the following units:

■ ASSAULT INTERCESSOR SQUAD
■ ASSAULT SQUAD
■
BLADEGUARD VETERAN SQUAD
■ INTERCESSOR SQUAD
■ STERNGUARD VETERAN SQUAD
■ VANGUARD VETERAN SQUAD

newArcheotech Laspistol

Type
weapon

newBolt Rifle

Type
weapon

newCeramite Fists

Type
weapon

newForce Stave

Type
weapon

newHeavy Bolt Pistol

Type
weapon

newMaster-crafted Power Weapon

Type
weapon

newPower Weapon

Type
weapon

newUltramarian Combat Weapons

Type
weapon

goneRefractor Field

Type
wargear
Rule Text

The bearer has a 5+ invulnerable save.

goneStorm Shield

Type
wargear
Rule Text

The bearer has a 4+ invulnerable save.

goneArcheotech laspistol

Type
weapon

goneBolt rifle

Type
weapon

goneClose combat weapon

Type
weapon

goneForce stave

Type
weapon

goneHeavy bolt pistol

Type
weapon

goneMaster-crafted power weapon

Type
weapon

gonePower weapon

Type
weapon

newArcheotech LaspistolArcheotech Laspistol

Range
12"
Attacks
1
Ballistic Skill
3+
Strength
4
AP
-1
Damage
1

newArcheotech Laspistol — Archeotech LaspistolCLOSE-QUARTERS

Rules

Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).

When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:

  • One or more of its [CLOSE‑QUARTERS] weapons.
  • One or more of its other ranged weapons.

newBolt RifleFocused Fire

Range
24"
Attacks
1
Ballistic Skill
3+
Strength
6
AP
-1
Damage
2

newBolt RifleSaturation

Range
24"
Attacks
2
Ballistic Skill
3+
Strength
5
AP
-1
Damage
1

newBolt Rifle — Focused FireHEAVY

Rules

In your Shooting phase, each time an attack is made with a [HEAVY] weapon, add 1 to the hit roll if all of the following apply to the attacking unit:

  • That unit is unengaged.
  • That unit was not set up on the battlefield this turn.
  • No model in that unit has moved more than 3" this turn.

newBolt Rifle — Focused FireRAPID FIRE 1

Rules

This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.

Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).

newBolt Rifle — SaturationASSAULT

Rules

Units containing one or more models with an [ASSAULT] weapon can shoot using assault shooting (10.05).

newBolt Rifle — SaturationRAPID FIRE 1

Rules

This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.

Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).

newCeramite FistsCeramite Fists

Range
Melee
Attacks
4
Weapon Skill
3+
Strength
5
AP
0
Damage
1

newForce StaveForce Stave

Range
Melee
Attacks
1
Weapon Skill
2+
Strength
5
AP
-2
Damage
2

newForce Stave — Force StavePSYCHIC

Rules

Each time an attack is made with a [PSYCHIC] weapon, you can ignore any or all modifiers to that attack’s BS or WS characteristic and any or all modifiers to the hit roll. Attacks made with [PSYCHIC] weapons are known as psychic attacks (this can be important for the triggering of other rules).

newHeavy Bolt PistolHeavy Bolt Pistol

Range
18"
Attacks
1
Ballistic Skill
3+
Strength
5
AP
-1
Damage
1

newHeavy Bolt Pistol — Heavy Bolt PistolCLOSE-QUARTERS

Rules

Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).

When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:

  • One or more of its [CLOSE‑QUARTERS] weapons.
  • One or more of its other ranged weapons.

newMaster-crafted Power WeaponMaster-crafted Power Weapon

Range
Melee
Attacks
5
Weapon Skill
2+
Strength
5
AP
-2
Damage
2

newMaster-crafted Power Weapon — Master-crafted Power WeaponPRECISION

Rules

While resolving attacks made with one or more [PRECISION] weapons, at the start of the Allocation Order step (05.03), if the target unit contains one or more CHARACTER models visible to one or more of the attacking models, the active player can select one allocation group that contains one of those visible CHARACTER models. If they do, until those attacks are resolved, or until that CHARACTER group is destroyed (whichever happens first), that CHARACTER group is the current allocation group.

newPower WeaponPower Weapon

Range
Melee
Attacks
4
Weapon Skill
2+
Strength
4
AP
-2
Damage
1

newUltramarian Combat WeaponsUltramarian Combat Weapons

Range
Melee
Attacks
4
Weapon Skill
3+
Strength
4
AP
0
Damage
1

goneArcheotech laspistolArcheotech laspistol

Range
12"
Attacks
1
Ballistic Skill
3+
Strength
4
AP
-1
Damage
1

goneArcheotech laspistol — Archeotech laspistolPistol

Rules

Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).

When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:

  • One or more of its [CLOSE‑QUARTERS] weapons.
  • One or more of its other ranged weapons.

goneBolt rifleBolt rifle

Range
24"
Attacks
2
Ballistic Skill
3+
Strength
4
AP
-1
Damage
1

goneBolt rifle — Bolt rifleAssault

Rules

Units containing one or more models with an [ASSAULT] weapon can shoot using assault shooting (10.05).

goneBolt rifle — Bolt rifleHeavy

Rules

In your Shooting phase, each time an attack is made with a [HEAVY] weapon, add 1 to the hit roll if all of the following apply to the attacking unit:

  • That unit is unengaged.
  • That unit was not set up on the battlefield this turn.
  • No model in that unit has moved moret han 3" this turn.

goneClose combat weaponClose combat weapon

Range
Melee
Attacks
4
Weapon Skill
2+
Strength
4
AP
0
Damage
1

goneForce staveForce stave

Range
Melee
Attacks
1
Weapon Skill
2+
Strength
5
AP
-2
Damage
2

goneForce stave — Force stavePsychic

Rules

Each time an attack is made with a [PSYCHIC] weapon, you can ignore any or all modifiers to that attack’s BS or WS characteristic and any or all modifiers to the hit roll. Attacks made with [PSYCHIC] weapons are known as psychic attacks (this can be important for the triggering of other rules).

goneHeavy bolt pistolHeavy bolt pistol

Range
18"
Attacks
1
Ballistic Skill
3+
Strength
4
AP
-1
Damage
1

goneHeavy bolt pistol — Heavy bolt pistolPistol

Rules

Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).

When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:

  • One or more of its [CLOSE‑QUARTERS] weapons.
  • One or more of its other ranged weapons.

goneMaster-crafted power weaponMaster-crafted power weapon

Range
Melee
Attacks
5
Weapon Skill
2+
Strength
5
AP
-2
Damage
2

gonePower weaponPower weapon

Range
Melee
Attacks
4
Weapon Skill
2+
Strength
4
AP
-2
Damage
1

changedAstropathic BlastAstropathic Blast

Attacks
D6 3

newAstropathic Blast — Astropathic BlastBLAST 1

Rules

Each time you gather attack dice for a [BLAST] weapon, add one additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).

If this ability takes the form [BLAST X], each time you gather attack dice for such a weapon, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down) instead.

Example: If a [BLAST 2] weapon with an A characteristic of 3 targets a unit containing 12 models, you would gather four additional attack dice for that weapon (for a total of seven for that weapon).

newAstropathic Blast — Astropathic BlastPSYCHIC

Rules

Each time an attack is made with a [PSYCHIC] weapon, you can ignore any or all modifiers to that attack’s BS or WS characteristic and any or all modifiers to the hit roll. Attacks made with [PSYCHIC] weapons are known as psychic attacks (this can be important for the triggering of other rules).

goneAstropathic Blast — Astropathic BlastBlast

Rules

Each time you gather attack dice for a [BLAST] weapon, add one additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).

If this ability takes the form [BLAST X], each time you gather attack dice for such a weapon, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down) instead.

Example: If a [BLAST 2] weapon with an A characteristic of 3 targets a unit containing 12 models, you would gather four additional attack dice for that weapon (for a total of seven for that weapon).

goneAstropathic Blast — Astropathic BlastPsychic

Rules

Each time an attack is made with a [PSYCHIC] weapon, you can ignore any or all modifiers to that attack’s BS or WS characteristic and any or all modifiers to the hit roll. Attacks made with [PSYCHIC] weapons are known as psychic attacks (this can be important for the triggering of other rules).

changed1 Gaius Silva, 1 Lucia Vestha, 1 Veteran Sergeant Metaurus, 1 Ancient Gadriel, 1 Aemelia Minervas, 1 Dainal Komelius

Points
120 pts 115 pts

Codex Supplement: Black Templars

changedCastellan

Unit Composition

• 11 CastellanCastellan model

ThisThis model is equipped with:with: combi-weapon;1 master-craftedCombi-weapon; power1 weapon.Master-crafted Power Weapon.

changedCastellan

Toughness
4 5
Keywords
Infantry, Character, Grenades, Imperium, Tacticus, Lieutenant, Castellan Character, Explosives, Imperium, Infantry, Lieutenant, Tacticus
Equipped With
Combi-weapon, Master-crafted power weapon Combi-weapon, Master-crafted Power Weapon

newCombat Doctrines

Rules

-

goneTemplar Vows

Rules

-

gonePrioritised Eradication

Rules

Each time a model in this model’s unit makes a melee attack that destroys one or more enemy units, roll one D6: on a 4+, you gain 1CP.

changedVehement Aggression

Rules

While this model is leadingIn athe unit,Fight eachphase, timewhen thatthis unit is selected to fight, take a Leadership test for that unit: iffight, passed,you untilcan theuse endthis ofability. theIf phase,you eachdo, timemake a modelleadership inroll thatfor unitthis makesunit:

  • This anunit's attack,melee youattacks can re-roll the Hit roll; if failed,hit untilrolls theof end1.
  • Or: ofIf thethat phase,roll eachsucceeds:
      This timeunit's amelee modelattacks: in
      • Can thatre-roll unithit makesrolls anof attack,1.
      • Can re-roll a Hitwound rollrolls of 1.

changedSupport

Rules

This model can be attached to the following units:

■ ASSAULT INTERCESSOR SQUAD
■ BLADEGUARD VETERAN SQUAD
■ COMPANY HEROES
■
CRUSADER SQUAD
■ INFERNUS SQUAD
■ INTERCESSOR SQUAD
■ STERNGUARD VETERAN SQUAD
■ SWORD BRETHRENBRETHREN SQUAD**

newMaster-crafted Power Weapon

Type
weapon

goneMaster-crafted power weapon

Type
weapon

newMaster-crafted Power WeaponMaster-crafted Power Weapon

Range
Melee
Attacks
6
Weapon Skill
2+
Strength
6
AP
-2
Damage
2

newMaster-crafted Power Weapon — Master-crafted Power WeaponLETHAL HITS

Rules

Each time an attack made with a [LETHAL HITS] weapon results in a critical hit, you can choose for that attack to automatically wound the target.

Designer’s Note: Choosing to automatically wound the target means that no wound roll is made for that attack. You may decide against this, as it means that attack cannot result in a critical wound and so cannot trigger other abilities such as [DEVASTATING WOUNDS].

goneMaster-crafted power weaponMaster-crafted power weapon

Range
Melee
Attacks
6
Weapon Skill
2+
Strength
5
AP
-2
Damage
2

goneMaster-crafted power weapon — Master-crafted power weaponLethal Hits

Rules

Each time an attack made with a [LETHAL HITS] weapon results in a critical hit, you can choose for that attack to automatically wound the target.

Designer’s Note: Choosing to automatically wound the target means that no wound roll is made for that attack. You may decide against this, as it means that attack cannot result in a critical wound and so cannot trigger other abilities such as [DEVASTATING WOUNDS].

newCombi-weaponDamnatus

Range
12"
Attacks
1
Ballistic Skill
2+
Strength
9
AP
-3
Damage
D3+2

newCombi-weaponInfernus

Range
12"
Attacks
3
Ballistic Skill
-
Strength
4
AP
0
Damage
1

newCombi-weaponPurgatus

Range
24"
Attacks
2
Ballistic Skill
2+
Strength
7
AP
-2
Damage
2

goneCombi-weaponCombi-weapon

Range
24"
Attacks
1
Ballistic Skill
3+
Strength
4
AP
0
Damage
1

newCombi-weapon — DamnatusMELTA 2

Rules

This ability always takes the form [MELTA X]. Each time a model makes an attack with a [MELTA] weapon, if the target unit was within half range of that weapon in the Select Targets step, until the attacking unit’s attacks have been resolved, add X to that weapon’s D characteristic.

Example: A model targets a unit that is within half range of a [MELTA 2] weapon with a D characteristic of D6. While resolving those attacks, that weapon has a D characteristic of D6+2

newCombi-weapon — InfernusBLAST 1

Rules

Each time you gather attack dice for a [BLAST] weapon, add one additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).

If this ability takes the form [BLAST X], each time you gather attack dice for such a weapon, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down) instead.

Example: If a [BLAST 2] weapon with an A characteristic of 3 targets a unit containing 12 models, you would gather four additional attack dice for that weapon (for a total of seven for that weapon).

newCombi-weapon — InfernusTORRENT

Rules

Each time an attack is made with a [TORRENT] weapon, that attack automatically hits the target.

goneCombi-weapon — Combi-weaponAnti-infantry 4+

Rules

This ability always takes the form [ANTI‑X Y+]. Each time an attack is made with an [ANTI] weapon, if the target unit has the keyword denoted by X, an unmodified wound roll of Y+ is a critical wound.
Example: An attack made with an [ANTI‑VEHICLE 4+] weapon against a VEHICLE unit will result in a critical wound on an unmodified wound roll of 4+, while an attack made with an [ANTI‑PSYKER 2+] weapon against a PSYKER unit will result in a critical wound on an unmodified wound roll of 2+.

goneCombi-weapon — Combi-weaponDevastating Wounds

Rules

Each time an attack made with a [DEVASTATING WOUNDS] weapon results in a critical wound, the attack sequence for that attack ends and the target unit suffers a number of mortal wounds equal to the D characteristic of that weapon. These are inflicted after resolving any normal damage inflicted by those attacks.

Mortal wounds inflicted by [DEVASTATING WOUNDS] weapons can damage a maximum of one model for each critical wound; any remaining mortal wounds inflicted by that attack are lost.

Example: An attack made with a [DEVASTATING WOUNDS] weapon with a D characteristic of 3 results in a critical wound against an Intercessor Squad, so inflicts 3 mortal wounds. The first 2 mortal wounds are sufficient to destroy 1 Intercessor model, so the remaining mortal wound is lost.

goneCombi-weapon — Combi-weaponRapid Fire 1

Rules

This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.

Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).

newThis model's Combi-weapon can be replaced with 1 Heavy Bolt Pistol.

newThis model's Master-crafted Power Weapon can be replaced with 1 Chainsword.

gone■ This model’s combi-weapon can be replaced with 1 heavy bolt pistol.

gone■ This model’s master-crafted power weapon can be replaced with 1 Astartes chainsword.

changed1 Castellan

Points
70 pts 75 pts

changedChaplain Grimaldus

Unit Composition

• 11 Chaplain Grimaldus – EPIC HEROmodel
• 33 Cenobyte Servitors** *If this unit’s Chaplain GrimaIdus model is ever destroyed, all af this unit’s remaining Cenabyte Servitor models are also destroyed. While embarking within a* TRANSPORT *and while embarked within a* TRANSPORT, *each Cenobyte Servitor model in this unit takes up the space of 0 models.*

ChaplainThe Chaplain Grimaldus is equipped with:with: plasma1 pistol;Artificier artificerCrozius; crozius.1 Plasma Pistol.
EveryEvery Cenobyte Servitor is equipped with:with: close1 combatServitor weapon.Combat Weapon.

Base Size
Chaplain Grimaldus: 40mm Cenobyte Servitors: 28.5mm 28.5mm, 40mm

changedCenobyte Servitor

Keywords
Infantry, Imperium, Tacticus Imperium, Infantry, Tacticus

changedChaplain Grimaldus

Toughness
4 5
Wounds
4 5
Keywords
Infantry, Imperium, Tacticus, Character, Epic Hero, Grenades, Chaplain, Grimaldus Imperium, Infantry, Tacticus, Character, Epic Hero
Equipped With
Plasma pistol, Artificer crozius Plasma Pistol, Artificer crozius

newCombat Doctrines

Rules

-

newFaithful Cenobytes

Rules
  • If this unit’s Chaplain Grimaldus model is destroyed, this unit’s remaining Cenobyte Servitor models are also destroyed.
  • Each Cenobyte Servitor model in this unit takes up 0 transport capacity.

goneTemplar Vows

Rules

-

changedTemple Relics

Rules

InAt the start of your Command phase, if this unit contains one or more Cenobyte Servitor models, select up to one Templeof Relicsthe abilityabilities (seein the Temple Relics section).section. Until the start of your next Command phase, this unit’s Chaplain Grimaldus model has that ability.

changedTemple RelicsBanner of the Emperor Victorious

Rules

AddThis 1unit tohas Advance+1 andto Chargeadvance rolls made forand thischarge unit.rolls.

changedTemple RelicsColumn from the Major Altar

Rules

Add 1 to the Toughness characteristic ofThis modelsunit inhas this+1 unit.T.

changedTemple RelicsWater from the Stoup of Elucidation

Rules

Improve the Armour Penetration characteristicThis ofunit's melee weapons equipped by models in thisattacks unithave by+1 1.AP.

changedLitanies of the Devout

Rules

While this unit is leading a unit and contains a Chaplain Grimaldus model, each time a model in that unit makesThis aunit's melee attack, youattacks can re-roll the Hithit roll.rolls.

changedLeader

Rules

This model can be attached to the following units:

■ ASSAULT INTERCESSOR SQUAD
■ CRUSADER SQUAD
■ INFERNUS SQUAD
■ INTERCESSOR SQUAD
■ SWORD BRETHRENBRETHREN SQUAD**

newPlasma Pistol

Type
weapon

gonePlasma pistol

Type
weapon

newPlasma PistolStandard

Range
12"
Attacks
1
Ballistic Skill
2+
Strength
7
AP
-2
Damage
1

newPlasma PistolSupercharge

Range
12"
Attacks
1
Ballistic Skill
2+
Strength
8
AP
-3
Damage
2

newPlasma Pistol — StandardCLOSE-QUARTERS

Rules

Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).

When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:

  • One or more of its [CLOSE‑QUARTERS] weapons.
  • One or more of its other ranged weapons.

newPlasma Pistol — SuperchargeCLOSE-QUARTERS

Rules

Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).

When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:

  • One or more of its [CLOSE‑QUARTERS] weapons.
  • One or more of its other ranged weapons.

newPlasma Pistol — SuperchargeHAZARDOUS

Rules

Each time a unit is selected to shoot or selected to fight, after that unit has resolved all of its attacks, make a number of hazard rolls (06.03) for that unit equal to the number of [HAZARDOUS] weapons you selected in the Select Weapons step.

gonePlasma pistolstandard

Range
12"
Attacks
1
Ballistic Skill
2+
Strength
7
AP
-2
Damage
1

gonePlasma pistolsupercharge

Range
12"
Attacks
1
Ballistic Skill
2+
Strength
8
AP
-3
Damage
2

gonePlasma pistol — standardPistol

Rules

Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).

When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:

  • One or more of its [CLOSE‑QUARTERS] weapons.
  • One or more of its other ranged weapons.

gonePlasma pistol — superchargeHazardous

Rules

Each time a unit is selected to shoot or selected to fight, after that unit has resolved all of its attacks, make a number of hazard rolls (06.03) for that unit equal to the number of [HAZARDOUS] weapons you selected in the Select Weapons step.

gonePlasma pistol — superchargePistol

Rules

Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).

When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:

  • One or more of its [CLOSE‑QUARTERS] weapons.
  • One or more of its other ranged weapons.

changed1 Chaplain Grimaldus, 3 Cenobyte Servitor

Points
100 pts 120 pts

changedCrusade Ancient

Unit Composition

• 11 Crusade Ancient
ThisAncient model

This model is equipped with:with: bolt1 pistol;Bolt master-craftedPistol; power1 weapon.Master-crafted Power Weapon.

changedCrusade Ancient

Toughness
4 5
Keywords
Infantry, Character, Grenades, Imperium, Tacticus, Ancient, Crusade Ancient Character, Explosives, Imperium, Infantry, Tacticus
Equipped With
Master-crafted power weapon, Bolt pistol Master-crafted Power Weapon, Bolt Pistol

newCombat Doctrines

Rules

-

newMartial Honour (Once per battle, per unit)

Rules

If this unit's melee attacks destroyed an enemy unit this phase, you can use this ability. If you do, until the end of the battle, this model has +5 OC.

goneTemplar Vows

Rules

-

goneMartial Honour

Rules

The first time a model in this model’s unit makes a melee attack that destroys one or more enemy units, until the end of the battle, while this model’s unit is not Battle-shocked, add 5 to this model’s Objective Control characteristic.

changedVengeful Exhortation

Rules

WhileIn thisthe modelFight isphase, leadingyou acan unit,use eachthis timeability. If you do, when a model in thatthis unit is destroyed, byif athis meleeunit attack,has ifnot itbeen hasselected notto foughtfight this phase, roll one D6: on

  • On a 4+, do not remove itthis model from play.the Thebattlefield. destroyedWhen modelyour canunit fighthas afterfought, or at the attackingend unitof hasthe finishedphase making(whichever itscomes attacks,first), andthis ismodel thenis removed from play.the battlefield.

changedSupport

Rules

This model can be attached to the following units:

■ CRUSADER SQUAD
■ SWORD BRETHRENBRETHREN SQUAD**

newBolt Pistol

Type
weapon

newMaster-crafted Power Weapon

Type
weapon

goneBolt pistol

Type
weapon

goneMaster-crafted power weapon

Type
weapon

newBolt PistolBolt Pistol

Range
12"
Attacks
1
Ballistic Skill
3+
Strength
5
AP
-1
Damage
1

newBolt Pistol — Bolt PistolCLOSE-QUARTERS

Rules

Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).

When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:

  • One or more of its [CLOSE‑QUARTERS] weapons.
  • One or more of its other ranged weapons.

newMaster-crafted Power WeaponMaster-crafted Power Weapon

Range
Melee
Attacks
5
Weapon Skill
2+
Strength
5
AP
-2
Damage
2

newMaster-crafted Power Weapon — Master-crafted Power WeaponLETHAL HITS

Rules

Each time an attack made with a [LETHAL HITS] weapon results in a critical hit, you can choose for that attack to automatically wound the target.

Designer’s Note: Choosing to automatically wound the target means that no wound roll is made for that attack. You may decide against this, as it means that attack cannot result in a critical wound and so cannot trigger other abilities such as [DEVASTATING WOUNDS].

goneBolt pistolBolt pistol

Range
12"
Attacks
1
Ballistic Skill
3+
Strength
4
AP
0
Damage
1

goneBolt pistol — Bolt pistolPistol

Rules

Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).

When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:

  • One or more of its [CLOSE‑QUARTERS] weapons.
  • One or more of its other ranged weapons.

goneMaster-crafted power weaponMaster-crafted power weapon

Range
Melee
Attacks
5
Weapon Skill
2+
Strength
5
AP
-2
Damage
2

goneMaster-crafted power weapon — Master-crafted power weaponLethal Hits

Rules

Each time an attack made with a [LETHAL HITS] weapon results in a critical hit, you can choose for that attack to automatically wound the target.

Designer’s Note: Choosing to automatically wound the target means that no wound roll is made for that attack. You may decide against this, as it means that attack cannot result in a critical wound and so cannot trigger other abilities such as [DEVASTATING WOUNDS].

changed1 Crusade Ancient

Points
40 pts 45 pts

changedCrusader Squad

Unit Composition

• 1 Primaris1 Sword BrotherBrother model
• 5-114-8 PrimarisNeophyte Initiatesmodels
• 4-85-11 PrimarisInitiate Neophytesmodels

The PrimarisThe Sword Brother is equipped with:with: heavy1 boltHeavy pistol;Bolt master-craftedPistol; power1 weapon.
Every
Master-crafted PrimarisPower InitiateWeapon.
Every
Neophyte is equipped with:
boltwith: pistol;1 boltBolt rifle;Pistol; close1 combatNeophyte weapon.Chainsword.
Every PrimarisEvery NeophyteInitiate is equipped with:with: bolt1 pistol;Bolt AstartesPistol; chainsword.1 Bolt Rifle; 1 Knives and Fists.

Base Size
Sword Brother: 40mm Initiates: 32mm Neophytes: 28.5mm 28.5mm, 32mm, 40mm

changedSword Brother

Toughness
4 5
Keywords
Infantry, Battleline, Grenades, Imperium, Tacticus, Crusader Squad Battleline, Explosives, Imperium, Infantry, Tacticus
Equipped With
Heavy bolt pistol, Master-crafted power weapon Heavy Bolt Pistol, Master-crafted Power Weapon

changedInitiate

Toughness
4 5
Keywords
Infantry, Battleline, Grenades, Imperium, Tacticus, Crusader Squad Battleline, Explosives, Imperium, Infantry, Tacticus
Equipped With
Bolt pistol, Bolt rifle, Close combat weapon Bolt Pistol, Bolt Rifle

changedNeophyte

Keywords
Infantry, Battleline, Grenades, Imperium, Tacticus, Crusader Squad Battleline, Explosives, Imperium, Infantry, Tacticus
Equipped With
Bolt pistol, Astartes chainsword Bolt Pistol, Neophyte Chainsword

newCombat Doctrines

Rules

-

goneTemplar Vows

Rules

-

changedRighteous Zeal

Rules

In your opponent's Shooting phase, each timewhen an enemy unit has shot, if anya modelsmodel in this unit were destroyed as awas resultdestroyed ofby those attacks, this unit can make a surgesurge movemove of up to D6+2".D6+1".

goneAttached Unit

Rules

If a CHARACTER from your army with the Leader ability can be attached to an INTERCESSOR SQUAD, it can be attached to this unit instead.

newBolt Pistol

Type
weapon

newBolt Rifle

Type
weapon

newCombat Knife

Type
weapon

newHand Flamer

Type
weapon

newHeavy Bolt Pistol

Type
weapon

newInitiate Chainsword

Type
weapon

newMaster-crafted Power Weapon

Type
weapon

newNeophyte Chainsword

Type
weapon

newPower Fist

Type
weapon

newShotgun

Type
weapon

goneAstartes chainsword

Type
weapon

goneBolt pistol

Type
weapon

goneBolt rifle

Type
weapon

goneHeavy bolt pistol

Type
weapon

goneMaster-crafted power weapon

Type
weapon

goneNeophyte firearm

Type
weapon

gonePower fist

Type
weapon

gonePyre pistol

Type
weapon

newBolt PistolBolt Pistol

Range
12"
Attacks
1
Ballistic Skill
3+
Strength
5
AP
-1
Damage
1

newBolt Pistol — Bolt PistolCLOSE-QUARTERS

Rules

Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).

When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:

  • One or more of its [CLOSE‑QUARTERS] weapons.
  • One or more of its other ranged weapons.

newBolt RifleFocused Fire

Range
24"
Attacks
1
Ballistic Skill
3+
Strength
6
AP
-1
Damage
2

newBolt RifleSaturation

Range
24"
Attacks
2
Ballistic Skill
3+
Strength
5
AP
-1
Damage
1

newBolt Rifle — Focused FireHEAVY

Rules

In your Shooting phase, each time an attack is made with a [HEAVY] weapon, add 1 to the hit roll if all of the following apply to the attacking unit:

  • That unit is unengaged.
  • That unit was not set up on the battlefield this turn.
  • No model in that unit has moved more than 3" this turn.

newBolt Rifle — Focused FireRAPID FIRE 1

Rules

This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.

Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).

newBolt Rifle — SaturationASSAULT

Rules

Units containing one or more models with an [ASSAULT] weapon can shoot using assault shooting (10.05).

newBolt Rifle — SaturationRAPID FIRE 1

Rules

This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.

Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).

newCombat KnifeCombat Knife

Range
Melee
Attacks
3
Weapon Skill
3+
Strength
4
AP
-1
Damage
1

newHand FlamerHand Flamer

Range
9"
Attacks
3
Ballistic Skill
-
Strength
4
AP
0
Damage
1

newHand Flamer — Hand FlamerCLOSE-QUARTERS

Rules

Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).

When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:

  • One or more of its [CLOSE‑QUARTERS] weapons.
  • One or more of its other ranged weapons.

newHand Flamer — Hand FlamerTORRENT

Rules

Each time an attack is made with a [TORRENT] weapon, that attack automatically hits the target.

newHeavy Bolt PistolHeavy Bolt Pistol

Range
18"
Attacks
1
Ballistic Skill
3+
Strength
5
AP
-1
Damage
1

newHeavy Bolt Pistol — Heavy Bolt PistolCLOSE-QUARTERS

Rules

Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).

When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:

  • One or more of its [CLOSE‑QUARTERS] weapons.
  • One or more of its other ranged weapons.

newInitiate ChainswordInitiate Chainsword

Range
Melee
Attacks
4
Weapon Skill
3+
Strength
5
AP
-1
Damage
1

newInitiate Chainsword — Initiate ChainswordSUSTAINED HITS 1

Rules

This ability always takes the form [SUSTAINED HITS X]. Each time an attack made with a [SUSTAINED HITS] weapon results in a critical hit, that attack results in a number of additional hits on the target as denoted by X.

Example: An attack made with a [SUSTAINED HITS 2] weapon results in a critical hit. That attack therefore hits the target three times (once from the critical hit, and twice more from the [SUSTAINED HITS 2] ability).

newMaster-crafted Power WeaponMaster-crafted Power Weapon

Range
Melee
Attacks
3
Weapon Skill
2+
Strength
5
AP
-2
Damage
2

newMaster-crafted Power Weapon — Master-crafted Power WeaponLETHAL HITS

Rules

Each time an attack made with a [LETHAL HITS] weapon results in a critical hit, you can choose for that attack to automatically wound the target.

Designer’s Note: Choosing to automatically wound the target means that no wound roll is made for that attack. You may decide against this, as it means that attack cannot result in a critical wound and so cannot trigger other abilities such as [DEVASTATING WOUNDS].

newNeophyte ChainswordNeophyte Chainsword

Range
Melee
Attacks
4
Weapon Skill
3+
Strength
4
AP
-1
Damage
1

newNeophyte Chainsword — Neophyte ChainswordSUSTAINED HITS 1

Rules

This ability always takes the form [SUSTAINED HITS X]. Each time an attack made with a [SUSTAINED HITS] weapon results in a critical hit, that attack results in a number of additional hits on the target as denoted by X.

Example: An attack made with a [SUSTAINED HITS 2] weapon results in a critical hit. That attack therefore hits the target three times (once from the critical hit, and twice more from the [SUSTAINED HITS 2] ability).

newPower FistPower Fist

Range
Melee
Attacks
3
Weapon Skill
3+
Strength
8
AP
-2
Damage
2

newShotgunShotgun

Range
18"
Attacks
2
Ballistic Skill
3+
Strength
4
AP
-1
Damage
1

newShotgun — ShotgunASSAULT

Rules

Units containing one or more models with an [ASSAULT] weapon can shoot using assault shooting (10.05).

newShotgun — ShotgunBLAST 1

Rules

Each time you gather attack dice for a [BLAST] weapon, add one additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).

If this ability takes the form [BLAST X], each time you gather attack dice for such a weapon, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down) instead.

Example: If a [BLAST 2] weapon with an A characteristic of 3 targets a unit containing 12 models, you would gather four additional attack dice for that weapon (for a total of seven for that weapon).

goneAstartes chainswordAstartes chainsword

Range
Melee
Attacks
4
Weapon Skill
3+
Strength
4
AP
-1
Damage
1

goneAstartes chainsword — Astartes chainswordSustained Hits 1

Rules

This ability always takes the form [SUSTAINED HITS X]. Each time an attack made with a [SUSTAINED HITS] weapon results in a critical hit, that attack results in a number of additional hits on the target as denoted by X.

Example: An attack made with a [SUSTAINED HITS 2] weapon results in a critical hit. That attack therefore hits the target three times (once from the critical hit, and twice more from the [SUSTAINED HITS 2] ability).

goneBolt pistolBolt pistol

Range
12"
Attacks
1
Ballistic Skill
3+
Strength
4
AP
0
Damage
1

goneBolt pistol — Bolt pistolPistol

Rules

Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).

When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:

  • One or more of its [CLOSE‑QUARTERS] weapons.
  • One or more of its other ranged weapons.

goneBolt rifleBolt rifle

Range
24"
Attacks
2
Ballistic Skill
3+
Strength
4
AP
-1
Damage
1

goneBolt rifle — Bolt rifleAssault

Rules

Units containing one or more models with an [ASSAULT] weapon can shoot using assault shooting (10.05).

goneBolt rifle — Bolt rifleHeavy

Rules

In your Shooting phase, each time an attack is made with a [HEAVY] weapon, add 1 to the hit roll if all of the following apply to the attacking unit:

  • That unit is unengaged.
  • That unit was not set up on the battlefield this turn.
  • No model in that unit has moved moret han 3" this turn.

goneHeavy bolt pistolHeavy bolt pistol

Range
18"
Attacks
1
Ballistic Skill
3+
Strength
4
AP
-1
Damage
1

goneHeavy bolt pistol — Heavy bolt pistolPistol

Rules

Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).

When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:

  • One or more of its [CLOSE‑QUARTERS] weapons.
  • One or more of its other ranged weapons.

goneMaster-crafted power weaponMaster-crafted power weapon

Range
Melee
Attacks
3
Weapon Skill
2+
Strength
5
AP
-2
Damage
2

goneMaster-crafted power weapon — Master-crafted power weaponLethal Hits

Rules

Each time an attack made with a [LETHAL HITS] weapon results in a critical hit, you can choose for that attack to automatically wound the target.

Designer’s Note: Choosing to automatically wound the target means that no wound roll is made for that attack. You may decide against this, as it means that attack cannot result in a critical wound and so cannot trigger other abilities such as [DEVASTATING WOUNDS].

goneNeophyte firearmNeophyte firearm

Range
18"
Attacks
2
Ballistic Skill
3+
Strength
4
AP
0
Damage
1

goneNeophyte firearm — Neophyte firearmAssault

Rules

Units containing one or more models with an [ASSAULT] weapon can shoot using assault shooting (10.05).

gonePower fistPower fist

Range
Melee
Attacks
3
Weapon Skill
3+
Strength
8
AP
-2
Damage
2

gonePyre pistolPyre pistol

Range
12"
Attacks
D6
Ballistic Skill
-
Strength
4
AP
0
Damage
1

gonePyre pistol — Pyre pistolIgnores Cover

Rules

Each time an attack is made with an [IGNORES COVER] weapon, the target cannot have the benefit of cover against that attack (13.08), including from rules that give a model or unit the benefit of cover (e.g. Stealth).

gonePyre pistol — Pyre pistolPistol

Rules

Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).

When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:

  • One or more of its [CLOSE‑QUARTERS] weapons.
  • One or more of its other ranged weapons.

gonePyre pistol — Pyre pistolTorrent

Rules

Each time an attack is made with a [TORRENT] weapon, that attack automatically hits the target.

changedPyreblasterPyreblaster

Attacks
D6 3
AP
0 -1

newPyreblaster — PyreblasterBLAST 1

Rules

Each time you gather attack dice for a [BLAST] weapon, add one additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).

If this ability takes the form [BLAST X], each time you gather attack dice for such a weapon, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down) instead.

Example: If a [BLAST 2] weapon with an A characteristic of 3 targets a unit containing 12 models, you would gather four additional attack dice for that weapon (for a total of seven for that weapon).

newPyreblaster — PyreblasterTORRENT

Rules

Each time an attack is made with a [TORRENT] weapon, that attack automatically hits the target.

gonePyreblaster — PyreblasterIgnores Cover

Rules

Each time an attack is made with an [IGNORES COVER] weapon, the target cannot have the benefit of cover against that attack (13.08), including from rules that give a model or unit the benefit of cover (e.g. Stealth).

gonePyreblaster — PyreblasterTorrent

Rules

Each time an attack is made with a [TORRENT] weapon, that attack automatically hits the target.

newInitiate: Any number of Initiate models can each have their Bolt Rifle replaced with 1 Heavy Bolt Pistol and 1 Initiate Chainsword.

newInitiate: For every 10 models in this unit, up to 2 Initiate models can each have their Bolt Rifle replaced with one of the following: 1 Heavy Bolt Pistol and 1 Power Fist, 1 Pyreblaster

newNeophyte: Any number of Neophyte models can each have their Bolt Pistol and Neophyte Chainsword replaced with 1 Shotgun and 1 Combat Knife.

goneInitiate: Any number of Initiates can each have their bolt rifle replaced with 1 heavy bolt pistol and 1 Astartes chainsword.

goneInitiate: For every 10 models in this unit, up to 2 Initiates can each have their bolt rifle replaced with one of the following: ◦ 1 heavy bolt pistol and 1 power fist ◦ 1 pyreblaster

goneNeophyte: Any number of Neophytes can each have their bolt pistol and Astartes chainsword replaced with 1 Neophyte firearm and 1 close combat weapon.

changedSword Brother: Wargear Option

Instruction

The Sword Brother’s heavy bolt pistol can be replaced with 1 pyrehand pistol.flamer.

newAny number of Initiate models can each have their Bolt Rifle replaced with 1 Heavy Bolt Pistol and 1 Initiate Chainsword.

newAny number of Neophyte models can each have their Bolt Pistol and Neophyte Chainsword replaced with 1 Shotgun and 1 Combat Knife.

newThe Sword Brother can have their Heavy Bolt Pistol replaced with 1 Hand Flamer.

newFor every 10 models in this unit, up to 2 Initiate models can each have their Bolt Rifle replaced with one of the following: 1 Heavy Bolt Pistol and 1 Power Fist, 1 Pyreblaster

gone■ The Sword Brother’s heavy bolt pistol can be replaced with 1 pyre pistol.

gone■ Any number of Neophytes can each have their bolt pistol and Astartes chainsword replaced with 1 Neophyte firearm and 1 close combat weapon.

gone■ Any number of Initiates can each have their bolt rifle replaced with 1 heavy bolt pistol and 1 Astartes chainsword.

gone■ For every 10 models in this unit, up to 2 Initiates can each have their bolt rifle replaced with one of the following: ◦ 1 heavy bolt pistol and 1 power fist ◦ 1 pyreblaster

new1 Sword Brother, 11 Initiate, 8 Neophyte

Points
305 pts
Sword Brother count
1
Initiate count
11
Neophyte count
8

gone1 Sword Brother, 4 Neophyte, 5 Initiate

Points
150 pts
Sword Brother count
1
Neophyte count
4
Initiate count
5

changed1 Sword Brother, 5 Initiate, 4 Neophyte

Points
290 pts 160 pts
Neophyte count
8 4
Initiate count
11 5

changedEmperor's Champion

was Emperor’s Champion

Unit Composition

• 11 Emperor’sEmperor's ChampionChampion model

ThisThis model is equipped with: boltwith: pistol;1 Black Sword.Sword; 1 Bolt Pistol.

changedEmperor's Champion

Toughness
4 5
Keywords
Infantry, Character, Grenades, Imperium, Tacticus, Emperor’s Champion Character, Explosives, Imperium, Infantry, Tacticus

newCombat Doctrines

Rules

-

newChosen of the Emperor

Rules

You cannot include more than one Emperor's Champion unit in your army.

newSigismund's Heir

Rules

This unit has +1 to charge rolls.

goneTemplar Vows

Rules

-

goneSigismund’s Heir

Rules
  • When this unit declares a charge, If an enemy CHARACTER unit is within 12" of this unit, you can use this part of this ability. If you do:
    • This unit can re-roll that charge roll.
    • This unit must end that charge move engaged with one or more of those enemy CHARACTER units.

  • (Once per battle, per army) In the Fight phase, when this unit is selected to fight, if this unit is engaged with a CHARACTER unit, you can use this part of this ability. If you do, this unit's melee attacks have [DEVASTATING WOUNDS].

changedArmour of Faith

Rules

Once per phase, when an attack isAttacks allocated to this model and the saving throw is failed, you can change the Damage characteristic of that attackhave to‑1 0.D.

goneChosen of the Emperor

Rules

You cannot include more than one EMPEROR’S CHAMPION model in your army.

changedLeader

Rules

This model can be attached to the following units:

■ ASSAULT INTERCESSOR SQUAD
■ CRUSADER SQUAD
■ INTERCESSOR SQUAD
■ STERNGUARD VETERAN SQUAD
■ SWORD BRETHRENBRETHREN SQUAD**

newBlack SwordStrike

Range
Melee
Attacks
6
Weapon Skill
2+
Strength
8
AP
-3
Damage
3

newBlack SwordSweep

Range
Melee
Attacks
10
Weapon Skill
2+
Strength
6
AP
-2
Damage
1

goneBlack Swordstrike

Range
Melee
Attacks
6
Weapon Skill
2+
Strength
8
AP
-3
Damage
3

goneBlack Swordsweep

Range
Melee
Attacks
10
Weapon Skill
2+
Strength
6
AP
-2
Damage
1

newBlack Sword — StrikeANTI-CHARACTER 5+

Rules

This ability always takes the form [ANTI‑X Y+]. Each time an attack is made with an [ANTI] weapon, if the target unit has the keyword denoted by X, an unmodified wound roll of Y+ is a critical wound.
Example: An attack made with an [ANTI‑VEHICLE 4+] weapon against a VEHICLE unit will result in a critical wound on an unmodified wound roll of 4+, while an attack made with an [ANTI‑PSYKER 2+] weapon against a PSYKER unit will result in a critical wound on an unmodified wound roll of 2+.

newBlack Sword — StrikeDEVASTATING WOUNDS

Rules

Each time an attack made with a [DEVASTATING WOUNDS] weapon results in a critical wound, the attack sequence for that attack ends and the target unit suffers a number of mortal wounds equal to the D characteristic of that weapon. These are inflicted after resolving any normal damage inflicted by those attacks.

Mortal wounds inflicted by [DEVASTATING WOUNDS] weapons can damage a maximum of one model for each critical wound; any remaining mortal wounds inflicted by that attack are lost.

Example: An attack made with a [DEVASTATING WOUNDS] weapon with a D characteristic of 3 results in a critical wound against an Intercessor Squad, so inflicts 3 mortal wounds. The first 2 mortal wounds are sufficient to destroy 1 Intercessor model, so the remaining mortal wound is lost.

newBlack Sword — StrikePRECISION

Rules

While resolving attacks made with one or more [PRECISION] weapons, at the start of the Allocation Order step (05.03), if the target unit contains one or more CHARACTER models visible to one or more of the attacking models, the active player can select one allocation group that contains one of those visible CHARACTER models. If they do, until those attacks are resolved, or until that CHARACTER group is destroyed (whichever happens first), that CHARACTER group is the current allocation group.

goneBlack Sword — strikeAnti-character 5+

Rules

This ability always takes the form [ANTI‑X Y+]. Each time an attack is made with an [ANTI] weapon, if the target unit has the keyword denoted by X, an unmodified wound roll of Y+ is a critical wound.
Example: An attack made with an [ANTI‑VEHICLE 4+] weapon against a VEHICLE unit will result in a critical wound on an unmodified wound roll of 4+, while an attack made with an [ANTI‑PSYKER 2+] weapon against a PSYKER unit will result in a critical wound on an unmodified wound roll of 2+.

goneBlack Sword — strikePrecision

Rules

While resolving attacks made with one or more [PRECISION] weapons, at the start of the Allocation Order step (05.03), if the target unit contains one or more CHARACTER models visible to one or more of the attacking models, the active player can select one allocation group that contains one of those visible CHARACTER models. If they do, until those attacks are resolved, or until that CHARACTER group is destroyed (whichever happens first), that CHARACTER group is the current allocation group.

changedBolt PistolBolt Pistol

Strength
4 5
AP
0 -1

newBolt Pistol — Bolt PistolCLOSE-QUARTERS

Rules

Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).

When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:

  • One or more of its [CLOSE‑QUARTERS] weapons.
  • One or more of its other ranged weapons.

goneBolt Pistol — Bolt PistolPistol

Rules

Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).

When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:

  • One or more of its [CLOSE‑QUARTERS] weapons.
  • One or more of its other ranged weapons.

changedEmperor's Champion: Wargear Option

Instruction

Default Wargear

new1 Emperor's Champion

Points
100 pts
Emperor's Champion count
1

gone1 Emperor’s Champion

Points
90 pts
Emperor’s Champion count
1

changedExecrator

Unit Composition

• 11 ExecratorExecrator model

ThisThis model is equipped with:with: absolver1 boltAbsolvor pistol;Bolt croziusPistol; arcanum.1 Crozius Arcanum.

changedExecrator

Toughness
4 5
Keywords
Infantry, Character, Grenades, Imperium, Tacticus, Chaplain, Execrator Chaplain, Character, Explosives, Imperium, Infantry, Tacticus
Equipped With
Absolvor bolt pistol, Crozius arcanum Absolvor Bolt Pistol, Crozius Arcanum

newCombat Doctrines

Rules

-

goneTemplar Vows

Rules

-

changedRemorseless Persecution

Rules

WhileIn your Movement phase, when this modelunit is leadingselected ato unit,make an advance move, that unitadvance ismove eligibledoes tonot declareprevent athis chargeunit infrom abeing turneligible into whichdeclare ita Advanced.charge.

changedCondemnatory Annihilation

Rules

Each timeAfter this model’s unit has fought, if one orthis moreunit enemydestroyed unitsan wereenemy destroyedmodel asthis aphase, resulteach ofenemy thoseunit attacks,engaged eachwith enemythis unit withinmakes 6"a ofbattle-shock thisroll, modelwith must-1 taketo athat Battle-shockbattle-shock test.roll.

changedLeader

Rules

This model can be attached to the following units:

■ CRUSADER SQUAD
■ SWORD BRETHRENBRETHREN SQUAD**

newAbsolvor Bolt Pistol

Type
weapon

newCrozius Arcanum

Type
weapon

newHand Flamer

Type
weapon

newMaster-crafted Power Weapon

Type
weapon

goneAbsolvor bolt pistol

Type
weapon

goneCrozius arcanum

Type
weapon

goneMaster-crafted power weapon

Type
weapon

gonePyre pistol

Type
weapon

newAbsolvor Bolt PistolAbsolvor Bolt Pistol

Range
18"
Attacks
1
Ballistic Skill
3+
Strength
5
AP
-2
Damage
2

newAbsolvor Bolt Pistol — Absolvor Bolt PistolCLOSE-QUARTERS

Rules

Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).

When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:

  • One or more of its [CLOSE‑QUARTERS] weapons.
  • One or more of its other ranged weapons.

newCrozius ArcanumCrozius Arcanum

Range
Melee
Attacks
5
Weapon Skill
2+
Strength
6
AP
-1
Damage
2

newCrozius Arcanum — Crozius ArcanumCLEAVE 1

Rules

This ability always takes the form [CLEAVE X]. Each time you gather attack dice for a [CLEAVE] weapon, if you only selected one target for all of that weapon’s attacks, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).

Example: If a [CLEAVE 1] weapon with an A characteristic of 3 targets one unit containing 16 models, you would gather three additional attack dice for that weapon (for a total of six for that weapon).

newHand FlamerHand Flamer

Range
9"
Attacks
3
Ballistic Skill
-
Strength
4
AP
0
Damage
1

newHand Flamer — Hand FlamerCLOSE-QUARTERS

Rules

Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).

When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:

  • One or more of its [CLOSE‑QUARTERS] weapons.
  • One or more of its other ranged weapons.

newHand Flamer — Hand FlamerTORRENT

Rules

Each time an attack is made with a [TORRENT] weapon, that attack automatically hits the target.

newMaster-crafted Power WeaponMaster-crafted Power Weapon

Range
Melee
Attacks
3
Weapon Skill
2+
Strength
6
AP
-2
Damage
2

newMaster-crafted Power Weapon — Master-crafted Power WeaponEXTRA ATTACKS

Rules

Each time a unit containing one or more models with an [EXTRA ATTACKS] weapon fights, those models will make attacks with those weapons in addition to any others. In the Select Weapons step (04.01), for each of those models, you must select:

  • All of that model’s [EXTRA ATTACKS] weapons.
  • One of that model’s other melee weapons, if possible.

newMaster-crafted Power Weapon — Master-crafted Power WeaponLETHAL HITS

Rules

Each time an attack made with a [LETHAL HITS] weapon results in a critical hit, you can choose for that attack to automatically wound the target.

Designer’s Note: Choosing to automatically wound the target means that no wound roll is made for that attack. You may decide against this, as it means that attack cannot result in a critical wound and so cannot trigger other abilities such as [DEVASTATING WOUNDS].

goneAbsolvor bolt pistolAbsolvor bolt pistol

Range
18"
Attacks
1
Ballistic Skill
3+
Strength
5
AP
-1
Damage
2

goneAbsolvor bolt pistol — Absolvor bolt pistolPistol

Rules

Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).

When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:

  • One or more of its [CLOSE‑QUARTERS] weapons.
  • One or more of its other ranged weapons.

goneCrozius arcanumCrozius arcanum

Range
Melee
Attacks
5
Weapon Skill
2+
Strength
6
AP
-1
Damage
2

goneMaster-crafted power weaponMaster-crafted power weapon

Range
Melee
Attacks
3
Weapon Skill
2+
Strength
5
AP
-2
Damage
2

goneMaster-crafted power weapon — Master-crafted power weaponExtra Attacks

Rules

Each time a unit containing one or more models with an [EXTRA ATTACKS] weapon fights, those models will make attacks with those weapons in addition to any others. In the Select Weapons step (04.01), for each of those models, you must select:

  • All of that model’s [EXTRA ATTACKS] weapons.
  • One of that model’s other melee weapons, if possible.

goneMaster-crafted power weapon — Master-crafted power weaponLethal Hits

Rules

Each time an attack made with a [LETHAL HITS] weapon results in a critical hit, you can choose for that attack to automatically wound the target.

Designer’s Note: Choosing to automatically wound the target means that no wound roll is made for that attack. You may decide against this, as it means that attack cannot result in a critical wound and so cannot trigger other abilities such as [DEVASTATING WOUNDS].

gonePyre pistolPyre pistol

Range
12"
Attacks
D6
Ballistic Skill
-
Strength
4
AP
0
Damage
1

gonePyre pistol — Pyre pistolIgnores Cover

Rules

Each time an attack is made with an [IGNORES COVER] weapon, the target cannot have the benefit of cover against that attack (13.08), including from rules that give a model or unit the benefit of cover (e.g. Stealth).

gonePyre pistol — Pyre pistolPistol

Rules

Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).

When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:

  • One or more of its [CLOSE‑QUARTERS] weapons.
  • One or more of its other ranged weapons.

gonePyre pistol — Pyre pistolTorrent

Rules

Each time an attack is made with a [TORRENT] weapon, that attack automatically hits the target.

newExecrator: This model's Absolvor Bolt Pistol can be replaced with 1 Hand Flamer.

newExecrator: If this model is equipped with 1 Absolvor Bolt Pistol, it can be equipped with 1 Master-crafted Power Weapon (this model's 1 Absolvor Bolt Pistol cannot be replaced).

goneExecrator: This model’s absolver bolt pistol can be replaced with 1 pyre pistol.

goneExecrator: lf this model is equipped with an absolver bolt pistol, it can be equipped with 1 master-crafted power weapon (this model’s absolver bolt pistol cannot be replaced).

newThis model's Absolvor Bolt Pistol can be replaced with 1 Hand Flamer.

newIf this model is equipped with 1 Absolvor Bolt Pistol, it can be equipped with 1 Master-crafted Power Weapon (this model's 1 Absolvor Bolt Pistol cannot be replaced).

gone■ This model’s absolver bolt pistol can be replaced with 1 pyre pistol.

gone■ lf this model is equipped with an absolver bolt pistol, it can be equipped with 1 master-crafted power weapon (this model’s absolver bolt pistol cannot be replaced).

changed1 Execrator

Points
50 pts 65 pts

changedGladiator Lancer

Unit Composition

• 11 Gladiator LancerLancer model

ThisThis model is equipped with:with: Lancer1 laserArmoured destroyer;Hull; 21 stormDefensive bolters;Array; armoured1 hull.Laser Destroyer.

Points Scaling
+10 pts per 3 models +20 pts per 3 models

changedGladiator Lancer

Keywords
Vehicle, Smoke, Imperium, Gladiator Lancer, Frame Frame, Imperium, Smoke, Vehicle
Equipped With
Lancer laser destroyer, Storm bolter, Armoured hull Armoured Hull, Defensive Array, Laser Destroyer

newCombat Doctrines

Rules

-

newDamaged 4

goneTemplar Vows

Rules

-

changedAquilon Optics

Rules

Each timeThis thisunit’s modelranged isattacks selectedthat totarget shoot,a youMonster/Vehicle canunit re-rollcan:

  • Re-roll one Hit roll, you canhit re-rollroll.
  • Re-roll one Woundwound roll and you can re-roll.
  • Re-roll one Damagedamage roll when resolving its attacks..

newArmoured Hull

Type
weapon

newDefensive Array

Type
weapon

newLaser Destroyer

Type
weapon

goneArmoured hull

Type
weapon

goneFragstorm grenade launcher

Type
weapon

goneIcarus rocket pod

Type
weapon

goneIronhail heavy stubber

Type
weapon

goneLancer laser destroyer

Type
weapon

goneStorm bolter

Type
weapon

newArmoured HullArmoured Hull

Range
Melee
Attacks
3
Weapon Skill
4+
Strength
6
AP
0
Damage
1

newDefensive ArrayDefensive Array

Range
24"
Attacks
6
Ballistic Skill
3+
Strength
5
AP
-1
Damage
1

newDefensive Array — Defensive ArrayRAPID FIRE 6

Rules

This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.

Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).

newLaser DestroyerLaser Destroyer

Range
72"
Attacks
2
Ballistic Skill
3+
Strength
14
AP
-3
Damage
D6+3

newLaser Destroyer — Laser DestroyerHEAVY

Rules

In your Shooting phase, each time an attack is made with a [HEAVY] weapon, add 1 to the hit roll if all of the following apply to the attacking unit:

  • That unit is unengaged.
  • That unit was not set up on the battlefield this turn.
  • No model in that unit has moved more than 3" this turn.

goneArmoured hullArmoured hull

Range
Melee
Attacks
3
Weapon Skill
4+
Strength
6
AP
0
Damage
1

goneFragstorm grenade launcherFragstorm grenade launcher

Range
18"
Attacks
D6
Ballistic Skill
3+
Strength
4
AP
0
Damage
1

goneFragstorm grenade launcher — Fragstorm grenade launcherBlast

Rules

Each time you gather attack dice for a [BLAST] weapon, add one additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).

If this ability takes the form [BLAST X], each time you gather attack dice for such a weapon, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down) instead.

Example: If a [BLAST 2] weapon with an A characteristic of 3 targets a unit containing 12 models, you would gather four additional attack dice for that weapon (for a total of seven for that weapon).

goneIcarus rocket podIcarus rocket pod

Range
24"
Attacks
D3
Ballistic Skill
3+
Strength
8
AP
-1
Damage
2

goneIcarus rocket pod — Icarus rocket podAnti-fly 2+

Rules

This ability always takes the form [ANTI‑X Y+]. Each time an attack is made with an [ANTI] weapon, if the target unit has the keyword denoted by X, an unmodified wound roll of Y+ is a critical wound.
Example: An attack made with an [ANTI‑VEHICLE 4+] weapon against a VEHICLE unit will result in a critical wound on an unmodified wound roll of 4+, while an attack made with an [ANTI‑PSYKER 2+] weapon against a PSYKER unit will result in a critical wound on an unmodified wound roll of 2+.

goneIronhail heavy stubberIronhail heavy stubber

Range
36"
Attacks
3
Ballistic Skill
3+
Strength
4
AP
0
Damage
1

goneIronhail heavy stubber — Ironhail heavy stubberRapid Fire 3

Rules

This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.

Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).

goneLancer laser destroyerLancer laser destroyer

Range
72"
Attacks
2
Ballistic Skill
3+
Strength
14
AP
-4
Damage
D6+3

goneLancer laser destroyer — Lancer laser destroyerHeavy

Rules

In your Shooting phase, each time an attack is made with a [HEAVY] weapon, add 1 to the hit roll if all of the following apply to the attacking unit:

  • That unit is unengaged.
  • That unit was not set up on the battlefield this turn.
  • No model in that unit has moved moret han 3" this turn.

goneStorm bolterStorm bolter

Range
24"
Attacks
2
Ballistic Skill
3+
Strength
4
AP
0
Damage
1

goneStorm bolter — Storm bolterRapid Fire 2

Rules

This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.

Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).

changedMulti-meltaMulti-melta

Strength
9 10
AP
-4 -3
Damage
D6 D3+2

newMulti-melta — Multi-meltaMELTA 3

Rules

This ability always takes the form [MELTA X]. Each time a model makes an attack with a [MELTA] weapon, if the target unit was within half range of that weapon in the Select Targets step, until the attacking unit’s attacks have been resolved, add X to that weapon’s D characteristic.

Example: A model targets a unit that is within half range of a [MELTA 2] weapon with a D characteristic of D6. While resolving those attacks, that weapon has a D characteristic of D6+2

goneMulti-melta — Multi-meltaMelta 2

Rules

This ability always takes the form [MELTA X]. Each time a model makes an attack with a [MELTA] weapon, if the target unit was within half range of that weapon in the Select Targets step, until the attacking unit’s attacks have been resolved, add X to that weapon’s D characteristic.

Example: A model targets a unit that is within half range of a [MELTA 2] weapon with a D characteristic of D6. While resolving those attacks, that weapon has a D characteristic of D6+2

newGladiator Lancer: This model can be equipped with 1 Multi-melta

goneGladiator Lancer: This model’s 2 storm bolters can be replaced with 2 fragstorm grenade launchers.

goneGladiator Lancer: This model can be equipped with one of the following:

goneGladiator Lancer: This model can be equipped with 1 Icarus rocket pod.

newThis model can be equipped with 1 Multi-melta

gone■ This model’s 2 storm bolters can be replaced with 2 fragstorm grenade launchers.

gone■ This model can be equipped with one of the following: ◦ 1 ironhail heavy stubber ◦ 1 multi-melta

gone■ This model can be equipped with 1 Icarus rocket pod.

changed1 Gladiator Lancer

Points
160 pts 165 pts

changedGladiator Reaper

Unit Composition

• 11 Gladiator ReaperReaper model

ThisThis model is equipped with:with: 21 tempestArmoured bolters;Hull; twin1 heavyDefensive onslaughtArray; gatling1 cannon;Twin armouredHeavy hull.Onslaught Gatling Cannon.

Points Scaling
+10 pts per 3 models +20 pts per 3 models

changedGladiator Reaper

Keywords
Vehicle, Smoke, Imperium, Gladiator Reaper, Frame Frame, Imperium, Smoke, Vehicle
Equipped With
Tempest bolter, Twin heavy onslaught gatling cannon, Armoured hull Armoured Hull, Defensive Array, Twin Heavy Onslaught Gatling Cannon

newCombat Doctrines

Rules

-

newDamaged 4

goneTemplar Vows

Rules

-

changedReaping Tally

Rules

This model’s twin heavy onslaughtunit’s gatlingranged cannonattacks hasthat thetarget [SUSTAINEDa HITSunit 2](excluding abilityMonster/Vehicle whenunits) targetinghave INFANTRY+1 units.AP.

newArmoured Hull

Type
weapon

newDefensive Array

Type
weapon

newTwin Heavy Onslaught Gatling Cannon

Type
weapon

goneArmoured hull

Type
weapon

goneIcarus rocket pod

Type
weapon

goneIronhail heavy stubber

Type
weapon

goneTempest bolter

Type
weapon

goneTwin heavy onslaught gatling cannon

Type
weapon

newArmoured HullArmoured Hull

Range
Melee
Attacks
3
Weapon Skill
4+
Strength
6
AP
0
Damage
1

newDefensive ArrayDefensive Array

Range
24"
Attacks
12
Ballistic Skill
3+
Strength
5
AP
-1
Damage
1

newDefensive Array — Defensive ArrayRAPID FIRE 12

Rules

This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.

Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).

newTwin Heavy Onslaught Gatling CannonTwin Heavy Onslaught Gatling Cannon

Range
24"
Attacks
12
Ballistic Skill
3+
Strength
6
AP
-1
Damage
1

newTwin Heavy Onslaught Gatling Cannon — Twin Heavy Onslaught Gatling CannonDEVASTATING WOUNDS: non-MONSTER/VEHICLE

Rules

Each time an attack made with a [DEVASTATING WOUNDS] weapon results in a critical wound, the attack sequence for that attack ends and the target unit suffers a number of mortal wounds equal to the D characteristic of that weapon. These are inflicted after resolving any normal damage inflicted by those attacks.

Mortal wounds inflicted by [DEVASTATING WOUNDS] weapons can damage a maximum of one model for each critical wound; any remaining mortal wounds inflicted by that attack are lost.

Example: An attack made with a [DEVASTATING WOUNDS] weapon with a D characteristic of 3 results in a critical wound against an Intercessor Squad, so inflicts 3 mortal wounds. The first 2 mortal wounds are sufficient to destroy 1 Intercessor model, so the remaining mortal wound is lost.

newTwin Heavy Onslaught Gatling Cannon — Twin Heavy Onslaught Gatling CannonSUSTAINED HITS 2: non-MONSTER/VEHICLE

Rules

This ability always takes the form [SUSTAINED HITS X]. Each time an attack made with a [SUSTAINED HITS] weapon results in a critical hit, that attack results in a number of additional hits on the target as denoted by X.

Example: An attack made with a [SUSTAINED HITS 2] weapon results in a critical hit. That attack therefore hits the target three times (once from the critical hit, and twice more from the [SUSTAINED HITS 2] ability).

newTwin Heavy Onslaught Gatling Cannon — Twin Heavy Onslaught Gatling CannonTWIN-LINKED

Rules

Each time an attack is made with a [TWIN‑LINKED] weapon, you can re‑roll the wound roll.

goneArmoured hullArmoured hull

Range
Melee
Attacks
3
Weapon Skill
4+
Strength
6
AP
0
Damage
1

goneIcarus rocket podIcarus rocket pod

Range
24"
Attacks
D3
Ballistic Skill
3+
Strength
8
AP
-1
Damage
2

goneIcarus rocket pod — Icarus rocket podAnti-fly 2+

Rules

This ability always takes the form [ANTI‑X Y+]. Each time an attack is made with an [ANTI] weapon, if the target unit has the keyword denoted by X, an unmodified wound roll of Y+ is a critical wound.
Example: An attack made with an [ANTI‑VEHICLE 4+] weapon against a VEHICLE unit will result in a critical wound on an unmodified wound roll of 4+, while an attack made with an [ANTI‑PSYKER 2+] weapon against a PSYKER unit will result in a critical wound on an unmodified wound roll of 2+.

goneIronhail heavy stubberIronhail heavy stubber

Range
36"
Attacks
3
Ballistic Skill
3+
Strength
4
AP
0
Damage
1

goneIronhail heavy stubber — Ironhail heavy stubberRapid Fire 3

Rules

This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.

Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).

goneTempest bolterTempest bolter

Range
24"
Attacks
4
Ballistic Skill
3+
Strength
4
AP
-1
Damage
1

goneTempest bolter — Tempest bolterRapid Fire 4

Rules

This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.

Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).

goneTwin heavy onslaught gatling cannonTwin heavy onslaught gatling cannon

Range
24"
Attacks
12
Ballistic Skill
3+
Strength
6
AP
0
Damage
1

goneTwin heavy onslaught gatling cannon — Twin heavy onslaught gatling cannonDevastating Wounds

Rules

Each time an attack made with a [DEVASTATING WOUNDS] weapon results in a critical wound, the attack sequence for that attack ends and the target unit suffers a number of mortal wounds equal to the D characteristic of that weapon. These are inflicted after resolving any normal damage inflicted by those attacks.

Mortal wounds inflicted by [DEVASTATING WOUNDS] weapons can damage a maximum of one model for each critical wound; any remaining mortal wounds inflicted by that attack are lost.

Example: An attack made with a [DEVASTATING WOUNDS] weapon with a D characteristic of 3 results in a critical wound against an Intercessor Squad, so inflicts 3 mortal wounds. The first 2 mortal wounds are sufficient to destroy 1 Intercessor model, so the remaining mortal wound is lost.

goneTwin heavy onslaught gatling cannon — Twin heavy onslaught gatling cannonTwin-linked

Rules

Each time an attack is made with a [TWIN‑LINKED] weapon, you can re‑roll the wound roll.

changedMulti-meltaMulti-melta

Strength
9 10
AP
-4 -3
Damage
D6 D3+2

newMulti-melta — Multi-meltaMELTA 3

Rules

This ability always takes the form [MELTA X]. Each time a model makes an attack with a [MELTA] weapon, if the target unit was within half range of that weapon in the Select Targets step, until the attacking unit’s attacks have been resolved, add X to that weapon’s D characteristic.

Example: A model targets a unit that is within half range of a [MELTA 2] weapon with a D characteristic of D6. While resolving those attacks, that weapon has a D characteristic of D6+2

goneMulti-melta — Multi-meltaMelta 2

Rules

This ability always takes the form [MELTA X]. Each time a model makes an attack with a [MELTA] weapon, if the target unit was within half range of that weapon in the Select Targets step, until the attacking unit’s attacks have been resolved, add X to that weapon’s D characteristic.

Example: A model targets a unit that is within half range of a [MELTA 2] weapon with a D characteristic of D6. While resolving those attacks, that weapon has a D characteristic of D6+2

newGladiator Reaper: This model can be equipped with 1 Multi-melta

goneGladiator Reaper: This model can be equipped with one of the following:

goneGladiator Reaper: This model can be equipped with 1 Icarus rocket pod.

newThis model can be equipped with 1 Multi-melta

gone■ This model can be equipped with one of the following: ◦ 1 ironhail heavy stubber ◦ 1 multi-melta

gone■ This model can be equipped with 1 Icarus rocket pod.

changed1 Gladiator Reaper

Points
160 pts 165 pts

changedGladiator Valiant

Unit Composition

• 11 Gladiator ValiantValiant model

ThisThis model is equipped with:with: 21 multi-meltas;Armoured twinHull; las-talon;1 armouredDefensive hull.Array; 2 Multi-melta; 1 Twin Las-talon.

Points Scaling
+10 pts per 3 models +20 pts per 3 models

changedGladiator Valiant

Keywords
Vehicle, Smoke, Imperium, Gladiator Valiant, Frame Frame, Imperium, Smoke, Vehicle
Equipped With
Multi-melta, Twin las-talon, Armoured hull Armoured Hull, Defensive Array, Multi-melta, Twin Las-talon

newDamaged 4

newCombat Doctrines

Rules

-

goneTemplar Vows

Rules

-

changedPriority Target Acquisition

Rules

Each time this model makes an attack withThis itsunit’s twinranged las-talonattacks that targets the closest eligibletarget MONSTERa orunit VEHICLEwithin unit,12" addof 1this tounit thehave Hit+1 roll.S.

newArmoured Hull

Type
weapon

newDefensive Array

Type
weapon

newTwin Las-talon

Type
weapon

goneArmoured hull

Type
weapon

goneIcarus rocket pod

Type
weapon

goneIronhail heavy stubber

Type
weapon

goneTwin las-talon

Type
weapon

newArmoured HullArmoured Hull

Range
Melee
Attacks
3
Weapon Skill
4+
Strength
6
AP
0
Damage
1

newDefensive ArrayDefensive Array

Range
24"
Attacks
6
Ballistic Skill
3+
Strength
5
AP
-1
Damage
1

newDefensive Array — Defensive ArrayRAPID FIRE 6

Rules

This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.

Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).

newTwin Las-talonTwin Las-talon

Range
36"
Attacks
2
Ballistic Skill
3+
Strength
10
AP
-3
Damage
D3+3

newTwin Las-talon — Twin Las-talonTWIN-LINKED

Rules

Each time an attack is made with a [TWIN‑LINKED] weapon, you can re‑roll the wound roll.

goneArmoured hullArmoured hull

Range
Melee
Attacks
3
Weapon Skill
4+
Strength
6
AP
0
Damage
1

goneIcarus rocket podIcarus rocket pod

Range
24"
Attacks
D3
Ballistic Skill
3+
Strength
8
AP
-1
Damage
2

goneIcarus rocket pod — Icarus rocket podAnti-fly 2+

Rules

This ability always takes the form [ANTI‑X Y+]. Each time an attack is made with an [ANTI] weapon, if the target unit has the keyword denoted by X, an unmodified wound roll of Y+ is a critical wound.
Example: An attack made with an [ANTI‑VEHICLE 4+] weapon against a VEHICLE unit will result in a critical wound on an unmodified wound roll of 4+, while an attack made with an [ANTI‑PSYKER 2+] weapon against a PSYKER unit will result in a critical wound on an unmodified wound roll of 2+.

goneIronhail heavy stubberIronhail heavy stubber

Range
36"
Attacks
3
Ballistic Skill
3+
Strength
4
AP
0
Damage
1

goneIronhail heavy stubber — Ironhail heavy stubberRapid Fire 3

Rules

This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.

Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).

goneTwin las-talonTwin las-talon

Range
36"
Attacks
2
Ballistic Skill
3+
Strength
10
AP
-3
Damage
D6+1

goneTwin las-talon — Twin las-talonTwin-linked

Rules

Each time an attack is made with a [TWIN‑LINKED] weapon, you can re‑roll the wound roll.

changedMulti-meltaMulti-melta

Strength
9 10
AP
-4 -3
Damage
D6 D3+2

newMulti-melta — Multi-meltaMELTA 3

Rules

This ability always takes the form [MELTA X]. Each time a model makes an attack with a [MELTA] weapon, if the target unit was within half range of that weapon in the Select Targets step, until the attacking unit’s attacks have been resolved, add X to that weapon’s D characteristic.

Example: A model targets a unit that is within half range of a [MELTA 2] weapon with a D characteristic of D6. While resolving those attacks, that weapon has a D characteristic of D6+2

goneMulti-melta — Multi-meltaMelta 2

Rules

This ability always takes the form [MELTA X]. Each time a model makes an attack with a [MELTA] weapon, if the target unit was within half range of that weapon in the Select Targets step, until the attacking unit’s attacks have been resolved, add X to that weapon’s D characteristic.

Example: A model targets a unit that is within half range of a [MELTA 2] weapon with a D characteristic of D6. While resolving those attacks, that weapon has a D characteristic of D6+2

newGladiator Valiant: This model can be equipped with 1 Multi-melta

goneGladiator Valiant: This model can be equipped with one of the following:

goneGladiator Valiant: This model can be equipped with 1 Icarus rocket pod.

newThis model can be equipped with 1 Multi-melta

gone■ This model can be equipped with one of the following: ◦ 1 ironhail heavy stubber ◦ 1 multi-melta

gone■ This model can be equipped with 1 Icarus rocket pod.

changed1 Gladiator Valiant

Points
150 pts 145 pts

changedHigh Marshal Helbrecht

Unit Composition

• 11 High Marshal Helbrecht – EPIC HEROmodel

ThisThis model is equipped with:with: 1 Ferocity; 1 Sword of the High Marshals.

changedHigh Marshal Helbrecht

Toughness
4 5
Keywords
Infantry, Character, Epic Hero, Grenades, Imperium, Tacticus, Chapter Master, High Marshal Helbrecht Chapter Master, Character, Epic Hero, Explosives, Imperium, Infantry, Tacticus

newCombat Doctrines

Rules

-

newTranshuman Strategist

Rules

-

goneTemplar Vows

Rules

-

changedHigh Marshal

Rules

At the start of the Fight phase, select up to one enemy unit within Engagement Rangeengaged ofwith this model’s unit and roll one D6, adding 1 to the result for every five models in this model’s unit:D6: on

  • On a 2-3, that enemy unit suffers D3 mortal wounds; onwounds.
  • On a 4-5, that enemy unit suffers 3 mortal wounds; onwounds.
  • On a 6+, that enemy unit suffers D3+3 mortal wounds.wounds.

changedCrusade of Wrath

Rules

While this model is leading a unit, add 1 to the Attacks and Strength characteristicThis ofunit's melee weapons equipped by modelsattacks inhave:

  • +1 thatA.
  • +1 unit.S.

changedLeader

Rules

This model can be attached to the following units:

■ ASSAULT INTERCESSOR SQUAD
■ BLADEGUARD VETERAN SQUAD
■ COMPANY HEROES
■
CRUSADER SQUAD
■ INTERCESSOR SQUAD
■ SWORD BRETHRENBRETHREN SQUAD**

newFerocity — FerocityANTI-INFANTRY 4+

Rules

This ability always takes the form [ANTI‑X Y+]. Each time an attack is made with an [ANTI] weapon, if the target unit has the keyword denoted by X, an unmodified wound roll of Y+ is a critical wound.
Example: An attack made with an [ANTI‑VEHICLE 4+] weapon against a VEHICLE unit will result in a critical wound on an unmodified wound roll of 4+, while an attack made with an [ANTI‑PSYKER 2+] weapon against a PSYKER unit will result in a critical wound on an unmodified wound roll of 2+.

newFerocity — FerocityDEVASTATING WOUNDS

Rules

Each time an attack made with a [DEVASTATING WOUNDS] weapon results in a critical wound, the attack sequence for that attack ends and the target unit suffers a number of mortal wounds equal to the D characteristic of that weapon. These are inflicted after resolving any normal damage inflicted by those attacks.

Mortal wounds inflicted by [DEVASTATING WOUNDS] weapons can damage a maximum of one model for each critical wound; any remaining mortal wounds inflicted by that attack are lost.

Example: An attack made with a [DEVASTATING WOUNDS] weapon with a D characteristic of 3 results in a critical wound against an Intercessor Squad, so inflicts 3 mortal wounds. The first 2 mortal wounds are sufficient to destroy 1 Intercessor model, so the remaining mortal wound is lost.

goneFerocity — FerocityAnti-infantry 4+

Rules

This ability always takes the form [ANTI‑X Y+]. Each time an attack is made with an [ANTI] weapon, if the target unit has the keyword denoted by X, an unmodified wound roll of Y+ is a critical wound.
Example: An attack made with an [ANTI‑VEHICLE 4+] weapon against a VEHICLE unit will result in a critical wound on an unmodified wound roll of 4+, while an attack made with an [ANTI‑PSYKER 2+] weapon against a PSYKER unit will result in a critical wound on an unmodified wound roll of 2+.

goneFerocity — FerocityDevastating Wounds

Rules

Each time an attack made with a [DEVASTATING WOUNDS] weapon results in a critical wound, the attack sequence for that attack ends and the target unit suffers a number of mortal wounds equal to the D characteristic of that weapon. These are inflicted after resolving any normal damage inflicted by those attacks.

Mortal wounds inflicted by [DEVASTATING WOUNDS] weapons can damage a maximum of one model for each critical wound; any remaining mortal wounds inflicted by that attack are lost.

Example: An attack made with a [DEVASTATING WOUNDS] weapon with a D characteristic of 3 results in a critical wound against an Intercessor Squad, so inflicts 3 mortal wounds. The first 2 mortal wounds are sufficient to destroy 1 Intercessor model, so the remaining mortal wound is lost.

newSword of the High MarshalsStrike

Range
Melee
Attacks
6
Weapon Skill
2+
Strength
9
AP
-3
Damage
3

newSword of the High MarshalsSweep

Range
Melee
Attacks
12
Weapon Skill
2+
Strength
6
AP
-3
Damage
1

goneSword of the High Marshalssweep

Range
Melee
Attacks
12
Weapon Skill
2+
Strength
6
AP
-3
Damage
1

goneSword of the High Marshalsstrike

Range
Melee
Attacks
6
Weapon Skill
2+
Strength
8
AP
-3
Damage
3

changed1 High Marshal Helbrecht

Points
110 pts 125 pts

changedImpulsor

Unit Composition

• 11 ImpulsorImpulsor model

ThisThis model is equipped with:with: 21 stormArmoured bolters;Hull; armoured1 hull.Storm Bolters.

changedImpulsor

Keywords
Vehicle, Transport, Dedicated Transport, Imperium, Impulsor, Frame Dedicated Transport, Frame, Imperium, Transport, Vehicle
Equipped With
Storm bolter, Armoured hull Armoured Hull, Storm Bolters

newCombat Doctrines

Rules

-

newFiring Deck 7

newRapid Disembarkation

Rules

In your Movement phase, when this unit ends an advance move, units embarked within this unit can make a shock disembark move (pg 157).

goneFiring Deck 6

goneTemplar Vows

Rules

-

goneAssault Vehicle

Rules

Units can disembark from this TRANSPORT after it has Advanced. Units that do so count as having made a Normal move, and cannot declare a charge that turn.

newTRANSPORT

Rules

This model has a transport capacity of 7 Adeptus Astartes Infantry models. It cannot transport Terminator or Jump Pack models. Each Gravis model takes up the space of 2 models.

goneTransport

Rules

This model has a transport capacity of 7 TACTICUS or PHOBOS INFANTRY models. It cannot transport JUMP PACK models.

newOrbital Comms Array

Type
wargear
Rule Text

This unit has Scouts 6".

newArmoured Hull

Type
weapon

newBellicatus Missile Array

Type
weapon

newFragstorm Grenade Launchers

Type
weapon

newIronhail Heavy Stubber

Type
weapon

newStorm Bolters

Type
weapon

goneOrbital Comms Array (Aura)

Type
wargear
Rule Text

While a friendly ADEPTUS ASTARTES unit is within 6" of the bearer, each time you target that unit with a Stratagem, roll one D6: on a 5+, you gain 1CP.

goneArmoured hull

Type
weapon

goneBellicatus missile array

Type
weapon

goneFragstorm grenade launcher

Type
weapon

goneIronhail heavy stubber

Type
weapon

goneIronhail skytalon array

Type
weapon

goneStorm bolter

Type
weapon

newArmoured HullArmoured Hull

Range
Melee
Attacks
3
Weapon Skill
4+
Strength
6
AP
0
Damage
1

newBellicatus Missile ArrayFrag

Range
48"
Attacks
4
Ballistic Skill
3+
Strength
4
AP
-1
Damage
1

newBellicatus Missile ArrayIcarus

Range
48"
Attacks
3
Ballistic Skill
3+
Strength
6
AP
-1
Damage
2

newBellicatus Missile ArrayKrak

Range
48"
Attacks
1
Ballistic Skill
3+
Strength
10
AP
-2
Damage
D3+3

newBellicatus Missile Array — FragBLAST 1

Rules

Each time you gather attack dice for a [BLAST] weapon, add one additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).

If this ability takes the form [BLAST X], each time you gather attack dice for such a weapon, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down) instead.

Example: If a [BLAST 2] weapon with an A characteristic of 3 targets a unit containing 12 models, you would gather four additional attack dice for that weapon (for a total of seven for that weapon).

newBellicatus Missile Array — IcarusANTI-FLY 2+

Rules

This ability always takes the form [ANTI‑X Y+]. Each time an attack is made with an [ANTI] weapon, if the target unit has the keyword denoted by X, an unmodified wound roll of Y+ is a critical wound.
Example: An attack made with an [ANTI‑VEHICLE 4+] weapon against a VEHICLE unit will result in a critical wound on an unmodified wound roll of 4+, while an attack made with an [ANTI‑PSYKER 2+] weapon against a PSYKER unit will result in a critical wound on an unmodified wound roll of 2+.

newFragstorm Grenade LaunchersFragstorm Grenade Launchers

Range
18"
Attacks
6
Ballistic Skill
3+
Strength
4
AP
-1
Damage
1

newFragstorm Grenade Launchers — Fragstorm Grenade LaunchersBLAST 2

Rules

Each time you gather attack dice for a [BLAST] weapon, add one additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).

If this ability takes the form [BLAST X], each time you gather attack dice for such a weapon, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down) instead.

Example: If a [BLAST 2] weapon with an A characteristic of 3 targets a unit containing 12 models, you would gather four additional attack dice for that weapon (for a total of seven for that weapon).

newIronhail Heavy StubberIronhail Heavy Stubber

Range
36"
Attacks
3
Ballistic Skill
3+
Strength
4
AP
-1
Damage
1

newIronhail Heavy Stubber — Ironhail Heavy StubberRAPID FIRE 3

Rules

This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.

Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).

newStorm BoltersStorm Bolters

Range
24"
Attacks
4
Ballistic Skill
3+
Strength
5
AP
-1
Damage
1

newStorm Bolters — Storm BoltersRAPID FIRE 4

Rules

This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.

Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).

goneArmoured hullArmoured hull

Range
Melee
Attacks
3
Weapon Skill
4+
Strength
6
AP
0
Damage
1

goneBellicatus missile arrayfrag

Range
48"
Attacks
D6
Ballistic Skill
3+
Strength
4
AP
0
Damage
1

goneBellicatus missile arrayIcarus

Range
48"
Attacks
D3
Ballistic Skill
3+
Strength
8
AP
-1
Damage
2

goneBellicatus missile arraykrak

Range
48"
Attacks
1
Ballistic Skill
3+
Strength
8
AP
-2
Damage
D6

goneBellicatus missile array — fragBlast

Rules

Each time you gather attack dice for a [BLAST] weapon, add one additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).

If this ability takes the form [BLAST X], each time you gather attack dice for such a weapon, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down) instead.

Example: If a [BLAST 2] weapon with an A characteristic of 3 targets a unit containing 12 models, you would gather four additional attack dice for that weapon (for a total of seven for that weapon).

goneBellicatus missile array — IcarusAnti-fly 2+

Rules

This ability always takes the form [ANTI‑X Y+]. Each time an attack is made with an [ANTI] weapon, if the target unit has the keyword denoted by X, an unmodified wound roll of Y+ is a critical wound.
Example: An attack made with an [ANTI‑VEHICLE 4+] weapon against a VEHICLE unit will result in a critical wound on an unmodified wound roll of 4+, while an attack made with an [ANTI‑PSYKER 2+] weapon against a PSYKER unit will result in a critical wound on an unmodified wound roll of 2+.

goneFragstorm grenade launcherFragstorm grenade launcher

Range
18"
Attacks
D6
Ballistic Skill
3+
Strength
4
AP
0
Damage
1

goneFragstorm grenade launcher — Fragstorm grenade launcherBlast

Rules

Each time you gather attack dice for a [BLAST] weapon, add one additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).

If this ability takes the form [BLAST X], each time you gather attack dice for such a weapon, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down) instead.

Example: If a [BLAST 2] weapon with an A characteristic of 3 targets a unit containing 12 models, you would gather four additional attack dice for that weapon (for a total of seven for that weapon).

goneIronhail heavy stubberIronhail heavy stubber

Range
36"
Attacks
3
Ballistic Skill
3+
Strength
4
AP
0
Damage
1

goneIronhail heavy stubber — Ironhail heavy stubberRapid Fire 3

Rules

This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.

Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).

goneIronhail skytalon arrayIronhail skytalon array

Range
36"
Attacks
8
Ballistic Skill
3+
Strength
4
AP
0
Damage
1

goneIronhail skytalon array — Ironhail skytalon arrayAnti-fly 4+

Rules

This ability always takes the form [ANTI‑X Y+]. Each time an attack is made with an [ANTI] weapon, if the target unit has the keyword denoted by X, an unmodified wound roll of Y+ is a critical wound.
Example: An attack made with an [ANTI‑VEHICLE 4+] weapon against a VEHICLE unit will result in a critical wound on an unmodified wound roll of 4+, while an attack made with an [ANTI‑PSYKER 2+] weapon against a PSYKER unit will result in a critical wound on an unmodified wound roll of 2+.

goneIronhail skytalon array — Ironhail skytalon arraySustained Hits 1

Rules

This ability always takes the form [SUSTAINED HITS X]. Each time an attack made with a [SUSTAINED HITS] weapon results in a critical hit, that attack results in a number of additional hits on the target as denoted by X.

Example: An attack made with a [SUSTAINED HITS 2] weapon results in a critical hit. That attack therefore hits the target three times (once from the critical hit, and twice more from the [SUSTAINED HITS 2] ability).

goneStorm bolterStorm bolter

Range
24"
Attacks
2
Ballistic Skill
3+
Strength
4
AP
0
Damage
1

goneStorm bolter — Storm bolterRapid Fire 2

Rules

This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.

Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).

changedShield Dome

Rule Text

TheThis bearerunit has a 5+ invulnerable save.InSv.

changedMulti-meltaMulti-melta

Strength
9 10
AP
-4 -3
Damage
D6 D3+2

newMulti-melta — Multi-meltaMELTA 3

Rules

This ability always takes the form [MELTA X]. Each time a model makes an attack with a [MELTA] weapon, if the target unit was within half range of that weapon in the Select Targets step, until the attacking unit’s attacks have been resolved, add X to that weapon’s D characteristic.

Example: A model targets a unit that is within half range of a [MELTA 2] weapon with a D characteristic of D6. While resolving those attacks, that weapon has a D characteristic of D6+2

goneMulti-melta — Multi-meltaMelta 2

Rules

This ability always takes the form [MELTA X]. Each time a model makes an attack with a [MELTA] weapon, if the target unit was within half range of that weapon in the Select Targets step, until the attacking unit’s attacks have been resolved, add X to that weapon’s D characteristic.

Example: A model targets a unit that is within half range of a [MELTA 2] weapon with a D characteristic of D6. While resolving those attacks, that weapon has a D characteristic of D6+2

newImpulsor: This model's Storm bolters can be replaced with 1 Fragstorm grenade launchers.

newImpulsor: This model can be equipped with one of the following: 1 Ironhail heavy stubber, 1 Multi-melta

newImpulsor: This model can be equipped with one of the following: 1 Bellicatus missile array, 1 Orbital Comms Array, 1 Shield Dome

goneImpulsor: This model can be equipped with one of the following:

goneImpulsor: This model’s 2 storm bolters can be replaced with 2 fragstorm grenade launchers.

goneImpulsor: This model can be equipped with one of the following:

newThis model's Storm bolters can be replaced with 1 Fragstorm grenade launchers.

newThis model can be equipped with one of the following: 1 Ironhail heavy stubber, 1 Multi-melta

newThis model can be equipped with one of the following: 1 Bellicatus missile array, 1 Orbital Comms Array, 1 Shield Dome

gone■ This model can be equipped with one of the following: ◦ 1 ironhail heavy stubber ◦ 1 multi-melta

gone■ This model’s 2 storm bolters can be replaced with 2 fragstorm grenade launchers.

gone■ This model can be equipped with one of the following: ◦ 1 bellicatus missile array ◦ 1 ironhail skytalon array ◦ 1 orbital comms array ◦ 1 shield dome

gone1 Impulsor

Points
70 pts
Impulsor count
1

changed1 Impulsor

Points
75 pts 70 pts

changedMarshal

Unit Composition

• 11 MarshalMarshal model

ThisThis model is equipped with:with: plasma1 pistol;Master-crafted master-craftedPower powerWeapon; weapon.1 Plasma Pistol.

Points Scaling
+10 pts per 3 models

changedMarshal

Toughness
4 5
Keywords
Infantry, Character, Grenades, Imperium, Tacticus, Captain, Marshal Captain, Character, Explosives, Imperium, Infantry, Tacticus
Equipped With
Plasma pistol, Master-crafted power weapon Plasma Pistol, Master-crafted Power Weapon

newCombat Doctrines

Rules

-

newTranshuman Strategist

Rules

-

goneTemplar Vows

Rules

-

changedInspirational Exemplar

Rules

While this model is leading a unit, each time a model in that unit makesThis aunit's melee attack, an unmodified Hit roll ofattacks 5+have scores+1 ato Criticalhit Hit.rolls.

changedPious Fervour

Rules

Each timeWhen this model’s unit is selected to fight, until the endfight, ofyou thecan phase,use addthis 1ability. toIf theyou Attacksdo, characteristicthis ofmodel's thismelee model’sattacks master-craftedhave power+1 weaponA for each enemy unit within 6" of this model (to a maximum of +3).+3 A).

changedLeader

Rules

This model can be attached to the following units:

■ ASSAULT INTERCESSOR SQUAD
■ BLADEGUARD VETERAN SQUAD
■
CRUSADER SQUAD
■ INFERNUS SQUAD
■ INTERCESSOR SQUAD
■ STERNGUARD VETERAN SQUAD
■ SWORD BRETHRENBRETHREN SQUAD**

newMaster-crafted Power Weapon

Type
weapon

newPlasma Pistol

Type
weapon

goneMaster-crafted power weapon

Type
weapon

gonePlasma pistol

Type
weapon

newMaster-crafted Power WeaponMaster-crafted Power Weapon

Range
Melee
Attacks
7
Weapon Skill
2+
Strength
6
AP
-2
Damage
2

newMaster-crafted Power Weapon — Master-crafted Power WeaponLETHAL HITS

Rules

Each time an attack made with a [LETHAL HITS] weapon results in a critical hit, you can choose for that attack to automatically wound the target.

Designer’s Note: Choosing to automatically wound the target means that no wound roll is made for that attack. You may decide against this, as it means that attack cannot result in a critical wound and so cannot trigger other abilities such as [DEVASTATING WOUNDS].

newPlasma PistolStandard

Range
12"
Attacks
1
Ballistic Skill
2+
Strength
7
AP
-2
Damage
1

newPlasma PistolSupercharge

Range
12"
Attacks
1
Ballistic Skill
2+
Strength
8
AP
-3
Damage
2

newPlasma Pistol — StandardCLOSE-QUARTERS

Rules

Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).

When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:

  • One or more of its [CLOSE‑QUARTERS] weapons.
  • One or more of its other ranged weapons.

newPlasma Pistol — SuperchargeCLOSE-QUARTERS

Rules

Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).

When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:

  • One or more of its [CLOSE‑QUARTERS] weapons.
  • One or more of its other ranged weapons.

newPlasma Pistol — SuperchargeHAZARDOUS

Rules

Each time a unit is selected to shoot or selected to fight, after that unit has resolved all of its attacks, make a number of hazard rolls (06.03) for that unit equal to the number of [HAZARDOUS] weapons you selected in the Select Weapons step.

goneMaster-crafted power weaponMaster-crafted power weapon

Range
Melee
Attacks
7
Weapon Skill
2+
Strength
5
AP
-2
Damage
2

goneMaster-crafted power weapon — Master-crafted power weaponLethal Hits

Rules

Each time an attack made with a [LETHAL HITS] weapon results in a critical hit, you can choose for that attack to automatically wound the target.

Designer’s Note: Choosing to automatically wound the target means that no wound roll is made for that attack. You may decide against this, as it means that attack cannot result in a critical wound and so cannot trigger other abilities such as [DEVASTATING WOUNDS].

gonePlasma pistolstandard

Range
12"
Attacks
1
Ballistic Skill
2+
Strength
7
AP
-2
Damage
1

gonePlasma pistolsupercharge

Range
12"
Attacks
1
Ballistic Skill
2+
Strength
8
AP
-3
Damage
2

gonePlasma pistol — standardPistol

Rules

Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).

When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:

  • One or more of its [CLOSE‑QUARTERS] weapons.
  • One or more of its other ranged weapons.

gonePlasma pistol — superchargeHazardous

Rules

Each time a unit is selected to shoot or selected to fight, after that unit has resolved all of its attacks, make a number of hazard rolls (06.03) for that unit equal to the number of [HAZARDOUS] weapons you selected in the Select Weapons step.

gonePlasma pistol — superchargePistol

Rules

Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).

When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:

  • One or more of its [CLOSE‑QUARTERS] weapons.
  • One or more of its other ranged weapons.

newCombi-weaponDamnatus

Range
12"
Attacks
1
Ballistic Skill
2+
Strength
9
AP
-3
Damage
D3+2

goneCombi-weaponCombi-weapon

Range
24"
Attacks
1
Ballistic Skill
3+
Strength
4
AP
0
Damage
1

newCombi-weapon — DamnatusMELTA 2

Rules

This ability always takes the form [MELTA X]. Each time a model makes an attack with a [MELTA] weapon, if the target unit was within half range of that weapon in the Select Targets step, until the attacking unit’s attacks have been resolved, add X to that weapon’s D characteristic.

Example: A model targets a unit that is within half range of a [MELTA 2] weapon with a D characteristic of D6. While resolving those attacks, that weapon has a D characteristic of D6+2

goneCombi-weapon — Combi-weaponAnti-infantry 4+

Rules

This ability always takes the form [ANTI‑X Y+]. Each time an attack is made with an [ANTI] weapon, if the target unit has the keyword denoted by X, an unmodified wound roll of Y+ is a critical wound.
Example: An attack made with an [ANTI‑VEHICLE 4+] weapon against a VEHICLE unit will result in a critical wound on an unmodified wound roll of 4+, while an attack made with an [ANTI‑PSYKER 2+] weapon against a PSYKER unit will result in a critical wound on an unmodified wound roll of 2+.

goneCombi-weapon — Combi-weaponDevastating Wounds

Rules

Each time an attack made with a [DEVASTATING WOUNDS] weapon results in a critical wound, the attack sequence for that attack ends and the target unit suffers a number of mortal wounds equal to the D characteristic of that weapon. These are inflicted after resolving any normal damage inflicted by those attacks.

Mortal wounds inflicted by [DEVASTATING WOUNDS] weapons can damage a maximum of one model for each critical wound; any remaining mortal wounds inflicted by that attack are lost.

Example: An attack made with a [DEVASTATING WOUNDS] weapon with a D characteristic of 3 results in a critical wound against an Intercessor Squad, so inflicts 3 mortal wounds. The first 2 mortal wounds are sufficient to destroy 1 Intercessor model, so the remaining mortal wound is lost.

goneCombi-weapon — Combi-weaponRapid Fire 1

Rules

This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.

Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).

newMarshal: This model's Plasma Pistol can be replaced with 1 Combi-weapon.

goneMarshal: This model’s plasma pistol can be replaced with one combi-weapon.

newThis model's Plasma Pistol can be replaced with 1 Combi-weapon.

gone■ This model’s plasma pistol can be replaced with one combi-weapon.

changedRepulsor

Unit Composition

• 11 RepulsorRepulsor model

ThisThis model is equipped with:with: heavy1 onslaughtArmoured gatlingHull; cannon;1 hunter-slayerDefensive missile;Array; Repulsor1 defensiveHeavy array;Onslaught twinGatling heavyCannon; bolter;1 armouredHunter-slayer hull.Missile; 1 Twin Heavy Bolter.

changedRepulsor

Keywords
Vehicle, Smoke, Transport, Imperium, Repulsor, Frame Frame, Imperium, Smoke, Transport, Vehicle
Equipped With
Heavy onslaught gatling cannon, Hunter-slayer missile, Repulsor defensive array, Twin heavy bolter, Armoured hull Armoured Hull, Defensive Array, Heavy Onslaught Gatling Cannon, Hunter-slayer Missile, Twin Heavy Bolter

newCombat Embarkation

Rules

In your opponent’s Charge phase, when an enemy unit has selected charge targets, you can select one friendly unengaged Adeptus Astartes unit that was one of those charge targets and is eligible to embark within this transport. If every model in that unit is within 3" of this transport, that unit can embark within this transport. That enemy unit can then select new charge targets for that charge move.

newDamaged 6

newCombat Doctrines

Rules

-

goneTemplar Vows

Rules

-

goneStabilised Disembarkation

Rules

In your opponent’s Shooting phase, each time an enemy unit is selected to shoot, after that unit has shot, if any of those attacks targeted this TRANSPORT, it can use this ability. If it does, any units embarked within it can disembark. When doing so, models in those units can be set up anywhere on the battlefield wholly within 6" of this TRANSPORT and not within Engagement Range of one or more enemy units.

newTRANSPORT

Rules

This model has a transport capacity of 14 Adeptus Astartes Infantry models. Each Terminator, Gravis, Jump Pack, Wulfen model takes up the space of 2 models.

goneTransport

Rules

This model has a transport capacity of 14 ADEPTUS ASTARTES INFANTRY models. Each JUMP PACK, GRAVIS or TERMINATOR model takes up the space of 2 models and each CENTURION model takes up the space of 3 models.

newArmoured Hull

Type
weapon

newDefensive Array

Type
weapon

newHeavy Onslaught Gatling Cannon

Type
weapon

newHunter-slayer Missile

Type
weapon

newTwin Heavy Bolter

Type
weapon

newTwin Lascannon

Type
weapon

goneArmoured hull

Type
weapon

goneHeavy onslaught gatling cannon

Type
weapon

goneHunter-slayer missile

Type
weapon

goneRepulsor defensive array

Type
weapon

goneTwin heavy bolter

Type
weapon

goneTwin lascannon

Type
weapon

newArmoured HullArmoured Hull

Range
Melee
Attacks
6
Weapon Skill
4+
Strength
8
AP
0
Damage
1

newDefensive ArrayDefensive Array

Range
24"
Attacks
18
Ballistic Skill
3+
Strength
5
AP
-1
Damage
1

newHeavy Onslaught Gatling CannonHeavy Onslaught Gatling Cannon

Range
24"
Attacks
12
Ballistic Skill
3+
Strength
6
AP
-1
Damage
1

newHeavy Onslaught Gatling Cannon — Heavy Onslaught Gatling CannonDEVASTATING WOUNDS: non-MONSTER/VEHICLE

Rules

Each time an attack made with a [DEVASTATING WOUNDS] weapon results in a critical wound, the attack sequence for that attack ends and the target unit suffers a number of mortal wounds equal to the D characteristic of that weapon. These are inflicted after resolving any normal damage inflicted by those attacks.

Mortal wounds inflicted by [DEVASTATING WOUNDS] weapons can damage a maximum of one model for each critical wound; any remaining mortal wounds inflicted by that attack are lost.

Example: An attack made with a [DEVASTATING WOUNDS] weapon with a D characteristic of 3 results in a critical wound against an Intercessor Squad, so inflicts 3 mortal wounds. The first 2 mortal wounds are sufficient to destroy 1 Intercessor model, so the remaining mortal wound is lost.

newHeavy Onslaught Gatling Cannon — Heavy Onslaught Gatling CannonSUSTAINED HITS 2: non-MONSTER/VEHICLE

Rules

This ability always takes the form [SUSTAINED HITS X]. Each time an attack made with a [SUSTAINED HITS] weapon results in a critical hit, that attack results in a number of additional hits on the target as denoted by X.

Example: An attack made with a [SUSTAINED HITS 2] weapon results in a critical hit. That attack therefore hits the target three times (once from the critical hit, and twice more from the [SUSTAINED HITS 2] ability).

newHunter-slayer MissileHunter-slayer Missile

Range
48"
Attacks
1
Ballistic Skill
2+
Strength
14
AP
-3
Damage
D3+3

newHunter-slayer Missile — Hunter-slayer MissileINDIRECT FIRE

Rules

Units containing one or more models with an [INDIRECT FIRE] weapon can shoot using indirect shooting (10.07).

newHunter-slayer Missile — Hunter-slayer MissileONE SHOT

Rules

Each weapon with this ability can only be selected to make attacks with once per battle.

If a destroyed model is returned to a unit, all of its [ONE SHOT] weapons that have already been selected to make attacks with during the battle cannot be selected to make attacks with again.

If a new unit is added to an army, all [ONE SHOT] weapons in that unit can be selected to make attacks with once per battle.

newTwin Heavy BolterTwin Heavy Bolter

Range
36"
Attacks
3
Ballistic Skill
3+
Strength
5
AP
-1
Damage
2

newTwin Heavy Bolter — Twin Heavy BolterRAPID FIRE 2

Rules

This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.

Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).

newTwin Heavy Bolter — Twin Heavy BolterSUSTAINED HITS 1

Rules

This ability always takes the form [SUSTAINED HITS X]. Each time an attack made with a [SUSTAINED HITS] weapon results in a critical hit, that attack results in a number of additional hits on the target as denoted by X.

Example: An attack made with a [SUSTAINED HITS 2] weapon results in a critical hit. That attack therefore hits the target three times (once from the critical hit, and twice more from the [SUSTAINED HITS 2] ability).

newTwin Heavy Bolter — Twin Heavy BolterTWIN-LINKED

Rules

Each time an attack is made with a [TWIN‑LINKED] weapon, you can re‑roll the wound roll.

newTwin LascannonTwin Lascannon

Range
48"
Attacks
1
Ballistic Skill
3+
Strength
12
AP
-3
Damage
D3+3

newTwin Lascannon — Twin LascannonTWIN-LINKED

Rules

Each time an attack is made with a [TWIN‑LINKED] weapon, you can re‑roll the wound roll.

goneArmoured hullArmoured hull

Range
Melee
Attacks
6
Weapon Skill
4+
Strength
8
AP
0
Damage
1

goneHeavy onslaught gatling cannonHeavy onslaught gatling cannon

Range
24"
Attacks
12
Ballistic Skill
3+
Strength
6
AP
0
Damage
1

goneHeavy onslaught gatling cannon — Heavy onslaught gatling cannonDevastating Wounds

Rules

Each time an attack made with a [DEVASTATING WOUNDS] weapon results in a critical wound, the attack sequence for that attack ends and the target unit suffers a number of mortal wounds equal to the D characteristic of that weapon. These are inflicted after resolving any normal damage inflicted by those attacks.

Mortal wounds inflicted by [DEVASTATING WOUNDS] weapons can damage a maximum of one model for each critical wound; any remaining mortal wounds inflicted by that attack are lost.

Example: An attack made with a [DEVASTATING WOUNDS] weapon with a D characteristic of 3 results in a critical wound against an Intercessor Squad, so inflicts 3 mortal wounds. The first 2 mortal wounds are sufficient to destroy 1 Intercessor model, so the remaining mortal wound is lost.

goneHunter-slayer missileHunter-slayer missile

Range
48"
Attacks
1
Ballistic Skill
2+
Strength
14
AP
-3
Damage
D6

goneHunter-slayer missile — Hunter-slayer missileIndirect Fire

Rules

Units containing one or more models with an [INDIRECT FIRE] weapon can shoot using indirect shooting (10.07).

goneHunter-slayer missile — Hunter-slayer missileOne Shot

Rules

Each weapon with this ability can only be selected to make attacks with once per battle.

If a destroyed model is returned to a unit, all of its [ONE SHOT] weapons that have already been selected to make attacks with during the battle cannot be selected to make attacks with again.

If a new unit is added to an army, all [ONE SHOT] weapons in that unit can be selected to make attacks with once per battle.

goneRepulsor defensive arrayRepulsor defensive array

Range
24"
Attacks
18
Ballistic Skill
3+
Strength
4
AP
0
Damage
1

goneTwin heavy bolterTwin heavy bolter

Range
36"
Attacks
3
Ballistic Skill
3+
Strength
5
AP
-1
Damage
2

goneTwin heavy bolter — Twin heavy bolterSustained Hits 1

Rules

This ability always takes the form [SUSTAINED HITS X]. Each time an attack made with a [SUSTAINED HITS] weapon results in a critical hit, that attack results in a number of additional hits on the target as denoted by X.

Example: An attack made with a [SUSTAINED HITS 2] weapon results in a critical hit. That attack therefore hits the target three times (once from the critical hit, and twice more from the [SUSTAINED HITS 2] ability).

goneTwin heavy bolter — Twin heavy bolterTwin-linked

Rules

Each time an attack is made with a [TWIN‑LINKED] weapon, you can re‑roll the wound roll.

goneTwin lascannonTwin lascannon

Range
48"
Attacks
1
Ballistic Skill
3+
Strength
12
AP
-3
Damage
D6+1

goneTwin lascannon — Twin lascannonTwin-linked

Rules

Each time an attack is made with a [TWIN‑LINKED] weapon, you can re‑roll the wound roll.

changedLas-talonLas-talon

Damage
D6 D3+3

changedMulti-meltaMulti-melta

Strength
9 10
AP
-4 -3
Damage
D6 D3+2

newMulti-melta — Multi-meltaMELTA 3

Rules

This ability always takes the form [MELTA X]. Each time a model makes an attack with a [MELTA] weapon, if the target unit was within half range of that weapon in the Select Targets step, until the attacking unit’s attacks have been resolved, add X to that weapon’s D characteristic.

Example: A model targets a unit that is within half range of a [MELTA 2] weapon with a D characteristic of D6. While resolving those attacks, that weapon has a D characteristic of D6+2

goneMulti-melta — Multi-meltaMelta 2

Rules

This ability always takes the form [MELTA X]. Each time a model makes an attack with a [MELTA] weapon, if the target unit was within half range of that weapon in the Select Targets step, until the attacking unit’s attacks have been resolved, add X to that weapon’s D characteristic.

Example: A model targets a unit that is within half range of a [MELTA 2] weapon with a D characteristic of D6. While resolving those attacks, that weapon has a D characteristic of D6+2

newRepulsor: This model's Twin heavy bolter can be replaced with 1 Twin lascannon.

newRepulsor: This model can be equipped with 1 Multi-melta

newRepulsor: This model's Heavy onslaught gatling cannon can be replaced with 1 Las-talon.

goneRepulsor: This model’s twin heavy bolter can be replaced with 1 twin lascannon.

goneRepulsor: This model’s heavy onslaught gatling cannon can be replaced with 1 las-talon.

goneRepulsor: This model can be equipped with 1 multi-melta.

newThis model's Twin heavy bolter can be replaced with 1 Twin lascannon.

newThis model can be equipped with 1 Multi-melta

newThis model's Heavy onslaught gatling cannon can be replaced with 1 Las-talon.

gone■ This model’s twin heavy bolter can be replaced with 1 twin lascannon.

gone■ This model’s heavy onslaught gatling cannon can be replaced with 1 las-talon.

gone■ This model can be equipped with 1 multi-melta.

changed1 Repulsor

Points
170 pts 190 pts

changedRepulsor Executioner

Unit Composition

• 11 Repulsor ExecutionerExecutioner model

ThisThis model is equipped with: heavy onslaughtwith: gatling1 cannon;Armoured macroHull; plasma1 incinerator;Defensive RepulsorArray; Executioner1 defensiveHeavy array;Laser twinDestroyer; heavy1 bolter;Heavy twinOnslaught IcarusGatling ironhailCannon; heavy1 stubber;Twin armouredHeavy hull.Bolter.

changedRepulsor Executioner

Keywords
Vehicle, Smoke, Transport, Imperium, Repulsor Executioner, Frame Frame, Imperium, Smoke, Transport, Vehicle
Equipped With
Heavy onslaught gatling cannon, Macro plasma incinerator, Repulsor Executioner defensive array, Twin heavy bolter, Twin Icarus ironhail heavy stubber, Armoured hull Armoured Hull, Defensive Array, Heavy Laser Destroyer, Heavy Onslaught Gatling Cannon, Twin Heavy Bolter

newExecutioner

Rules

This unit’s ranged attacks that target a unit not below half-strength have +1 to hit rolls.

newCombat Doctrines

Rules

-

newDamaged 6

goneTemplar Vows

Rules

-

goneInterception Strike

Rules

Each time this model makes a ranged attack that targets an enemy unit within 12" of one or more ADEPTUS ASTARTES units from your army, you can re-roll the Hit roll.

newTRANSPORT

Rules

This model has a transport capacity of 7 Adeptus Astartes Infantry models. Each Terminator, Gravis, Jump Pack, Wulfen model takes up the space of 2 models.

goneTransport

Rules

This model has a transport capacity of 7 ADEPTUS ASTARTES INFANTRY models. Each JUMP PACK, GRAVIS or TERMINATOR model takes up the space of 2 models and each CENTURION model takes up the space of 3 models.

newArmoured Hull

Type
weapon

newDefensive Array

Type
weapon

newHeavy Laser Destroyer

Type
weapon

newHeavy Onslaught Gatling Cannon

Type
weapon

newMacro Plasma Incinerator

Type
weapon

newTwin Heavy Bolter

Type
weapon

goneArmoured hull

Type
weapon

goneHeavy laser destroyer

Type
weapon

goneHeavy onslaught gatling cannon

Type
weapon

goneIcarus rocket pod

Type
weapon

goneIronhail heavy stubber

Type
weapon

goneMacro plasma incinerator

Type
weapon

goneRepulsor Executioner defensive array

Type
weapon

goneTwin Icarus ironhail heavy stubber

Type
weapon

goneTwin heavy bolter

Type
weapon

newArmoured HullArmoured Hull

Range
Melee
Attacks
6
Weapon Skill
4+
Strength
8
AP
0
Damage
1

newDefensive ArrayDefensive Array

Range
24"
Attacks
18
Ballistic Skill
3+
Strength
5
AP
-1
Damage
1

newHeavy Laser DestroyerHeavy Laser Destroyer

Range
72"
Attacks
2
Ballistic Skill
3+
Strength
16
AP
-4
Damage
D6+4

newHeavy Laser Destroyer — Heavy Laser DestroyerDEVASTATING WOUNDS

Rules

Each time an attack made with a [DEVASTATING WOUNDS] weapon results in a critical wound, the attack sequence for that attack ends and the target unit suffers a number of mortal wounds equal to the D characteristic of that weapon. These are inflicted after resolving any normal damage inflicted by those attacks.

Mortal wounds inflicted by [DEVASTATING WOUNDS] weapons can damage a maximum of one model for each critical wound; any remaining mortal wounds inflicted by that attack are lost.

Example: An attack made with a [DEVASTATING WOUNDS] weapon with a D characteristic of 3 results in a critical wound against an Intercessor Squad, so inflicts 3 mortal wounds. The first 2 mortal wounds are sufficient to destroy 1 Intercessor model, so the remaining mortal wound is lost.

newHeavy Laser Destroyer — Heavy Laser DestroyerHEAVY

Rules

In your Shooting phase, each time an attack is made with a [HEAVY] weapon, add 1 to the hit roll if all of the following apply to the attacking unit:

  • That unit is unengaged.
  • That unit was not set up on the battlefield this turn.
  • No model in that unit has moved more than 3" this turn.

newHeavy Onslaught Gatling CannonHeavy Onslaught Gatling Cannon

Range
24"
Attacks
12
Ballistic Skill
3+
Strength
6
AP
-1
Damage
1

newHeavy Onslaught Gatling Cannon — Heavy Onslaught Gatling CannonDEVASTATING WOUNDS: non-MONSTER/VEHICLE

Rules

Each time an attack made with a [DEVASTATING WOUNDS] weapon results in a critical wound, the attack sequence for that attack ends and the target unit suffers a number of mortal wounds equal to the D characteristic of that weapon. These are inflicted after resolving any normal damage inflicted by those attacks.

Mortal wounds inflicted by [DEVASTATING WOUNDS] weapons can damage a maximum of one model for each critical wound; any remaining mortal wounds inflicted by that attack are lost.

Example: An attack made with a [DEVASTATING WOUNDS] weapon with a D characteristic of 3 results in a critical wound against an Intercessor Squad, so inflicts 3 mortal wounds. The first 2 mortal wounds are sufficient to destroy 1 Intercessor model, so the remaining mortal wound is lost.

newHeavy Onslaught Gatling Cannon — Heavy Onslaught Gatling CannonSUSTAINED HITS 2: non-MONSTER/VEHICLE

Rules

This ability always takes the form [SUSTAINED HITS X]. Each time an attack made with a [SUSTAINED HITS] weapon results in a critical hit, that attack results in a number of additional hits on the target as denoted by X.

Example: An attack made with a [SUSTAINED HITS 2] weapon results in a critical hit. That attack therefore hits the target three times (once from the critical hit, and twice more from the [SUSTAINED HITS 2] ability).

newMacro Plasma IncineratorStandard

Range
36"
Attacks
D3+3
Ballistic Skill
3+
Strength
9
AP
-3
Damage
2

newMacro Plasma IncineratorSupercharge

Range
36"
Attacks
D3+3
Ballistic Skill
3+
Strength
10
AP
-4
Damage
3

newMacro Plasma Incinerator — StandardBLAST 1

Rules

Each time you gather attack dice for a [BLAST] weapon, add one additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).

If this ability takes the form [BLAST X], each time you gather attack dice for such a weapon, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down) instead.

Example: If a [BLAST 2] weapon with an A characteristic of 3 targets a unit containing 12 models, you would gather four additional attack dice for that weapon (for a total of seven for that weapon).

newMacro Plasma Incinerator — SuperchargeBLAST 1

Rules

Each time you gather attack dice for a [BLAST] weapon, add one additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).

If this ability takes the form [BLAST X], each time you gather attack dice for such a weapon, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down) instead.

Example: If a [BLAST 2] weapon with an A characteristic of 3 targets a unit containing 12 models, you would gather four additional attack dice for that weapon (for a total of seven for that weapon).

newMacro Plasma Incinerator — SuperchargeHAZARDOUS

Rules

Each time a unit is selected to shoot or selected to fight, after that unit has resolved all of its attacks, make a number of hazard rolls (06.03) for that unit equal to the number of [HAZARDOUS] weapons you selected in the Select Weapons step.

newTwin Heavy BolterTwin Heavy Bolter

Range
36"
Attacks
3
Ballistic Skill
3+
Strength
5
AP
-1
Damage
2

newTwin Heavy Bolter — Twin Heavy BolterRAPID FIRE 2

Rules

This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.

Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).

newTwin Heavy Bolter — Twin Heavy BolterSUSTAINED HITS 1

Rules

This ability always takes the form [SUSTAINED HITS X]. Each time an attack made with a [SUSTAINED HITS] weapon results in a critical hit, that attack results in a number of additional hits on the target as denoted by X.

Example: An attack made with a [SUSTAINED HITS 2] weapon results in a critical hit. That attack therefore hits the target three times (once from the critical hit, and twice more from the [SUSTAINED HITS 2] ability).

newTwin Heavy Bolter — Twin Heavy BolterTWIN-LINKED

Rules

Each time an attack is made with a [TWIN‑LINKED] weapon, you can re‑roll the wound roll.

goneArmoured hullArmoured hull

Range
Melee
Attacks
6
Weapon Skill
4+
Strength
8
AP
0
Damage
1

goneHeavy laser destroyerHeavy laser destroyer

Range
72"
Attacks
2
Ballistic Skill
3+
Strength
16
AP
-4
Damage
D6+4

goneHeavy laser destroyer — Heavy laser destroyerHeavy

Rules

In your Shooting phase, each time an attack is made with a [HEAVY] weapon, add 1 to the hit roll if all of the following apply to the attacking unit:

  • That unit is unengaged.
  • That unit was not set up on the battlefield this turn.
  • No model in that unit has moved moret han 3" this turn.

goneHeavy onslaught gatling cannonHeavy onslaught gatling cannon

Range
24"
Attacks
12
Ballistic Skill
3+
Strength
6
AP
0
Damage
1

goneHeavy onslaught gatling cannon — Heavy onslaught gatling cannonDevastating Wounds

Rules

Each time an attack made with a [DEVASTATING WOUNDS] weapon results in a critical wound, the attack sequence for that attack ends and the target unit suffers a number of mortal wounds equal to the D characteristic of that weapon. These are inflicted after resolving any normal damage inflicted by those attacks.

Mortal wounds inflicted by [DEVASTATING WOUNDS] weapons can damage a maximum of one model for each critical wound; any remaining mortal wounds inflicted by that attack are lost.

Example: An attack made with a [DEVASTATING WOUNDS] weapon with a D characteristic of 3 results in a critical wound against an Intercessor Squad, so inflicts 3 mortal wounds. The first 2 mortal wounds are sufficient to destroy 1 Intercessor model, so the remaining mortal wound is lost.

goneIcarus rocket podIcarus rocket pod

Range
24"
Attacks
D3
Ballistic Skill
3+
Strength
8
AP
-1
Damage
2

goneIcarus rocket pod — Icarus rocket podAnti-fly 2+

Rules

This ability always takes the form [ANTI‑X Y+]. Each time an attack is made with an [ANTI] weapon, if the target unit has the keyword denoted by X, an unmodified wound roll of Y+ is a critical wound.
Example: An attack made with an [ANTI‑VEHICLE 4+] weapon against a VEHICLE unit will result in a critical wound on an unmodified wound roll of 4+, while an attack made with an [ANTI‑PSYKER 2+] weapon against a PSYKER unit will result in a critical wound on an unmodified wound roll of 2+.

goneIronhail heavy stubberIronhail heavy stubber

Range
36"
Attacks
3
Ballistic Skill
3+
Strength
4
AP
0
Damage
1

goneIronhail heavy stubber — Ironhail heavy stubberRapid Fire 3

Rules

This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.

Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).

goneMacro plasma incineratorstandard

Range
36"
Attacks
D6+1
Ballistic Skill
3+
Strength
8
AP
-3
Damage
2

goneMacro plasma incineratorsupercharge

Range
36"
Attacks
D6+1
Ballistic Skill
3+
Strength
9
AP
-4
Damage
3

goneMacro plasma incinerator — standardBlast

Rules

Each time you gather attack dice for a [BLAST] weapon, add one additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).

If this ability takes the form [BLAST X], each time you gather attack dice for such a weapon, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down) instead.

Example: If a [BLAST 2] weapon with an A characteristic of 3 targets a unit containing 12 models, you would gather four additional attack dice for that weapon (for a total of seven for that weapon).

goneMacro plasma incinerator — superchargeBlast

Rules

Each time you gather attack dice for a [BLAST] weapon, add one additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).

If this ability takes the form [BLAST X], each time you gather attack dice for such a weapon, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down) instead.

Example: If a [BLAST 2] weapon with an A characteristic of 3 targets a unit containing 12 models, you would gather four additional attack dice for that weapon (for a total of seven for that weapon).

goneMacro plasma incinerator — superchargeHazardous

Rules

Each time a unit is selected to shoot or selected to fight, after that unit has resolved all of its attacks, make a number of hazard rolls (06.03) for that unit equal to the number of [HAZARDOUS] weapons you selected in the Select Weapons step.

goneRepulsor Executioner defensive arrayRepulsor Executioner defensive array

Range
24"
Attacks
10
Ballistic Skill
3+
Strength
4
AP
0
Damage
1

goneTwin Icarus ironhail heavy stubberTwin Icarus ironhail heavy stubber

Range
36"
Attacks
3
Ballistic Skill
3+
Strength
4
AP
0
Damage
1

goneTwin Icarus ironhail heavy stubber — Twin Icarus ironhail heavy stubberAnti-fly 4+

Rules

This ability always takes the form [ANTI‑X Y+]. Each time an attack is made with an [ANTI] weapon, if the target unit has the keyword denoted by X, an unmodified wound roll of Y+ is a critical wound.
Example: An attack made with an [ANTI‑VEHICLE 4+] weapon against a VEHICLE unit will result in a critical wound on an unmodified wound roll of 4+, while an attack made with an [ANTI‑PSYKER 2+] weapon against a PSYKER unit will result in a critical wound on an unmodified wound roll of 2+.

goneTwin Icarus ironhail heavy stubber — Twin Icarus ironhail heavy stubberRapid Fire 3

Rules

This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.

Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).

goneTwin Icarus ironhail heavy stubber — Twin Icarus ironhail heavy stubberTwin-linked

Rules

Each time an attack is made with a [TWIN‑LINKED] weapon, you can re‑roll the wound roll.

goneTwin heavy bolterTwin heavy bolter

Range
36"
Attacks
3
Ballistic Skill
3+
Strength
5
AP
-1
Damage
2

goneTwin heavy bolter — Twin heavy bolterSustained Hits 1

Rules

This ability always takes the form [SUSTAINED HITS X]. Each time an attack made with a [SUSTAINED HITS] weapon results in a critical hit, that attack results in a number of additional hits on the target as denoted by X.

Example: An attack made with a [SUSTAINED HITS 2] weapon results in a critical hit. That attack therefore hits the target three times (once from the critical hit, and twice more from the [SUSTAINED HITS 2] ability).

goneTwin heavy bolter — Twin heavy bolterTwin-linked

Rules

Each time an attack is made with a [TWIN‑LINKED] weapon, you can re‑roll the wound roll.

changedMulti-meltaMulti-melta

Strength
9 10
AP
-4 -3
Damage
D6 D3+2

newMulti-melta — Multi-meltaMELTA 3

Rules

This ability always takes the form [MELTA X]. Each time a model makes an attack with a [MELTA] weapon, if the target unit was within half range of that weapon in the Select Targets step, until the attacking unit’s attacks have been resolved, add X to that weapon’s D characteristic.

Example: A model targets a unit that is within half range of a [MELTA 2] weapon with a D characteristic of D6. While resolving those attacks, that weapon has a D characteristic of D6+2

goneMulti-melta — Multi-meltaMelta 2

Rules

This ability always takes the form [MELTA X]. Each time a model makes an attack with a [MELTA] weapon, if the target unit was within half range of that weapon in the Select Targets step, until the attacking unit’s attacks have been resolved, add X to that weapon’s D characteristic.

Example: A model targets a unit that is within half range of a [MELTA 2] weapon with a D characteristic of D6. While resolving those attacks, that weapon has a D characteristic of D6+2

newRepulsor Executioner: All models in this unit can each have their Heavy laser destroyer replaced with 1 Macro plasma incinerator.

newRepulsor Executioner: This model can be equipped with 1 Multi-melta

goneRepulsor Executioner: This model’s macro plasma incinerator can be replaced with 1 heavy laser destroyer.

goneRepulsor Executioner: This model can be equipped with one of the following:

goneRepulsor Executioner: This model can be equipped with 1 Icarus rocket pod.

newAll models in this unit can each have their Heavy laser destroyer replaced with 1 Macro plasma incinerator.

newThis model can be equipped with 1 Multi-melta

gone■ This model’s macro plasma incinerator can be replaced with 1 heavy laser destroyer.

gone■ This model can be equipped with one of the following: ◦ 1 ironhail heavy stubber ◦ 1 multi-melta

gone■ This model can be equipped with 1 Icarus rocket pod.

changed1 Repulsor Executioner

Points
255 pts 265 pts

changedSword Brethren Squad

Unit Composition

• 4-104-10 Sword BrothersBrother models

EveryEvery model is equipped with:with: heavy1 boltChainsword; pistol;1 AstartesHeavy chainsword.Bolt Pistol.

changedSword Brother

Toughness
4 5
Keywords
Infantry, Grenades, Imperium, Tacticus, Sword Brethren Squad Explosives, Imperium, Infantry, Tacticus
Equipped With
Heavy bolt pistol, Astartes chainsword Heavy Bolt Pistol, Chainsword

newCombat Doctrines

Rules

-

newExploit their Cowardice

Rules

In your opponent's Movement phase, when an enemy unit that was engaged with this unit ends a fall-back move, if this unit is unengaged it can make a normal move of up to 6".

goneTemplar Vows

Rules

-

goneExploit Their Cowardice

Rules

Each time an enemy unit within Engagement Range of this unit is selected to Fall Back, after it ends that Fall Back move, if this unit is not within Engagement Range of one or more enemy units, this unit can make a Normal move.

goneAttached Unit

Rules

If a CHARACTER from your army with the Leader ability can be attached to an INTERCESSOR SQUAD, it can be attached to this unit instead.

newChainsword

Type
weapon

newHand Flamer

Type
weapon

newHeavy Bolt Pistol

Type
weapon

newMaster-crafted Power Weapon

Type
weapon

newPlasma Pistol

Type
weapon

newThunder Hammer

Type
weapon

newTwin Lightning Claws

Type
weapon

goneAstartes chainsword

Type
weapon

goneHeavy bolt pistol

Type
weapon

goneMaster-crafted power weapon

Type
weapon

gonePlasma pistol

Type
weapon

gonePyre pistol

Type
weapon

goneThunder hammer

Type
weapon

goneTwin lightning claws

Type
weapon

newChainswordChainsword

Range
Melee
Attacks
6
Weapon Skill
2+
Strength
5
AP
-1
Damage
1

newChainsword — ChainswordSUSTAINED HITS 1

Rules

This ability always takes the form [SUSTAINED HITS X]. Each time an attack made with a [SUSTAINED HITS] weapon results in a critical hit, that attack results in a number of additional hits on the target as denoted by X.

Example: An attack made with a [SUSTAINED HITS 2] weapon results in a critical hit. That attack therefore hits the target three times (once from the critical hit, and twice more from the [SUSTAINED HITS 2] ability).

newHand FlamerHand Flamer

Range
9"
Attacks
3
Ballistic Skill
-
Strength
4
AP
0
Damage
1

newHand Flamer — Hand FlamerCLOSE-QUARTERS

Rules

Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).

When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:

  • One or more of its [CLOSE‑QUARTERS] weapons.
  • One or more of its other ranged weapons.

newHand Flamer — Hand FlamerTORRENT

Rules

Each time an attack is made with a [TORRENT] weapon, that attack automatically hits the target.

newHeavy Bolt PistolHeavy Bolt Pistol

Range
18"
Attacks
1
Ballistic Skill
3+
Strength
5
AP
-1
Damage
1

newHeavy Bolt Pistol — Heavy Bolt PistolCLOSE-QUARTERS

Rules

Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).

When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:

  • One or more of its [CLOSE‑QUARTERS] weapons.
  • One or more of its other ranged weapons.

newMaster-crafted Power WeaponMaster-crafted Power Weapon

Range
Melee
Attacks
3
Weapon Skill
2+
Strength
5
AP
-2
Damage
2

newMaster-crafted Power Weapon — Master-crafted Power WeaponLETHAL HITS

Rules

Each time an attack made with a [LETHAL HITS] weapon results in a critical hit, you can choose for that attack to automatically wound the target.

Designer’s Note: Choosing to automatically wound the target means that no wound roll is made for that attack. You may decide against this, as it means that attack cannot result in a critical wound and so cannot trigger other abilities such as [DEVASTATING WOUNDS].

newPlasma PistolStandard

Range
12"
Attacks
1
Ballistic Skill
3+
Strength
7
AP
-2
Damage
1

newPlasma PistolSupercharge

Range
12"
Attacks
1
Ballistic Skill
3+
Strength
8
AP
-3
Damage
2

newPlasma Pistol — StandardCLOSE-QUARTERS

Rules

Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).

When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:

  • One or more of its [CLOSE‑QUARTERS] weapons.
  • One or more of its other ranged weapons.

newPlasma Pistol — SuperchargeCLOSE-QUARTERS

Rules

Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).

When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:

  • One or more of its [CLOSE‑QUARTERS] weapons.
  • One or more of its other ranged weapons.

newPlasma Pistol — SuperchargeHAZARDOUS

Rules

Each time a unit is selected to shoot or selected to fight, after that unit has resolved all of its attacks, make a number of hazard rolls (06.03) for that unit equal to the number of [HAZARDOUS] weapons you selected in the Select Weapons step.

newThunder HammerThunder Hammer

Range
Melee
Attacks
3
Weapon Skill
3+
Strength
8
AP
-2
Damage
3

newThunder Hammer — Thunder HammerDEVASTATING WOUNDS

Rules

Each time an attack made with a [DEVASTATING WOUNDS] weapon results in a critical wound, the attack sequence for that attack ends and the target unit suffers a number of mortal wounds equal to the D characteristic of that weapon. These are inflicted after resolving any normal damage inflicted by those attacks.

Mortal wounds inflicted by [DEVASTATING WOUNDS] weapons can damage a maximum of one model for each critical wound; any remaining mortal wounds inflicted by that attack are lost.

Example: An attack made with a [DEVASTATING WOUNDS] weapon with a D characteristic of 3 results in a critical wound against an Intercessor Squad, so inflicts 3 mortal wounds. The first 2 mortal wounds are sufficient to destroy 1 Intercessor model, so the remaining mortal wound is lost.

newTwin Lightning ClawsTwin Lightning Claws

Range
Melee
Attacks
5
Weapon Skill
2+
Strength
5
AP
-2
Damage
1

newTwin Lightning Claws — Twin Lightning ClawsTWIN-LINKED

Rules

Each time an attack is made with a [TWIN‑LINKED] weapon, you can re‑roll the wound roll.

goneAstartes chainswordAstartes chainsword

Range
Melee
Attacks
6
Weapon Skill
2+
Strength
4
AP
-1
Damage
1

goneAstartes chainsword — Astartes chainswordSustained Hits 1

Rules

This ability always takes the form [SUSTAINED HITS X]. Each time an attack made with a [SUSTAINED HITS] weapon results in a critical hit, that attack results in a number of additional hits on the target as denoted by X.

Example: An attack made with a [SUSTAINED HITS 2] weapon results in a critical hit. That attack therefore hits the target three times (once from the critical hit, and twice more from the [SUSTAINED HITS 2] ability).

goneHeavy bolt pistolHeavy bolt pistol

Range
18"
Attacks
1
Ballistic Skill
3+
Strength
4
AP
-1
Damage
1

goneHeavy bolt pistol — Heavy bolt pistolPistol

Rules

Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).

When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:

  • One or more of its [CLOSE‑QUARTERS] weapons.
  • One or more of its other ranged weapons.

goneMaster-crafted power weaponMaster-crafted power weapon

Range
Melee
Attacks
3
Weapon Skill
2+
Strength
5
AP
-2
Damage
2

goneMaster-crafted power weapon — Master-crafted power weaponLethal Hits

Rules

Each time an attack made with a [LETHAL HITS] weapon results in a critical hit, you can choose for that attack to automatically wound the target.

Designer’s Note: Choosing to automatically wound the target means that no wound roll is made for that attack. You may decide against this, as it means that attack cannot result in a critical wound and so cannot trigger other abilities such as [DEVASTATING WOUNDS].

gonePlasma pistolstandard

Range
12"
Attacks
1
Ballistic Skill
3+
Strength
7
AP
-2
Damage
1

gonePlasma pistolsupercharge

Range
12"
Attacks
1
Ballistic Skill
3+
Strength
8
AP
-3
Damage
2

gonePlasma pistol — standardPistol

Rules

Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).

When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:

  • One or more of its [CLOSE‑QUARTERS] weapons.
  • One or more of its other ranged weapons.

gonePlasma pistol — superchargeHazardous

Rules

Each time a unit is selected to shoot or selected to fight, after that unit has resolved all of its attacks, make a number of hazard rolls (06.03) for that unit equal to the number of [HAZARDOUS] weapons you selected in the Select Weapons step.

gonePlasma pistol — superchargePistol

Rules

Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).

When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:

  • One or more of its [CLOSE‑QUARTERS] weapons.
  • One or more of its other ranged weapons.

gonePyre pistolPyre pistol

Range
12"
Attacks
D6
Ballistic Skill
-
Strength
4
AP
0
Damage
1

gonePyre pistol — Pyre pistolIgnores Cover

Rules

Each time an attack is made with an [IGNORES COVER] weapon, the target cannot have the benefit of cover against that attack (13.08), including from rules that give a model or unit the benefit of cover (e.g. Stealth).

gonePyre pistol — Pyre pistolPistol

Rules

Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).

When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:

  • One or more of its [CLOSE‑QUARTERS] weapons.
  • One or more of its other ranged weapons.

gonePyre pistol — Pyre pistolTorrent

Rules

Each time an attack is made with a [TORRENT] weapon, that attack automatically hits the target.

goneThunder hammerThunder hammer

Range
Melee
Attacks
3
Weapon Skill
3+
Strength
8
AP
-2
Damage
2

goneThunder hammer — Thunder hammerDevastating Wounds

Rules

Each time an attack made with a [DEVASTATING WOUNDS] weapon results in a critical wound, the attack sequence for that attack ends and the target unit suffers a number of mortal wounds equal to the D characteristic of that weapon. These are inflicted after resolving any normal damage inflicted by those attacks.

Mortal wounds inflicted by [DEVASTATING WOUNDS] weapons can damage a maximum of one model for each critical wound; any remaining mortal wounds inflicted by that attack are lost.

Example: An attack made with a [DEVASTATING WOUNDS] weapon with a D characteristic of 3 results in a critical wound against an Intercessor Squad, so inflicts 3 mortal wounds. The first 2 mortal wounds are sufficient to destroy 1 Intercessor model, so the remaining mortal wound is lost.

goneTwin lightning clawsTwin lightning claws

Range
Melee
Attacks
5
Weapon Skill
2+
Strength
5
AP
-2
Damage
1

goneTwin lightning claws — Twin lightning clawsTwin-linked

Rules

Each time an attack is made with a [TWIN‑LINKED] weapon, you can re‑roll the wound roll.

newSword Brother: For every 4 models in this unit, up to 2 models can each have their Heavy Bolt Pistol replaced with 1 Hand Flamer.

newSword Brother: Any number of models can each have their Chainsword replaced with 1 Master-crafted Power Weapon.

newSword Brother: For every 4 models in this unit, 1 model can have their Chainsword replaced with 1 Thunder Hammer.

newSword Brother: For every 4 models in this unit, 1 model can have their Heavy Bolt Pistol replaced with 1 Plasma Pistol.

newSword Brother: For every 4 models in this unit, 1 model can have their Heavy Bolt Pistol and Chainsword replaced with 1 Twin Lightning Claws.

goneSword Brother: Any number of Sword Brothers can each have their Astartes chainsword replaced with 1 master-crafted power weapon.

goneSword Brother: For every 5 models in this unit, 1 Sword Brother’s Astartes chainsword can be replaced with 1 thunder hammer.

goneSword Brother: For every 5 models in this unit, 1 Sword Brother’s heavy bolt pistol can be replaced with 1 plasma pistol.

goneSword Brother: For every 5 models in this unit, up to 2 Sword Brothers can each have their heavy bolt pistol replaced with 1 pyre pistol.

goneSword Brother: For every 5 models in this unit, 1 Sword Brother’s heavy bolt pistol and Astartes chainsword can be replaced with 1 twin lightning claws.

newFor every 4 models in this unit, up to 2 models can each have their Heavy Bolt Pistol replaced with 1 Hand Flamer.

newAny number of models can each have their Chainsword replaced with 1 Master-crafted Power Weapon.

newFor every 4 models in this unit, 1 model can have their Chainsword replaced with 1 Thunder Hammer.

newFor every 4 models in this unit, 1 model can have their Heavy Bolt Pistol replaced with 1 Plasma Pistol.

newFor every 4 models in this unit, 1 model can have their Heavy Bolt Pistol and Chainsword replaced with 1 Twin Lightning Claws.

gone■ Any number of Sword Brothers can each have their Astartes chainsword replaced with 1 master-crafted power weapon.

gone■ For every 5 models in this unit, 1 Sword Brother’s Astartes chainsword can be replaced with 1 thunder hammer.

gone■ For every 5 models in this unit, 1 Sword Brother’s heavy bolt pistol can be replaced with 1 plasma pistol.

gone■ For every 5 models in this unit, up to 2 Sword Brothers can each have their heavy bolt pistol replaced with 1 pyre pistol.

gone■ For every 5 models in this unit, 1 Sword Brother’s heavy bolt pistol and Astartes chainsword can be replaced with 1 twin lightning claws.

new5 Sword Brother

Points
140 pts
Sword Brother count
5

new9 Sword Brother

Points
250 pts
Sword Brother count
9

new10 Sword Brother

Points
275 pts
Sword Brother count
10

gone4 Sword Brother

Points
100 pts
Sword Brother count
4

gone5 Sword Brother

Points
125 pts
Sword Brother count
5

gone6-9 Sword Brother

Points
225 pts
Sword Brother count
6-9

changed4 Sword Brother

Points
250 pts 115 pts
Sword Brother count
10 4

Codex Supplement: Blood Angels

changedAstorath

Unit Composition

• 11 Astorath – EPIC HEROmodel

ThisThis model is equipped with:with: the1 Executioner’sThe Executioner's Axe.

changedAstorath

Toughness
4 5
Keywords
Infantry, Character, Epic Hero, Fly, Jump Pack, Imperium, Tacticus, Chaplain, Astorath Chaplain, Character, Epic Hero, Fly, Imperium, Infantry, Jump Pack, Tacticus
Equipped With
The Executioner’s Axe The Executioner's Axe

newCombat Doctrines

Rules

-

goneOath of Moment

Rules

-

changedMass of Doom

Rules

Each timeIf this model’s unit makesmade a Charge move, until the endcharge ofmove thethis turn, melee weapons equipped by modelsthis inunit's thatmelee unitattacks have the [DEVASTATING[DEVASTATING WOUNDS]WOUNDS: ability.non-MONSTER/VEHICLE].

changedRedeemer of the Lost

Rules

While this model is leadingIn athe unit,Fight eachphase, timewhen a model in thatthis unit is destroyed by a melee attack,, if thatthis modelunit has not foughtbeen selected to fight this phase, roll one D6.D6, with +1 to that roll if that model was engaged with an enemy unit with a T greater than or equal to this unit's T:

  • On a 4+, do not remove itthat model from play;the thatbattlefield. destroyedWhen modelthis canunit fighthas afterfought, or at the attackingend model’sof unitthe hasphase finished(whichever makingcomes itsfirst), attacks,that andmodel is then removed from play.the battlefield.

changedLeader

Rules

This model can be attached to the following units:

■ DEATH COMPANY MARINES WITH BOLTGUNS AND JUMP PACKS
■ DEATH COMPANY MARINES WITH JUMP PACKS

newThe Executioner's Axe

Type
weapon

goneThe Executioner’s Axe

Type
weapon

newThe Executioner's AxeThe Executioner's Axe

Range
Melee
Attacks
6
Weapon Skill
2+
Strength
7
AP
-3
Damage
2

newThe Executioner's Axe — The Executioner's AxeDEVASTATING WOUNDS

Rules

Each time an attack made with a [DEVASTATING WOUNDS] weapon results in a critical wound, the attack sequence for that attack ends and the target unit suffers a number of mortal wounds equal to the D characteristic of that weapon. These are inflicted after resolving any normal damage inflicted by those attacks.

Mortal wounds inflicted by [DEVASTATING WOUNDS] weapons can damage a maximum of one model for each critical wound; any remaining mortal wounds inflicted by that attack are lost.

Example: An attack made with a [DEVASTATING WOUNDS] weapon with a D characteristic of 3 results in a critical wound against an Intercessor Squad, so inflicts 3 mortal wounds. The first 2 mortal wounds are sufficient to destroy 1 Intercessor model, so the remaining mortal wound is lost.

newThe Executioner's Axe — The Executioner's AxePRECISION

Rules

While resolving attacks made with one or more [PRECISION] weapons, at the start of the Allocation Order step (05.03), if the target unit contains one or more CHARACTER models visible to one or more of the attacking models, the active player can select one allocation group that contains one of those visible CHARACTER models. If they do, until those attacks are resolved, or until that CHARACTER group is destroyed (whichever happens first), that CHARACTER group is the current allocation group.

goneThe Executioner’s AxeThe Executioner’s Axe

Range
Melee
Attacks
6
Weapon Skill
2+
Strength
7
AP
-3
Damage
2

goneThe Executioner’s Axe — The Executioner’s AxeDevastating Wounds

Rules

Each time an attack made with a [DEVASTATING WOUNDS] weapon results in a critical wound, the attack sequence for that attack ends and the target unit suffers a number of mortal wounds equal to the D characteristic of that weapon. These are inflicted after resolving any normal damage inflicted by those attacks.

Mortal wounds inflicted by [DEVASTATING WOUNDS] weapons can damage a maximum of one model for each critical wound; any remaining mortal wounds inflicted by that attack are lost.

Example: An attack made with a [DEVASTATING WOUNDS] weapon with a D characteristic of 3 results in a critical wound against an Intercessor Squad, so inflicts 3 mortal wounds. The first 2 mortal wounds are sufficient to destroy 1 Intercessor model, so the remaining mortal wound is lost.

goneThe Executioner’s Axe — The Executioner’s AxePrecision

Rules

While resolving attacks made with one or more [PRECISION] weapons, at the start of the Allocation Order step (05.03), if the target unit contains one or more CHARACTER models visible to one or more of the attacking models, the active player can select one allocation group that contains one of those visible CHARACTER models. If they do, until those attacks are resolved, or until that CHARACTER group is destroyed (whichever happens first), that CHARACTER group is the current allocation group.

changed1 Astorath

Points
85 pts 90 pts

changedBaal Predator

Unit Composition

• 11 Baal PredatorPredator model

ThisThis model is equipped with:with: twin1 assaultArmoured cannon;Tracks; armoured1 tracks.Twin Assault Cannon.

Points Scaling
+10 pts per 3 models +15 pts per 3 models

changedBaal Predator

Keywords
Vehicle, Smoke, Imperium, Baal Predator, Frame Frame, Imperium, Smoke, Vehicle
Equipped With
Twin assault cannon, Armoured tracks Twin Assault Cannon, Armoured Tracks

newCombat Doctrines

Rules

-

newDamaged 4

goneOath of Moment

Rules

-

changedOvercharged Engines

Rules

YouThis unit can re‐rollre-roll Advanceadvance rolls made for this model..

newArmoured Tracks

Type
weapon

newBaal Flamestorm Cannon

Type
weapon

newHeavy Bolter

Type
weapon

newHeavy Flamer

Type
weapon

newHunter-killer Missile

Type
weapon

newStorm Bolter

Type
weapon

newTwin Assault Cannon

Type
weapon

goneArmoured tracks

Type
weapon

goneBaal flamestorm cannon

Type
weapon

goneHeavy bolter

Type
weapon

goneHeavy flamer

Type
weapon

goneHunter-killer missile

Type
weapon

goneStorm bolter

Type
weapon

goneTwin assault cannon

Type
weapon

newArmoured TracksArmoured Tracks

Range
Melee
Attacks
3
Weapon Skill
4+
Strength
6
AP
0
Damage
1

newBaal Flamestorm CannonBaal Flamestorm Cannon

Range
18"
Attacks
6
Ballistic Skill
-
Strength
6
AP
-2
Damage
2

newBaal Flamestorm Cannon — Baal Flamestorm CannonASSAULT

Rules

Units containing one or more models with an [ASSAULT] weapon can shoot using assault shooting (10.05).

newBaal Flamestorm Cannon — Baal Flamestorm CannonBLAST 2

Rules

Each time you gather attack dice for a [BLAST] weapon, add one additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).

If this ability takes the form [BLAST X], each time you gather attack dice for such a weapon, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down) instead.

Example: If a [BLAST 2] weapon with an A characteristic of 3 targets a unit containing 12 models, you would gather four additional attack dice for that weapon (for a total of seven for that weapon).

newBaal Flamestorm Cannon — Baal Flamestorm CannonTORRENT

Rules

Each time an attack is made with a [TORRENT] weapon, that attack automatically hits the target.

newHeavy BolterHeavy Bolter

Range
36"
Attacks
3
Ballistic Skill
3+
Strength
5
AP
-1
Damage
2

newHeavy Bolter — Heavy BolterASSAULT

Rules

Units containing one or more models with an [ASSAULT] weapon can shoot using assault shooting (10.05).

newHeavy Bolter — Heavy BolterRAPID FIRE 2

Rules

This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.

Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).

newHeavy Bolter — Heavy BolterSUSTAINED HITS 1

Rules

This ability always takes the form [SUSTAINED HITS X]. Each time an attack made with a [SUSTAINED HITS] weapon results in a critical hit, that attack results in a number of additional hits on the target as denoted by X.

Example: An attack made with a [SUSTAINED HITS 2] weapon results in a critical hit. That attack therefore hits the target three times (once from the critical hit, and twice more from the [SUSTAINED HITS 2] ability).

newHeavy FlamerHeavy Flamer

Range
12"
Attacks
3
Ballistic Skill
-
Strength
5
AP
-1
Damage
1

newHeavy Flamer — Heavy FlamerASSAULT

Rules

Units containing one or more models with an [ASSAULT] weapon can shoot using assault shooting (10.05).

newHeavy Flamer — Heavy FlamerBLAST 2

Rules

Each time you gather attack dice for a [BLAST] weapon, add one additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).

If this ability takes the form [BLAST X], each time you gather attack dice for such a weapon, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down) instead.

Example: If a [BLAST 2] weapon with an A characteristic of 3 targets a unit containing 12 models, you would gather four additional attack dice for that weapon (for a total of seven for that weapon).

newHeavy Flamer — Heavy FlamerTORRENT

Rules

Each time an attack is made with a [TORRENT] weapon, that attack automatically hits the target.

newHunter-killer MissileHunter-killer Missile

Range
48"
Attacks
1
Ballistic Skill
2+
Strength
14
AP
-3
Damage
D3+3

newHunter-killer Missile — Hunter-killer MissileASSAULT

Rules

Units containing one or more models with an [ASSAULT] weapon can shoot using assault shooting (10.05).

newHunter-killer Missile — Hunter-killer MissileONE SHOT

Rules

Each weapon with this ability can only be selected to make attacks with once per battle.

If a destroyed model is returned to a unit, all of its [ONE SHOT] weapons that have already been selected to make attacks with during the battle cannot be selected to make attacks with again.

If a new unit is added to an army, all [ONE SHOT] weapons in that unit can be selected to make attacks with once per battle.

newStorm BolterStorm Bolter

Range
24"
Attacks
2
Ballistic Skill
3+
Strength
5
AP
-1
Damage
1

newStorm Bolter — Storm BolterASSAULT

Rules

Units containing one or more models with an [ASSAULT] weapon can shoot using assault shooting (10.05).

newStorm Bolter — Storm BolterRAPID FIRE 2

Rules

This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.

Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).

newTwin Assault CannonTwin Assault Cannon

Range
24"
Attacks
6
Ballistic Skill
3+
Strength
6
AP
-2
Damage
1

newTwin Assault Cannon — Twin Assault CannonASSAULT

Rules

Units containing one or more models with an [ASSAULT] weapon can shoot using assault shooting (10.05).

newTwin Assault Cannon — Twin Assault CannonSUSTAINED HITS 1

Rules

This ability always takes the form [SUSTAINED HITS X]. Each time an attack made with a [SUSTAINED HITS] weapon results in a critical hit, that attack results in a number of additional hits on the target as denoted by X.

Example: An attack made with a [SUSTAINED HITS 2] weapon results in a critical hit. That attack therefore hits the target three times (once from the critical hit, and twice more from the [SUSTAINED HITS 2] ability).

newTwin Assault Cannon — Twin Assault CannonTWIN-LINKED

Rules

Each time an attack is made with a [TWIN‑LINKED] weapon, you can re‑roll the wound roll.

goneArmoured tracksArmoured tracks

Range
Melee
Attacks
3
Weapon Skill
4+
Strength
6
AP
0
Damage
1

goneBaal flamestorm cannonBaal flamestorm cannon

Range
18"
Attacks
D6+3
Ballistic Skill
-
Strength
6
AP
-2
Damage
2

goneBaal flamestorm cannon — Baal flamestorm cannonAssault

Rules

Units containing one or more models with an [ASSAULT] weapon can shoot using assault shooting (10.05).

goneBaal flamestorm cannon — Baal flamestorm cannonIgnores Cover

Rules

Each time an attack is made with an [IGNORES COVER] weapon, the target cannot have the benefit of cover against that attack (13.08), including from rules that give a model or unit the benefit of cover (e.g. Stealth).

goneBaal flamestorm cannon — Baal flamestorm cannonTorrent

Rules

Each time an attack is made with a [TORRENT] weapon, that attack automatically hits the target.

goneHeavy bolterHeavy bolter

Range
36"
Attacks
3
Ballistic Skill
3+
Strength
5
AP
-1
Damage
2

goneHeavy bolter — Heavy bolterAssault

Rules

Units containing one or more models with an [ASSAULT] weapon can shoot using assault shooting (10.05).

goneHeavy bolter — Heavy bolterSustained Hits 1

Rules

This ability always takes the form [SUSTAINED HITS X]. Each time an attack made with a [SUSTAINED HITS] weapon results in a critical hit, that attack results in a number of additional hits on the target as denoted by X.

Example: An attack made with a [SUSTAINED HITS 2] weapon results in a critical hit. That attack therefore hits the target three times (once from the critical hit, and twice more from the [SUSTAINED HITS 2] ability).

goneHeavy flamerHeavy flamer 1

Range
12"
Attacks
D6
Ballistic Skill
-
Strength
5
AP
-1
Damage
1

goneHeavy flamer — Heavy flamer 1Assault

Rules

Units containing one or more models with an [ASSAULT] weapon can shoot using assault shooting (10.05).

goneHeavy flamer — Heavy flamer 1Ignores Cover

Rules

Each time an attack is made with an [IGNORES COVER] weapon, the target cannot have the benefit of cover against that attack (13.08), including from rules that give a model or unit the benefit of cover (e.g. Stealth).

goneHeavy flamer — Heavy flamer 1Torrent

Rules

Each time an attack is made with a [TORRENT] weapon, that attack automatically hits the target.

goneHunter-killer missileHunter-killer missile

Range
48"
Attacks
1
Ballistic Skill
2+
Strength
14
AP
-3
Damage
D6

goneHunter-killer missile — Hunter-killer missileOne Shot

Rules

Each weapon with this ability can only be selected to make attacks with once per battle.

If a destroyed model is returned to a unit, all of its [ONE SHOT] weapons that have already been selected to make attacks with during the battle cannot be selected to make attacks with again.

If a new unit is added to an army, all [ONE SHOT] weapons in that unit can be selected to make attacks with once per battle.

goneStorm bolterStorm bolter

Range
24"
Attacks
2
Ballistic Skill
3+
Strength
4
AP
0
Damage
1

goneStorm bolter — Storm bolterRapid Fire 2

Rules

This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.

Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).

goneTwin assault cannonTwin assault cannon

Range
24"
Attacks
6
Ballistic Skill
3+
Strength
6
AP
0
Damage
1

goneTwin assault cannon — Twin assault cannonAssault

Rules

Units containing one or more models with an [ASSAULT] weapon can shoot using assault shooting (10.05).

goneTwin assault cannon — Twin assault cannonDevastating Wounds

Rules

Each time an attack made with a [DEVASTATING WOUNDS] weapon results in a critical wound, the attack sequence for that attack ends and the target unit suffers a number of mortal wounds equal to the D characteristic of that weapon. These are inflicted after resolving any normal damage inflicted by those attacks.

Mortal wounds inflicted by [DEVASTATING WOUNDS] weapons can damage a maximum of one model for each critical wound; any remaining mortal wounds inflicted by that attack are lost.

Example: An attack made with a [DEVASTATING WOUNDS] weapon with a D characteristic of 3 results in a critical wound against an Intercessor Squad, so inflicts 3 mortal wounds. The first 2 mortal wounds are sufficient to destroy 1 Intercessor model, so the remaining mortal wound is lost.

goneTwin assault cannon — Twin assault cannonTwin-linked

Rules

Each time an attack is made with a [TWIN‑LINKED] weapon, you can re‑roll the wound roll.

newBaal Predator: This model can be equipped with one of the following: 2 Heavy Bolters, 2 Heavy Flamers

newBaal Predator: This model's Twin Assault Cannon can be replaced with 1 Baal Flamestorm Cannon.

newBaal Predator: This model can be equipped with 1 Storm Bolter

newBaal Predator: This model can be equipped with 1 Hunter-killer Missile

goneBaal Predator: This model’s twin assault cannon can be replaced with 1 Baal flamestorm cannon.

goneBaal Predator: This model can be equipped with 1 hunter-killer missile.

goneBaal Predator: This model can be equipped with 1 storm bolter.

goneBaal Predator: This model can be equipped with one of the following: ◦ 2 heavy bolters ◦ 2 heavy flamers

newThis model can be equipped with one of the following: 2 Heavy Bolters, 2 Heavy Flamers

newThis model's Twin Assault Cannon can be replaced with 1 Baal Flamestorm Cannon.

newThis model can be equipped with 1 Storm Bolter

newThis model can be equipped with 1 Hunter-killer Missile

gone■ This model’s twin assault cannon can be replaced with 1 Baal flamestorm cannon.

gone■ This model can be equipped with 1 hunter-killer missile.

gone■ This model can be equipped with 1 storm bolter.

gone■ This model can be equipped with one of the following: ◦ 2 heavy bolters ◦ 2 heavy flamers

changed1 Baal Predator

Points
125 pts 135 pts

changedBlood Angels Captain

Unit Composition

• 11 Blood Angels CaptainCaptain model

ThisThis model is equipped with:with: heavy1 boltHeavy pistol;Bolt master‐craftedPistol; chainsword1 Master-crafted Chainsword.

changedBlood Angels Captain

Toughness
4 5
Keywords
Infantry, Character, Grenades, Imperium, Tacticus, Captain Captain, Character, Explosives, Imperium, Infantry, Tacticus
Equipped With
Heavy Bolt Pistol, Master-crafted Chainsword

newFinest Hour (Once per battle, per unit)

Rules

In the Fight phase, when this unit is selected to fight, you can use this ability. If you do, this model’s melee attacks have:

  • +3 A.
  • [Devastating Wounds].

newCombat Doctrines

Rules

-

newStrategic Acumen

Rules

In your Command phase, you can use this ability. If you do, select one combat doctrine to be active for this unit until the start of your next Command phase.

newTranshuman Strategist

Rules

-

goneOath of Moment

Rules

-

goneRites of Battle

Rules

Once per battle round, one unit from your army with this ability can use it when it is targeted with a Stratagem. If it does, reduce the CP cost of that usage of that Stratagem by 1CP.

goneFinest Hour

Rules

Once per battle, at the start of the Fight phase, this model can use this ability. If it does, until the end of the phase, add 3 to the Attacks characteristic of melee weapons equipped by this model and those weapons have the [DEVASTATING WOUNDS] ability.

changedLeader

Rules

This model can be attached to the following units:

■ ASSAULT INTERCESSOR SQUAD
■ COMPANY HEROES
■ INFERNUS SQUAD
■ INTERCESSOR SQUAD
■ STERNGUARD VETERAN SQUAD
■ TACTICAL SQUAD

newHeavy Bolt Pistol

Type
weapon

newInferno Pistol

Type
weapon

newMaster-crafted Chainsword

Type
weapon

newPower Fist

Type
weapon

newRelic Weapon

Type
weapon

goneHeavy bolt pistol

Type
weapon

goneInferno pistol

Type
weapon

goneMaster‐crafted chainsword

Type
weapon

gonePower fist

Type
weapon

goneRelic weapon

Type
weapon

newHeavy Bolt PistolHeavy Bolt Pistol

Range
18"
Attacks
1
Ballistic Skill
2+
Strength
5
AP
-1
Damage
1

newHeavy Bolt Pistol — Heavy Bolt PistolCLOSE-QUARTERS

Rules

Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).

When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:

  • One or more of its [CLOSE‑QUARTERS] weapons.
  • One or more of its other ranged weapons.

newInferno PistolInferno Pistol

Range
9"
Attacks
1
Ballistic Skill
2+
Strength
8
AP
-3
Damage
D3+2

newInferno Pistol — Inferno PistolCLOSE-QUARTERS

Rules

Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).

When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:

  • One or more of its [CLOSE‑QUARTERS] weapons.
  • One or more of its other ranged weapons.

newInferno Pistol — Inferno PistolMELTA 1

Rules

This ability always takes the form [MELTA X]. Each time a model makes an attack with a [MELTA] weapon, if the target unit was within half range of that weapon in the Select Targets step, until the attacking unit’s attacks have been resolved, add X to that weapon’s D characteristic.

Example: A model targets a unit that is within half range of a [MELTA 2] weapon with a D characteristic of D6. While resolving those attacks, that weapon has a D characteristic of D6+2

newMaster-crafted ChainswordMaster-crafted Chainsword

Range
Melee
Attacks
7
Weapon Skill
2+
Strength
5
AP
-1
Damage
2

newPower FistPower Fist

Range
Melee
Attacks
5
Weapon Skill
2+
Strength
8
AP
-2
Damage
2

newRelic WeaponRelic Weapon

Range
Melee
Attacks
6
Weapon Skill
2+
Strength
6
AP
-2
Damage
2

goneHeavy bolt pistolHeavy Bolt Pistol

Range
18"
Attacks
1
Ballistic Skill
2+
Strength
4
AP
-1
Damage
1

goneHeavy bolt pistol — Heavy Bolt PistolPistol

Rules

Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).

When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:

  • One or more of its [CLOSE‑QUARTERS] weapons.
  • One or more of its other ranged weapons.

goneInferno pistolInferno pistol

Range
6"
Attacks
1
Ballistic Skill
2+
Strength
8
AP
-4
Damage
D3

goneInferno pistol — Inferno pistolMelta 2

Rules

This ability always takes the form [MELTA X]. Each time a model makes an attack with a [MELTA] weapon, if the target unit was within half range of that weapon in the Select Targets step, until the attacking unit’s attacks have been resolved, add X to that weapon’s D characteristic.

Example: A model targets a unit that is within half range of a [MELTA 2] weapon with a D characteristic of D6. While resolving those attacks, that weapon has a D characteristic of D6+2

goneInferno pistol — Inferno pistolPistol

Rules

Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).

When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:

  • One or more of its [CLOSE‑QUARTERS] weapons.
  • One or more of its other ranged weapons.

goneMaster‐crafted chainswordMaster‐crafted chainsword

Range
Melee
Attacks
7
Weapon Skill
2+
Strength
4
AP
-1
Damage
2

gonePower fistPower fist

Range
Melee
Attacks
5
Weapon Skill
2+
Strength
8
AP
-2
Damage
2

goneRelic weaponRelic weapon

Range
Melee
Attacks
6
Weapon Skill
2+
Strength
5
AP
-2
Damage
2

newBlood Angels Captain: This model's Master-crafted Chainsword can be replaced with one of the following: 1 Power Fist, 1 Relic Weapon

newBlood Angels Captain: This model's Heavy Bolt Pistol can be replaced with 1 Inferno Pistol.

goneBlood Angels Captain: This model’s heavy bolt pistol can be replaced with 1 inferno pistol.

goneBlood Angels Captain: This model’s master‐crafted chainsword can be replaced with one of the following:

newThis model's Master-crafted Chainsword can be replaced with one of the following: 1 Power Fist, 1 Relic Weapon

newThis model's Heavy Bolt Pistol can be replaced with 1 Inferno Pistol.

gone■ This model’s heavy bolt pistol can be replaced with 1 inferno pistol.

gone■ This model’s master‐crafted chainsword can be replaced with one of the following: ◦ 1 power fist ◦ 1 relic weapon

changed1 Blood Angels Captain

Points
80 pts 90 pts

changedChief Librarian Mephiston

Unit Composition

• 11 Chief Librarian Mephiston – EPIC HEROmodel

ThisThis model is equipped with: plasmawith: pistol;1 Fury of the Ancients; 1 Plasma Pistol; 1 Vitarus.

changedChief Librarian Mephiston

Movement
7" 8"
Toughness
5 6
Invulnerable Save
5+ 4+
Keywords
Infantry, Character, Epic Hero, Psyker, Grenades, Imperium, Tacticus, Chief Librarian Mephiston Character, Epic Hero, Explosives, Imperium, Infantry, Psyker, Tacticus
Equipped With
Plasma pistol, Fury of the Ancients, Vitarus Plasma Pistol, Fury of the Ancients, Vitarus

newChief Librarian (psyker level 3)

Rules

This model has the psychic abilities listed in the Psychic Abilities section.

newCombat Doctrines

Rules

-

newFeel No Pain 5+

newTranshuman Strategist

Rules

-

goneFeel No Pain 4+

goneOath of Moment

Rules

-

goneThe Quickening

Rules

This model is eligible to declare a charge in a turn in which it Advanced.

goneTransfixing Gaze

Rules

While an enemy unit is within 6" of this model, each time that unit is selected to Fall Back, it must take a Leadership test. If that test is failed, that unit must Remain Stationary this phase instead.

newChief Librarian (psyker level 3)Quickening (psychic level 1)

Rules

In your Command phase, if this unit is not battle-shocked, you can make a psychic roll for this unit by rolling one D6. If you do:

  • On a 1, this unit is battle-shocked.
  • The assault doctrine is active for this unit in addition to any other combat doctrine until the start of your next Command phase.

newChief Librarian (psyker level 3)Transfixing Gaze (psychic level 2)

Rules

Start of your opponent's Movement phase, if this unit is not battle-shocked, you can make a psychic roll for this unit by rolling one D6. If you do:

  • On a 1, this unit is battle-shocked.
  • When an enemy unit within 6" makes a fall-back move, that enemy unit must take a leadership roll. If that test is failed, that enemy unit must Remain Stationary (Core Rules, 09.04).

newPlasma Pistol

Type
weapon

gonePlasma pistol

Type
weapon

newPlasma PistolStandard

Range
12"
Attacks
1
Ballistic Skill
2+
Strength
7
AP
-2
Damage
1

newPlasma PistolSupercharge

Range
12"
Attacks
1
Ballistic Skill
2+
Strength
8
AP
-3
Damage
2

newPlasma Pistol — StandardASSAULT

Rules

Units containing one or more models with an [ASSAULT] weapon can shoot using assault shooting (10.05).

newPlasma Pistol — StandardCLOSE-QUARTERS

Rules

Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).

When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:

  • One or more of its [CLOSE‑QUARTERS] weapons.
  • One or more of its other ranged weapons.

newPlasma Pistol — SuperchargeASSAULT

Rules

Units containing one or more models with an [ASSAULT] weapon can shoot using assault shooting (10.05).

newPlasma Pistol — SuperchargeCLOSE-QUARTERS

Rules

Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).

When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:

  • One or more of its [CLOSE‑QUARTERS] weapons.
  • One or more of its other ranged weapons.

gonePlasma pistolstandard

Range
12"
Attacks
1
Ballistic Skill
2+
Strength
7
AP
-2
Damage
1

gonePlasma pistolsupercharge

Range
12"
Attacks
1
Ballistic Skill
2+
Strength
8
AP
-3
Damage
2

gonePlasma pistol — standardPistol

Rules

Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).

When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:

  • One or more of its [CLOSE‑QUARTERS] weapons.
  • One or more of its other ranged weapons.

gonePlasma pistol — superchargeHazardous

Rules

Each time a unit is selected to shoot or selected to fight, after that unit has resolved all of its attacks, make a number of hazard rolls (06.03) for that unit equal to the number of [HAZARDOUS] weapons you selected in the Select Weapons step.

gonePlasma pistol — superchargePistol

Rules

Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).

When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:

  • One or more of its [CLOSE‑QUARTERS] weapons.
  • One or more of its other ranged weapons.

newFury of the AncientsFocused Witchfire

Range
18"
Attacks
3
Ballistic Skill
2+
Strength
6
AP
-2
Damage
3

newFury of the AncientsWitchfire

Range
18"
Attacks
3
Ballistic Skill
2+
Strength
5
AP
-1
Damage
2

goneFury of the Ancientswitchfire

Range
18"
Attacks
3
Ballistic Skill
2+
Strength
4
AP
-1
Damage
D3

goneFury of the Ancientsfocused witchfire

Range
18"
Attacks
3
Ballistic Skill
2+
Strength
5
AP
-2
Damage
D3

newFury of the Ancients — Focused WitchfireASSAULT

Rules

Units containing one or more models with an [ASSAULT] weapon can shoot using assault shooting (10.05).

newFury of the Ancients — Focused WitchfireCLOSE-QUARTERS

Rules

Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).

When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:

  • One or more of its [CLOSE‑QUARTERS] weapons.
  • One or more of its other ranged weapons.

newFury of the Ancients — Focused WitchfireHAZARDOUS

Rules

Each time a unit is selected to shoot or selected to fight, after that unit has resolved all of its attacks, make a number of hazard rolls (06.03) for that unit equal to the number of [HAZARDOUS] weapons you selected in the Select Weapons step.

newFury of the Ancients — Focused WitchfirePSYCHIC

Rules

Each time an attack is made with a [PSYCHIC] weapon, you can ignore any or all modifiers to that attack’s BS or WS characteristic and any or all modifiers to the hit roll. Attacks made with [PSYCHIC] weapons are known as psychic attacks (this can be important for the triggering of other rules).

newFury of the Ancients — WitchfireASSAULT

Rules

Units containing one or more models with an [ASSAULT] weapon can shoot using assault shooting (10.05).

newFury of the Ancients — WitchfireCLOSE-QUARTERS

Rules

Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).

When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:

  • One or more of its [CLOSE‑QUARTERS] weapons.
  • One or more of its other ranged weapons.

newFury of the Ancients — WitchfirePSYCHIC

Rules

Each time an attack is made with a [PSYCHIC] weapon, you can ignore any or all modifiers to that attack’s BS or WS characteristic and any or all modifiers to the hit roll. Attacks made with [PSYCHIC] weapons are known as psychic attacks (this can be important for the triggering of other rules).

goneFury of the Ancients — witchfirePistol

Rules

Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).

When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:

  • One or more of its [CLOSE‑QUARTERS] weapons.
  • One or more of its other ranged weapons.

goneFury of the Ancients — witchfirePsychic

Rules

Each time an attack is made with a [PSYCHIC] weapon, you can ignore any or all modifiers to that attack’s BS or WS characteristic and any or all modifiers to the hit roll. Attacks made with [PSYCHIC] weapons are known as psychic attacks (this can be important for the triggering of other rules).

goneFury of the Ancients — witchfireSustained Hits 1

Rules

This ability always takes the form [SUSTAINED HITS X]. Each time an attack made with a [SUSTAINED HITS] weapon results in a critical hit, that attack results in a number of additional hits on the target as denoted by X.

Example: An attack made with a [SUSTAINED HITS 2] weapon results in a critical hit. That attack therefore hits the target three times (once from the critical hit, and twice more from the [SUSTAINED HITS 2] ability).

goneFury of the Ancients — focused witchfireHazardous

Rules

Each time a unit is selected to shoot or selected to fight, after that unit has resolved all of its attacks, make a number of hazard rolls (06.03) for that unit equal to the number of [HAZARDOUS] weapons you selected in the Select Weapons step.

goneFury of the Ancients — focused witchfirePistol

Rules

Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).

When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:

  • One or more of its [CLOSE‑QUARTERS] weapons.
  • One or more of its other ranged weapons.

goneFury of the Ancients — focused witchfirePsychic

Rules

Each time an attack is made with a [PSYCHIC] weapon, you can ignore any or all modifiers to that attack’s BS or WS characteristic and any or all modifiers to the hit roll. Attacks made with [PSYCHIC] weapons are known as psychic attacks (this can be important for the triggering of other rules).

goneFury of the Ancients — focused witchfireSustained Hits 3

Rules

This ability always takes the form [SUSTAINED HITS X]. Each time an attack made with a [SUSTAINED HITS] weapon results in a critical hit, that attack results in a number of additional hits on the target as denoted by X.

Example: An attack made with a [SUSTAINED HITS 2] weapon results in a critical hit. That attack therefore hits the target three times (once from the critical hit, and twice more from the [SUSTAINED HITS 2] ability).

changedVitarusVitarus

Strength
9 10
Damage
D3 3

newVitarus — VitarusLETHAL HITS

Rules

Each time an attack made with a [LETHAL HITS] weapon results in a critical hit, you can choose for that attack to automatically wound the target.

Designer’s Note: Choosing to automatically wound the target means that no wound roll is made for that attack. You may decide against this, as it means that attack cannot result in a critical wound and so cannot trigger other abilities such as [DEVASTATING WOUNDS].

newVitarus — VitarusPSYCHIC

Rules

Each time an attack is made with a [PSYCHIC] weapon, you can ignore any or all modifiers to that attack’s BS or WS characteristic and any or all modifiers to the hit roll. Attacks made with [PSYCHIC] weapons are known as psychic attacks (this can be important for the triggering of other rules).

goneVitarus — VitarusPsychic

Rules

Each time an attack is made with a [PSYCHIC] weapon, you can ignore any or all modifiers to that attack’s BS or WS characteristic and any or all modifiers to the hit roll. Attacks made with [PSYCHIC] weapons are known as psychic attacks (this can be important for the triggering of other rules).

goneVitarus — VitarusLethal Hits

Rules

Each time an attack made with a [LETHAL HITS] weapon results in a critical hit, you can choose for that attack to automatically wound the target.

Designer’s Note: Choosing to automatically wound the target means that no wound roll is made for that attack. You may decide against this, as it means that attack cannot result in a critical wound and so cannot trigger other abilities such as [DEVASTATING WOUNDS].

changed1 Chief Librarian Mephiston

Points
110 pts 175 pts

changedCommander Dante

Unit Composition

• 11 Commander Dante – EPIC HEROmodel

ThisThis model is equipped with:with: 1 Perdition Pistol; the1 The Axe Mortalis.

Base Size
50mm 40mm

changedCommander Dante

Toughness
4 5
Keywords
Infantry, Character, Epic Hero, Fly, Jump Pack, Grenades, Imperium, Tacticus, Chapter Master, Commander Dante Chapter Master, Character, Epic Hero, Explosives, Fly, Imperium, Infantry, Jump Pack, Tacticus

newCombat Doctrines

Rules

-

newTranshuman Strategist

Rules

-

goneOath of Moment

Rules

-

changedDeath Mask of Sanguinius

Rules

At the start of the Fight phase, each enemy unit within 6" of this model must takemakes a Battle-shockbattle-shock test,roll, subtractingwith 1-1 fromto that test when theybattle-shock do.roll.

changedWarden of the Imperium Nihilus

Rules

While this model is leading a unit, add 1The toassault Advancedoctrine and Chargetactical rollsdoctrine madeare active for thatthis unit and each time a model in that unit makes an attack, add 1addition to theany Hitother roll.combat doctrine.

changedPerdition PistolPerdition Pistol

Range
6" 9"
Strength
9 10
AP
-4 -3
Damage
D6 D3+2

newPerdition Pistol — Perdition PistolCLOSE-QUARTERS

Rules

Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).

When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:

  • One or more of its [CLOSE‑QUARTERS] weapons.
  • One or more of its other ranged weapons.

newPerdition Pistol — Perdition PistolMELTA 2

Rules

This ability always takes the form [MELTA X]. Each time a model makes an attack with a [MELTA] weapon, if the target unit was within half range of that weapon in the Select Targets step, until the attacking unit’s attacks have been resolved, add X to that weapon’s D characteristic.

Example: A model targets a unit that is within half range of a [MELTA 2] weapon with a D characteristic of D6. While resolving those attacks, that weapon has a D characteristic of D6+2

newPerdition Pistol — Perdition PistolSUSTAINED HITS 1

Rules

This ability always takes the form [SUSTAINED HITS X]. Each time an attack made with a [SUSTAINED HITS] weapon results in a critical hit, that attack results in a number of additional hits on the target as denoted by X.

Example: An attack made with a [SUSTAINED HITS 2] weapon results in a critical hit. That attack therefore hits the target three times (once from the critical hit, and twice more from the [SUSTAINED HITS 2] ability).

gonePerdition Pistol — Perdition PistolMelta 2

Rules

This ability always takes the form [MELTA X]. Each time a model makes an attack with a [MELTA] weapon, if the target unit was within half range of that weapon in the Select Targets step, until the attacking unit’s attacks have been resolved, add X to that weapon’s D characteristic.

Example: A model targets a unit that is within half range of a [MELTA 2] weapon with a D characteristic of D6. While resolving those attacks, that weapon has a D characteristic of D6+2

gonePerdition Pistol — Perdition PistolPistol

Rules

Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).

When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:

  • One or more of its [CLOSE‑QUARTERS] weapons.
  • One or more of its other ranged weapons.

gonePerdition Pistol — Perdition PistolSustained Hits D3

Rules

This ability always takes the form [SUSTAINED HITS X]. Each time an attack made with a [SUSTAINED HITS] weapon results in a critical hit, that attack results in a number of additional hits on the target as denoted by X.

Example: An attack made with a [SUSTAINED HITS 2] weapon results in a critical hit. That attack therefore hits the target three times (once from the critical hit, and twice more from the [SUSTAINED HITS 2] ability).

newThe Axe Mortalis — The Axe MortalisLETHAL HITS

Rules

Each time an attack made with a [LETHAL HITS] weapon results in a critical hit, you can choose for that attack to automatically wound the target.

Designer’s Note: Choosing to automatically wound the target means that no wound roll is made for that attack. You may decide against this, as it means that attack cannot result in a critical wound and so cannot trigger other abilities such as [DEVASTATING WOUNDS].

goneThe Axe Mortalis — The Axe MortalisLethal Hits

Rules

Each time an attack made with a [LETHAL HITS] weapon results in a critical hit, you can choose for that attack to automatically wound the target.

Designer’s Note: Choosing to automatically wound the target means that no wound roll is made for that attack. You may decide against this, as it means that attack cannot result in a critical wound and so cannot trigger other abilities such as [DEVASTATING WOUNDS].

changed1 Commander Dante

Points
125 pts 140 pts

changedDeath Company Captain

Unit Composition

• 11 Death Company CaptainCaptain model

ThisThis model is equipped with:with: heavy1 boltHeavy pistol;Bolt master‐craftedPistol; chainsword1 Master-crafted Chainsword.

changedDeath Company Captain

Toughness
4 5
Keywords
Infantry, Character, Grenades, Imperium, Tacticus, Death Company, Captain Captain, Character, Death Company, Explosives, Imperium, Infantry, Tacticus
Equipped With
Heavy Bolt Pistol, Master-crafted Chainsword

newCombat Doctrines

Rules

-

newDeath Visions of Sanguinius

Rules

In the Fight phase, when an enemy unit has fought, if this model was destroyed by those attacks, you can use this ability. If you do, roll one D6, with +2 to that roll if this model was engaged with an enemy warlord unit:

  • On a 2-3, that enemy unit suffers D3 mortal wounds.
  • On a 4-5, that enemy unit suffers 3 mortal wounds.
  • On a 6+, that enemy unit suffers D3+3 mortal wounds.

goneOath of Moment

Rules

-

goneDeath Vision of Sanguinius

Rules

If this model is destroyed by a melee attack, after the attacking unit has finished making its attacks, you can roll one D6, adding 2 to the result if the attacking unit contains the enemy WARLORD: on a 2‐3, that enemy unit suffers D3 mortal wounds; on a 4 5, that enemy unit suffers 3 mortal wounds; on a 6+, that enemy unit suffers D3+3 mortal wounds.

changedForlorn Hero

Rules

While this model is leading a unit, unless that unit starts the battle embarked within a TRANSPORT, models in thatThis unit have thehas Scouts 6" ability..

changedBlack Rage

Rules

Each time a model in this unit makes

  • This aunit's melee attack, youattacks can re‑rollre-roll thehit Hitrolls roll.of 1.
  • While this unit is not within 6" of one or more friendly BLOODBlood ANGELSAngels CHARACTERCharacter models, or not within 12" of one or more friendly CHAPLAINChaplain models, it cannot be selectedmake toa Fallfall-back Backmove and itsit's ObjectiveOC Controlis characteristicmodified isto 0.

changedLeader

Rules

This model can be attached to the following units:

■ DEATH COMPANY MARINES
■ DEATH COMPANY MARINES WITH BOLT RIFLES
■ DEATH COMPANY MARINES WITH BOLTGUNS

newHeavy Bolt Pistol

Type
weapon

newInferno Pistol

Type
weapon

newMaster-crafted Chainsword

Type
weapon

newPower Fist

Type
weapon

newRelic Weapon

Type
weapon

goneHeavy bolt pistol

Type
weapon

goneInferno pistol

Type
weapon

goneMaster‐crafted chainsword

Type
weapon

gonePower fist

Type
weapon

goneRelic weapon

Type
weapon

newHeavy Bolt PistolHeavy Bolt Pistol

Range
18"
Attacks
1
Ballistic Skill
2+
Strength
5
AP
-1
Damage
1

newHeavy Bolt Pistol — Heavy Bolt PistolCLOSE-QUARTERS

Rules

Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).

When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:

  • One or more of its [CLOSE‑QUARTERS] weapons.
  • One or more of its other ranged weapons.

newInferno PistolInferno Pistol

Range
9"
Attacks
1
Ballistic Skill
2+
Strength
8
AP
-3
Damage
D3+2

newInferno Pistol — Inferno PistolCLOSE-QUARTERS

Rules

Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).

When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:

  • One or more of its [CLOSE‑QUARTERS] weapons.
  • One or more of its other ranged weapons.

newInferno Pistol — Inferno PistolMELTA 1

Rules

This ability always takes the form [MELTA X]. Each time a model makes an attack with a [MELTA] weapon, if the target unit was within half range of that weapon in the Select Targets step, until the attacking unit’s attacks have been resolved, add X to that weapon’s D characteristic.

Example: A model targets a unit that is within half range of a [MELTA 2] weapon with a D characteristic of D6. While resolving those attacks, that weapon has a D characteristic of D6+2

newMaster-crafted ChainswordMaster-crafted Chainsword

Range
Melee
Attacks
8
Weapon Skill
2+
Strength
5
AP
-1
Damage
2

newMaster-crafted Chainsword — Master-crafted ChainswordSUSTAINED HITS 1

Rules

This ability always takes the form [SUSTAINED HITS X]. Each time an attack made with a [SUSTAINED HITS] weapon results in a critical hit, that attack results in a number of additional hits on the target as denoted by X.

Example: An attack made with a [SUSTAINED HITS 2] weapon results in a critical hit. That attack therefore hits the target three times (once from the critical hit, and twice more from the [SUSTAINED HITS 2] ability).

newPower FistPower Fist

Range
Melee
Attacks
3
Weapon Skill
3+
Strength
8
AP
-2
Damage
2

newRelic WeaponRelic Weapon

Range
Melee
Attacks
7
Weapon Skill
2+
Strength
6
AP
-2
Damage
2

goneHeavy bolt pistolHeavy Bolt Pistol

Range
18"
Attacks
1
Ballistic Skill
2+
Strength
4
AP
-1
Damage
1

goneHeavy bolt pistol — Heavy Bolt PistolPistol

Rules

Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).

When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:

  • One or more of its [CLOSE‑QUARTERS] weapons.
  • One or more of its other ranged weapons.

goneInferno pistolInferno pistol

Range
6"
Attacks
1
Ballistic Skill
2+
Strength
8
AP
-4
Damage
D3

goneInferno pistol — Inferno pistolMelta 2

Rules

This ability always takes the form [MELTA X]. Each time a model makes an attack with a [MELTA] weapon, if the target unit was within half range of that weapon in the Select Targets step, until the attacking unit’s attacks have been resolved, add X to that weapon’s D characteristic.

Example: A model targets a unit that is within half range of a [MELTA 2] weapon with a D characteristic of D6. While resolving those attacks, that weapon has a D characteristic of D6+2

goneInferno pistol — Inferno pistolPistol

Rules

Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).

When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:

  • One or more of its [CLOSE‑QUARTERS] weapons.
  • One or more of its other ranged weapons.

goneMaster‐crafted chainswordMaster‐crafted chainsword

Range
Melee
Attacks
7
Weapon Skill
2+
Strength
4
AP
-1
Damage
2

gonePower fistPower fist

Range
Melee
Attacks
5
Weapon Skill
2+
Strength
8
AP
-2
Damage
2

goneRelic weaponRelic weapon

Range
Melee
Attacks
6
Weapon Skill
2+
Strength
5
AP
-2
Damage
2

newDeath Company Captain: This model's Master-crafted Chainsword can be replaced with one of the following: 1 Power Fist, 1 Relic Weapon

newDeath Company Captain: This model's Heavy Bolt Pistol can be replaced with 1 Inferno Pistol.

goneDeath Company Captain: This model’s heavy bolt pistol can be replaced with 1 inferno pistol.

goneDeath Company Captain: This model’s master‐crafted chainsword can be replaced with one of the following:

newThis model's Master-crafted Chainsword can be replaced with one of the following: 1 Power Fist, 1 Relic Weapon

newThis model's Heavy Bolt Pistol can be replaced with 1 Inferno Pistol.

gone■ This model’s heavy bolt pistol can be replaced with 1 inferno pistol.

gone■ This model’s master‐crafted chainsword can be replaced with one of the following: ◦ 1 power fist ◦ 1 relic weapon

changed1 Death Company Captain

Points
70 pts 80 pts

changedDeath Company Captain with Jump Pack

Unit Composition

• 11 Death Company Captain with Jump PackPack model

ThisThis model is equipped with:with: heavy1 boltChainsword; pistol;1 AstartesHeavy chainsword.Bolt Pistol.

changedDeath Company Captain with Jump Pack

Toughness
4 5
Keywords
Infantry, Character, Jump Pack, Fly, Grenades, Imperium, Tacticus, Death Company, Captain Captain, Character, Death Company, Explosives, Fly, Infantry, Jump Pack, Tacticus
Equipped With
Heavy Bolt Pistol, Chainsword

newCombat Doctrines

Rules

-

newDeath Visions of Sanguinius

Rules

In the Fight phase, when an enemy unit has fought, if this model was destroyed by those attacks, you can use this ability. If you do, roll one D6, with +2 to that roll if this model was engaged with an enemy warlord unit:

  • On a 2-3, that enemy unit suffers D3 mortal wounds.
  • On a 4-5, that enemy unit suffers 3 mortal wounds.
  • On a 6+, that enemy unit suffers D3+3 mortal wounds.

goneLeader

goneOath of Moment

Rules

-

goneDeath Vision of Sanguinius

Rules

If this model is destroyed by a melee attack, after the attacking unit has finished making its attacks, you can roll one D6, adding 2 to the result if the attacking unit contains the enemy WARLORD: on a 2‐3, that enemy unit suffers D3 mortal wounds; on a 4 5, that enemy unit suffers 3 mortal wounds; on a 6+, that enemy unit suffers D3+3 mortal wounds.

changedLost to Fury

Rules

While this model is leading aThis unit,unit's melee weapons equipped by models in that unitattacks have the [SUSTAINED[SUSTAINED HITS 1] ability.1].

changedBlack Rage

Rules

Each time a model in this unit makes

  • This aunit's melee attack, youattacks can re‑rollre-roll thehit Hitrolls roll.of 1.
  • While this unit is not within 6" of one or more friendly BLOODBlood ANGELSAngels CHARACTERCharacter models, or not within 12" of one or more friendly CHAPLAINChaplain models, it cannot be selectedmake toa Fallfall-back Backmove and itsit's ObjectiveOC Controlis characteristicmodified isto 0.

changedLeader

Rules

This model can be attached to the following units:

■ DEATH COMPANY MARINES WITH BOLTGUNS AND JUMP PACKS
■ DEATH COMPANY MARINES WITH JUMP PACKS

newRelic Shield

Type
wargear
Rule Text

This model has +1 W.

newChainsword

Type
weapon

newHand Flamer

Type
weapon

newHeavy Bolt Pistol

Type
weapon

newPlasma Pistol

Type
weapon

newPower Fist

Type
weapon

newRelic Weapon

Type
weapon

newThunder Hammer

Type
weapon

goneAstartes chainsword

Type
weapon

goneHand flamer

Type
weapon

goneHeavy bolt pistol

Type
weapon

gonePlasma pistol

Type
weapon

gonePower fist

Type
weapon

goneRelic weapon

Type
weapon

newChainswordChainsword

Range
Melee
Attacks
8
Weapon Skill
2+
Strength
5
AP
-1
Damage
1

newChainsword — ChainswordSUSTAINED HITS 1

Rules

This ability always takes the form [SUSTAINED HITS X]. Each time an attack made with a [SUSTAINED HITS] weapon results in a critical hit, that attack results in a number of additional hits on the target as denoted by X.

Example: An attack made with a [SUSTAINED HITS 2] weapon results in a critical hit. That attack therefore hits the target three times (once from the critical hit, and twice more from the [SUSTAINED HITS 2] ability).

newHand FlamerHand Flamer

Range
9"
Attacks
3
Ballistic Skill
-
Strength
4
AP
0
Damage
1

newHand Flamer — Hand FlamerCLOSE-QUARTERS

Rules

Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).

When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:

  • One or more of its [CLOSE‑QUARTERS] weapons.
  • One or more of its other ranged weapons.

newHand Flamer — Hand FlamerTORRENT

Rules

Each time an attack is made with a [TORRENT] weapon, that attack automatically hits the target.

newHeavy Bolt PistolHeavy Bolt Pistol

Range
18"
Attacks
1
Ballistic Skill
2+
Strength
5
AP
-1
Damage
1

newHeavy Bolt Pistol — Heavy Bolt PistolCLOSE-QUARTERS

Rules

Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).

When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:

  • One or more of its [CLOSE‑QUARTERS] weapons.
  • One or more of its other ranged weapons.

newPlasma PistolStandard

Range
12"
Attacks
1
Ballistic Skill
2+
Strength
7
AP
-2
Damage
1

newPlasma PistolSupercharge

Range
12"
Attacks
1
Ballistic Skill
2+
Strength
8
AP
-3
Damage
2

newPlasma Pistol — StandardCLOSE-QUARTERS

Rules

Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).

When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:

  • One or more of its [CLOSE‑QUARTERS] weapons.
  • One or more of its other ranged weapons.

newPlasma Pistol — SuperchargeHAZARDOUS

Rules

Each time a unit is selected to shoot or selected to fight, after that unit has resolved all of its attacks, make a number of hazard rolls (06.03) for that unit equal to the number of [HAZARDOUS] weapons you selected in the Select Weapons step.

newPower FistPower Fist

Range
Melee
Attacks
5
Weapon Skill
2+
Strength
8
AP
-2
Damage
2

newRelic WeaponRelic Weapon

Range
Melee
Attacks
6
Weapon Skill
2+
Strength
6
AP
-2
Damage
2

newThunder HammerThunder Hammer

Range
Melee
Attacks
5
Weapon Skill
3+
Strength
8
AP
-2
Damage
3

goneAstartes chainswordAstartes chainsword

Range
Melee
Attacks
7
Weapon Skill
2+
Strength
4
AP
-1
Damage
1

goneHand flamerHand flamer

Range
12"
Attacks
D6
Ballistic Skill
-
Strength
3
AP
0
Damage
1

goneHand flamer — Hand flamerIgnores Cover

Rules

Each time an attack is made with an [IGNORES COVER] weapon, the target cannot have the benefit of cover against that attack (13.08), including from rules that give a model or unit the benefit of cover (e.g. Stealth).

goneHand flamer — Hand flamerPistol

Rules

Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).

When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:

  • One or more of its [CLOSE‑QUARTERS] weapons.
  • One or more of its other ranged weapons.

goneHand flamer — Hand flamerTorrent

Rules

Each time an attack is made with a [TORRENT] weapon, that attack automatically hits the target.

goneHeavy bolt pistolHeavy Bolt Pistol

Range
18"
Attacks
1
Ballistic Skill
2+
Strength
4
AP
-1
Damage
1

goneHeavy bolt pistol — Heavy Bolt PistolPistol

Rules

Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).

When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:

  • One or more of its [CLOSE‑QUARTERS] weapons.
  • One or more of its other ranged weapons.

gonePlasma pistolstandard

Range
12"
Attacks
1
Ballistic Skill
2+
Strength
7
AP
-2
Damage
1

gonePlasma pistolsupercharge

Range
12"
Attacks
1
Ballistic Skill
2+
Strength
8
AP
-3
Damage
2

gonePlasma pistol — standardPistol

Rules

Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).

When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:

  • One or more of its [CLOSE‑QUARTERS] weapons.
  • One or more of its other ranged weapons.

gonePlasma pistol — superchargeHazardous

Rules

Each time a unit is selected to shoot or selected to fight, after that unit has resolved all of its attacks, make a number of hazard rolls (06.03) for that unit equal to the number of [HAZARDOUS] weapons you selected in the Select Weapons step.

gonePlasma pistol — superchargePistol

Rules

Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).

When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:

  • One or more of its [CLOSE‑QUARTERS] weapons.
  • One or more of its other ranged weapons.

gonePower fistPower fist

Range
Melee
Attacks
5
Weapon Skill
2+
Strength
8
AP
-2
Damage
2

goneRelic weaponRelic weapon

Range
Melee
Attacks
6
Weapon Skill
2+
Strength
5
AP
-2
Damage
2

newDeath Company Captain with Jump Pack: This model's Astartes Chainsword and Heavy Bolt Pistol can be replaced with 1 Thunder Hammer and 1 Relic Shield.

newDeath Company Captain with Jump Pack: This model's Astartes Chainsword can be replaced with one of the following: 1 Power Fist, 1 Relic Weapon

newDeath Company Captain with Jump Pack: This model's Astartes Chainsword and Heavy Bolt Pistol can be replaced with 1 Astartes Chainsword and 1 Relic Shield (that model’s Astartes Chainsword cannot be replaced).

newDeath Company Captain with Jump Pack: This model's Heavy Bolt Pistol can be replaced with one of the following: 1 Hand Flamer, 1 Plasma Pistol

goneDeath Company Captain with Jump Pack: This model’s heavy bolt pistol can be replaced with one of the following:

goneDeath Company Captain with Jump Pack: This model’s Astartes chainsword can be replaced with one of the following:

newThis model's Astartes Chainsword and Heavy Bolt Pistol can be replaced with 1 Thunder Hammer and 1 Relic Shield.

newThis model's Astartes Chainsword can be replaced with one of the following: 1 Power Fist, 1 Relic Weapon

newThis model's Astartes Chainsword and Heavy Bolt Pistol can be replaced with 1 Astartes Chainsword and 1 Relic Shield (that model’s Astartes Chainsword cannot be replaced).

newThis model's Heavy Bolt Pistol can be replaced with one of the following: 1 Hand Flamer, 1 Plasma Pistol

gone■ This model’s heavy bolt pistol can be replaced with one of the following: ◦ 1 plasma pistol ◦ 1 hand flamer

gone■ This model’s master‐crafted chainsword can be replaced with one of the following: ◦ 1 power fist ◦ 1 relic weapon

changed1 Death Company Captain with Jump Pack

Points
75 pts 85 pts

changedDeath Company Dreadnought

Unit Composition

• 11 Death Company DreadnoughtDreadnought model

ThisThis model is equipped with:with: twin1 IcarusBlood ironhailFist heavyBolt stubber;Rifles; twin1 heavyBlood bolter;Fists; blood1 fistTwin boltHeavy rifles;Bolter; blood1 fists.Twin Icarus Ironhail Heavy Stubber.

Points Scaling
+10 pts per 3 models +20 pts per 3 models

changedDeath Company Dreadnought

Movement
8" 10"
Keywords
Vehicle, Walker, Imperium, Dreadnought, Death Company, Death Company Dreadnought Death Company, Dreadnought, Imperium, Vehicle, Walker
Equipped With
Twin Icarus ironhail heavy stubber, Twin heavy bolter, Brutalis bolt rifles, Brutalis fists Twin Icarus Ironhail Heavy Stubber, Twin Heavy Bolter, Blood Fist Bolt Rifles, Blood Fists

newCombat Doctrines

Rules

-

newDamaged 4

goneOath of Moment

Rules

-

changedBlack Rage

Rules

Each time a model in this unit makes

  • This aunit's melee attack, youattacks can re‑rollre-roll thehit Hitrolls roll.of 1.
  • While this unit is not within 6" of one or more friendly BLOODBlood ANGELSAngels CHARACTERCharacter models, or not within 12" of one or more friendly CHAPLAINChaplain models, it cannot be selectedmake toa Fallfall-back Backmove and itsit's ObjectiveOC Controlis characteristicmodified isto 0.

changedDriven by Fury

Rules

In your opponent’sopponent's Shooting phase, when an enemy unit has shot, if this model lost a wound asunit awas resulthit ofby those attacks, this unitit can make a surgesurge movemove of up to D6+2".D6+1".

newBlood Fist Bolt Rifles

Type
weapon

newBlood Fists

Type
weapon

newBlood Talons

Type
weapon

newTwin Heavy Bolter

Type
weapon

newTwin Icarus Ironhail Heavy Stubber

Type
weapon

newTwin Multi-melta

Type
weapon

goneBlood fist bolt rifles

Type
weapon

goneBlood fists

Type
weapon

goneBlood talons

Type
weapon

goneBrutalis bolt rifles

Type
weapon

goneBrutalis fists

Type
weapon

goneTwin Icarus ironhail heavy stubber

Type
weapon

goneTwin heavy bolter

Type
weapon

goneTwin multi-melta

Type
weapon

newBlood Fist Bolt RiflesBlood Fist Bolt Rifles

Range
24"
Attacks
4
Ballistic Skill
3+
Strength
5
AP
-1
Damage
1

newBlood Fist Bolt Rifles — Blood Fist Bolt RiflesTWIN-LINKED

Rules

Each time an attack is made with a [TWIN‑LINKED] weapon, you can re‑roll the wound roll.

newBlood FistsBlood Fists

Range
Melee
Attacks
6
Weapon Skill
3+
Strength
12
AP
-3
Damage
D3+3

newBlood Fists — Blood FistsTWIN-LINKED

Rules

Each time an attack is made with a [TWIN‑LINKED] weapon, you can re‑roll the wound roll.

newBlood TalonsBlood Talons

Range
Melee
Attacks
8
Weapon Skill
3+
Strength
10
AP
-2
Damage
2

newBlood Talons — Blood TalonsCLEAVE 2

Rules

This ability always takes the form [CLEAVE X]. Each time you gather attack dice for a [CLEAVE] weapon, if you only selected one target for all of that weapon’s attacks, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).

Example: If a [CLEAVE 1] weapon with an A characteristic of 3 targets one unit containing 16 models, you would gather three additional attack dice for that weapon (for a total of six for that weapon).

newBlood Talons — Blood TalonsSUSTAINED HITS 1: non-MONSTER/VEHICLE

Rules

This ability always takes the form [SUSTAINED HITS X]. Each time an attack made with a [SUSTAINED HITS] weapon results in a critical hit, that attack results in a number of additional hits on the target as denoted by X.

Example: An attack made with a [SUSTAINED HITS 2] weapon results in a critical hit. That attack therefore hits the target three times (once from the critical hit, and twice more from the [SUSTAINED HITS 2] ability).

newBlood Talons — Blood TalonsTWIN-LINKED

Rules

Each time an attack is made with a [TWIN‑LINKED] weapon, you can re‑roll the wound roll.

newTwin Heavy BolterTwin Heavy Bolter

Range
36"
Attacks
3
Ballistic Skill
3+
Strength
5
AP
-1
Damage
2

newTwin Heavy Bolter — Twin Heavy BolterSUSTAINED HITS 1

Rules

This ability always takes the form [SUSTAINED HITS X]. Each time an attack made with a [SUSTAINED HITS] weapon results in a critical hit, that attack results in a number of additional hits on the target as denoted by X.

Example: An attack made with a [SUSTAINED HITS 2] weapon results in a critical hit. That attack therefore hits the target three times (once from the critical hit, and twice more from the [SUSTAINED HITS 2] ability).

newTwin Heavy Bolter — Twin Heavy BolterTWIN-LINKED

Rules

Each time an attack is made with a [TWIN‑LINKED] weapon, you can re‑roll the wound roll.

newTwin Icarus Ironhail Heavy StubberTwin Icarus Ironhail Heavy Stubber

Range
36"
Attacks
3
Ballistic Skill
3+
Strength
4
AP
-1
Damage
1

newTwin Icarus Ironhail Heavy Stubber — Twin Icarus Ironhail Heavy StubberANTI-FLY 3+

Rules

This ability always takes the form [ANTI‑X Y+]. Each time an attack is made with an [ANTI] weapon, if the target unit has the keyword denoted by X, an unmodified wound roll of Y+ is a critical wound.
Example: An attack made with an [ANTI‑VEHICLE 4+] weapon against a VEHICLE unit will result in a critical wound on an unmodified wound roll of 4+, while an attack made with an [ANTI‑PSYKER 2+] weapon against a PSYKER unit will result in a critical wound on an unmodified wound roll of 2+.

newTwin Icarus Ironhail Heavy Stubber — Twin Icarus Ironhail Heavy StubberRAPID FIRE 3

Rules

This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.

Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).

newTwin Icarus Ironhail Heavy Stubber — Twin Icarus Ironhail Heavy StubberTWIN-LINKED

Rules

Each time an attack is made with a [TWIN‑LINKED] weapon, you can re‑roll the wound roll.

newTwin Multi-meltaTwin Multi-melta

Range
18"
Attacks
2
Ballistic Skill
3+
Strength
10
AP
-3
Damage
D3+2

newTwin Multi-melta — Twin Multi-meltaMELTA 3

Rules

This ability always takes the form [MELTA X]. Each time a model makes an attack with a [MELTA] weapon, if the target unit was within half range of that weapon in the Select Targets step, until the attacking unit’s attacks have been resolved, add X to that weapon’s D characteristic.

Example: A model targets a unit that is within half range of a [MELTA 2] weapon with a D characteristic of D6. While resolving those attacks, that weapon has a D characteristic of D6+2

newTwin Multi-melta — Twin Multi-meltaTWIN-LINKED

Rules

Each time an attack is made with a [TWIN‑LINKED] weapon, you can re‑roll the wound roll.

goneBlood fist bolt riflesBlood fist bolt rifles

Range
24"
Attacks
4
Ballistic Skill
3+
Strength
4
AP
-1
Damage
1

goneBlood fist bolt rifles — Blood fist bolt riflesTwin-linked

Rules

Each time an attack is made with a [TWIN‑LINKED] weapon, you can re‑roll the wound roll.

goneBlood fistsBlood fists

Range
Melee
Attacks
6
Weapon Skill
3+
Strength
12
AP
-2
Damage
3

goneBlood fists — Blood fistsTwin-linked

Rules

Each time an attack is made with a [TWIN‑LINKED] weapon, you can re‑roll the wound roll.

goneBlood talonsstrike

Range
Melee
Attacks
6
Weapon Skill
3+
Strength
12
AP
-2
Damage
3

goneBlood talonssweep

Range
Melee
Attacks
10
Weapon Skill
3+
Strength
7
AP
-2
Damage
1

goneBlood talons — strikeTwin-linked

Rules

Each time an attack is made with a [TWIN‑LINKED] weapon, you can re‑roll the wound roll.

goneBlood talons — sweepTwin-linked

Rules

Each time an attack is made with a [TWIN‑LINKED] weapon, you can re‑roll the wound roll.

goneBrutalis bolt riflesBrutalis bolt rifles

Range
24"
Attacks
4
Ballistic Skill
3+
Strength
4
AP
-1
Damage
1

goneBrutalis bolt rifles — Brutalis bolt riflesTwin-linked

Rules

Each time an attack is made with a [TWIN‑LINKED] weapon, you can re‑roll the wound roll.

goneBrutalis fistsBrutalis fists

Range
Melee
Attacks
6
Weapon Skill
3+
Strength
12
AP
-2
Damage
3

goneBrutalis fists — Brutalis fistsTwin-linked

Rules

Each time an attack is made with a [TWIN‑LINKED] weapon, you can re‑roll the wound roll.

goneTwin Icarus ironhail heavy stubberTwin Icarus ironhail heavy stubber

Range
36"
Attacks
3
Ballistic Skill
3+
Strength
4
AP
0
Damage
1

goneTwin Icarus ironhail heavy stubber — Twin Icarus ironhail heavy stubberAnti-fly 4+

Rules

This ability always takes the form [ANTI‑X Y+]. Each time an attack is made with an [ANTI] weapon, if the target unit has the keyword denoted by X, an unmodified wound roll of Y+ is a critical wound.
Example: An attack made with an [ANTI‑VEHICLE 4+] weapon against a VEHICLE unit will result in a critical wound on an unmodified wound roll of 4+, while an attack made with an [ANTI‑PSYKER 2+] weapon against a PSYKER unit will result in a critical wound on an unmodified wound roll of 2+.

goneTwin Icarus ironhail heavy stubber — Twin Icarus ironhail heavy stubberRapid Fire 3

Rules

This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.

Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).

goneTwin Icarus ironhail heavy stubber — Twin Icarus ironhail heavy stubberTwin-linked

Rules

Each time an attack is made with a [TWIN‑LINKED] weapon, you can re‑roll the wound roll.

goneTwin heavy bolterTwin heavy bolter

Range
36"
Attacks
3
Ballistic Skill
3+
Strength
5
AP
-1
Damage
2

goneTwin heavy bolter — Twin heavy bolterSustained Hits 1

Rules

This ability always takes the form [SUSTAINED HITS X]. Each time an attack made with a [SUSTAINED HITS] weapon results in a critical hit, that attack results in a number of additional hits on the target as denoted by X.

Example: An attack made with a [SUSTAINED HITS 2] weapon results in a critical hit. That attack therefore hits the target three times (once from the critical hit, and twice more from the [SUSTAINED HITS 2] ability).

goneTwin heavy bolter — Twin heavy bolterTwin-linked

Rules

Each time an attack is made with a [TWIN‑LINKED] weapon, you can re‑roll the wound roll.

goneTwin multi-meltaTwin multi-melta

Range
18"
Attacks
2
Ballistic Skill
3+
Strength
9
AP
-4
Damage
D6

goneTwin multi-melta — Twin multi-meltaMelta 2

Rules

This ability always takes the form [MELTA X]. Each time a model makes an attack with a [MELTA] weapon, if the target unit was within half range of that weapon in the Select Targets step, until the attacking unit’s attacks have been resolved, add X to that weapon’s D characteristic.

Example: A model targets a unit that is within half range of a [MELTA 2] weapon with a D characteristic of D6. While resolving those attacks, that weapon has a D characteristic of D6+2

goneTwin multi-melta — Twin multi-meltaTwin-linked

Rules

Each time an attack is made with a [TWIN‑LINKED] weapon, you can re‑roll the wound roll.

newDeath Company Dreadnought: This model's Twin Heavy Bolter can be replaced with 1 Twin Multi-melta.

newDeath Company Dreadnought: This model's Blood Fist Bolt Rifles and Blood Fists can be replaced with 1 Blood Talons.

goneDeath Company Dreadnought: This model’s twin heavy bolter can be replaced with 1 twin multi-melta.

goneDeath Company Dreadnought: This model’s blood fists and blood fist bolt rifles can be replaced with 1 blood talons.

newThis model's Twin Heavy Bolter can be replaced with 1 Twin Multi-melta.

newThis model's Blood Fist Bolt Rifles and Blood Fists can be replaced with 1 Blood Talons.

gone■ This model’s twin heavy bolter can be replaced with 1 twin multi-melta.

gone■ This model’s blood fists and blood fist bolt rifles can be replaced with 1 blood talons.

changed1 Death Company Dreadnought

Points
150 pts 165 pts

changedDeath Company Marines

Unit Composition

• 5-105-10 Death Company MarinesMarines models

EveryEvery model is equipped with:with: heavy1 boltChainsword; pistol;1 AstartesHeavy chainsword.Bolt Pistol.

Points Scaling
+10 pts per 3 models +15 pts per 3 models

changedDeath Company Marines

Toughness
4 5
Keywords
Infantry, Grenades, Imperium, Tacticus, Death Company, Death Company Marines Death Company, Explosives, Imperium, Infantry, Tacticus
Equipped With
Heavy bolt pistol, Astartes chainsword Heavy Bolt Pistol, Chainsword

newCombat Doctrines

Rules

-

goneOath of Moment

Rules

-

changedBlack Rage

Rules

Each time a model in this unit makes

  • This aunit's melee attack, youattacks can re‑rollre-roll thehit Hitrolls roll.of 1.
  • While this unit is not within 6" of one or more friendly BLOODBlood ANGELSAngels CHARACTERCharacter models, or not within 12" of one or more friendly CHAPLAINChaplain models, it cannot be selectedmake toa Fallfall-back Backmove and itsit's ObjectiveOC Controlis characteristicmodified isto 0.

changedAn Honourable Death in Combat

Rules

Each time a model in this unit makes an attack, that attackThis hasunit's theattacks:

  • Have [SUSTAINED[SUSTAINED HITS 1] ability1], if this unit is below its Starting Strength,starting orstrength.
  • Or: thehave [SUSTAINED[SUSTAINED HITS 2] ability2], if this unit is Belowbelow Half-strength.half-strength.

goneAttached Unit

Rules

If a CHAPLAIN model from your army with the Leader ability can be attached to an ASSAULT INTERCESSOR SQUAD unit, it can be attached to this unit instead.

newBolt Rifle

Type
weapon

newChainsword

Type
weapon

newCombat Blade

Type
weapon

newGrenade Launcher

Type
weapon

newHand Flamer

Type
weapon

newHeavy Bolt Pistol

Type
weapon

newInferno Pistol

Type
weapon

newPlasma Pistol

Type
weapon

newPower Fist

Type
weapon

newPower Weapon

Type
weapon

newThunder Hammer

Type
weapon

goneAstartes chainsword

Type
weapon

goneHand flamer

Type
weapon

goneHeavy bolt pistol

Type
weapon

goneInferno pistol

Type
weapon

gonePlasma pistol

Type
weapon

gonePower fist

Type
weapon

gonePower weapon

Type
weapon

goneThunder hammer

Type
weapon

newBolt RifleFocused Fire

Range
24"
Attacks
1
Ballistic Skill
3+
Strength
6
AP
-1
Damage
2

newBolt RifleSaturation

Range
24"
Attacks
2
Ballistic Skill
3+
Strength
5
AP
-1
Damage
1

newBolt Rifle — Focused FireHEAVY

Rules

In your Shooting phase, each time an attack is made with a [HEAVY] weapon, add 1 to the hit roll if all of the following apply to the attacking unit:

  • That unit is unengaged.
  • That unit was not set up on the battlefield this turn.
  • No model in that unit has moved more than 3" this turn.

newBolt Rifle — Focused FireRAPID FIRE 1

Rules

This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.

Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).

newBolt Rifle — SaturationASSAULT

Rules

Units containing one or more models with an [ASSAULT] weapon can shoot using assault shooting (10.05).

newBolt Rifle — SaturationRAPID FIRE 1

Rules

This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.

Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).

newChainswordChainsword

Range
Melee
Attacks
4
Weapon Skill
3+
Strength
5
AP
-1
Damage
1

newCombat BladeCombat Blade

Range
Melee
Attacks
3
Weapon Skill
3+
Strength
5
AP
0
Damage
1

newGrenade LauncherFrag

Range
24"
Attacks
4
Ballistic Skill
3+
Strength
4
AP
-1
Damage
1

newGrenade LauncherKrak

Range
24"
Attacks
2
Ballistic Skill
3+
Strength
10
AP
-2
Damage
3

newGrenade Launcher — FragBLAST 1

Rules

Each time you gather attack dice for a [BLAST] weapon, add one additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).

If this ability takes the form [BLAST X], each time you gather attack dice for such a weapon, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down) instead.

Example: If a [BLAST 2] weapon with an A characteristic of 3 targets a unit containing 12 models, you would gather four additional attack dice for that weapon (for a total of seven for that weapon).

newGrenade Launcher — KrakRAPID FIRE 1

Rules

This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.

Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).

newHand FlamerHand Flamer

Range
9"
Attacks
3
Ballistic Skill
-
Strength
4
AP
0
Damage
1

newHand Flamer — Hand FlamerCLOSE-QUARTERS

Rules

Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).

When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:

  • One or more of its [CLOSE‑QUARTERS] weapons.
  • One or more of its other ranged weapons.

newHand Flamer — Hand FlamerTORRENT

Rules

Each time an attack is made with a [TORRENT] weapon, that attack automatically hits the target.

newHeavy Bolt PistolHeavy Bolt Pistol

Range
18"
Attacks
1
Ballistic Skill
3+
Strength
5
AP
-1
Damage
1

newHeavy Bolt Pistol — Heavy Bolt PistolCLOSE-QUARTERS

Rules

Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).

When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:

  • One or more of its [CLOSE‑QUARTERS] weapons.
  • One or more of its other ranged weapons.

newInferno PistolInferno Pistol

Range
9"
Attacks
1
Ballistic Skill
3+
Strength
8
AP
-3
Damage
D3+2

newInferno Pistol — Inferno PistolCLOSE-QUARTERS

Rules

Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).

When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:

  • One or more of its [CLOSE‑QUARTERS] weapons.
  • One or more of its other ranged weapons.

newInferno Pistol — Inferno PistolMELTA 1

Rules

This ability always takes the form [MELTA X]. Each time a model makes an attack with a [MELTA] weapon, if the target unit was within half range of that weapon in the Select Targets step, until the attacking unit’s attacks have been resolved, add X to that weapon’s D characteristic.

Example: A model targets a unit that is within half range of a [MELTA 2] weapon with a D characteristic of D6. While resolving those attacks, that weapon has a D characteristic of D6+2

newPlasma PistolStandard

Range
12"
Attacks
1
Ballistic Skill
3+
Strength
7
AP
-2
Damage
1

newPlasma PistolSupercharge

Range
12"
Attacks
1
Ballistic Skill
3+
Strength
8
AP
-3
Damage
2

newPlasma Pistol — StandardCLOSE-QUARTERS

Rules

Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).

When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:

  • One or more of its [CLOSE‑QUARTERS] weapons.
  • One or more of its other ranged weapons.

newPlasma Pistol — SuperchargeCLOSE-QUARTERS

Rules

Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).

When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:

  • One or more of its [CLOSE‑QUARTERS] weapons.
  • One or more of its other ranged weapons.

newPlasma Pistol — SuperchargeHAZARDOUS

Rules

Each time a unit is selected to shoot or selected to fight, after that unit has resolved all of its attacks, make a number of hazard rolls (06.03) for that unit equal to the number of [HAZARDOUS] weapons you selected in the Select Weapons step.

newPower FistPower Fist

Range
Melee
Attacks
3
Weapon Skill
3+
Strength
8
AP
-2
Damage
2

newPower WeaponPower Weapon

Range
Melee
Attacks
4
Weapon Skill
3+
Strength
5
AP
-2
Damage
1

newThunder HammerThunder Hammer

Range
Melee
Attacks
3
Weapon Skill
4+
Strength
8
AP
-2
Damage
3

newThunder Hammer — Thunder HammerDEVASTATING WOUNDS

Rules

Each time an attack made with a [DEVASTATING WOUNDS] weapon results in a critical wound, the attack sequence for that attack ends and the target unit suffers a number of mortal wounds equal to the D characteristic of that weapon. These are inflicted after resolving any normal damage inflicted by those attacks.

Mortal wounds inflicted by [DEVASTATING WOUNDS] weapons can damage a maximum of one model for each critical wound; any remaining mortal wounds inflicted by that attack are lost.

Example: An attack made with a [DEVASTATING WOUNDS] weapon with a D characteristic of 3 results in a critical wound against an Intercessor Squad, so inflicts 3 mortal wounds. The first 2 mortal wounds are sufficient to destroy 1 Intercessor model, so the remaining mortal wound is lost.

goneAstartes chainswordAstartes chainsword

Range
Melee
Attacks
4
Weapon Skill
3+
Strength
4
AP
-1
Damage
1

goneHand flamerHand flamer

Range
12"
Attacks
D6
Ballistic Skill
-
Strength
3
AP
0
Damage
1

goneHand flamer — Hand flamerIgnores Cover

Rules

Each time an attack is made with an [IGNORES COVER] weapon, the target cannot have the benefit of cover against that attack (13.08), including from rules that give a model or unit the benefit of cover (e.g. Stealth).

goneHand flamer — Hand flamerPistol

Rules

Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).

When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:

  • One or more of its [CLOSE‑QUARTERS] weapons.
  • One or more of its other ranged weapons.

goneHand flamer — Hand flamerTorrent

Rules

Each time an attack is made with a [TORRENT] weapon, that attack automatically hits the target.

goneHeavy bolt pistolHeavy bolt pistol

Range
18"
Attacks
1
Ballistic Skill
3+
Strength
4
AP
-1
Damage
1

goneHeavy bolt pistol — Heavy bolt pistolPistol

Rules

Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).

When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:

  • One or more of its [CLOSE‑QUARTERS] weapons.
  • One or more of its other ranged weapons.

goneInferno pistolInferno pistol

Range
6"
Attacks
1
Ballistic Skill
3+
Strength
8
AP
-4
Damage
D3

goneInferno pistol — Inferno pistolMelta 2

Rules

This ability always takes the form [MELTA X]. Each time a model makes an attack with a [MELTA] weapon, if the target unit was within half range of that weapon in the Select Targets step, until the attacking unit’s attacks have been resolved, add X to that weapon’s D characteristic.

Example: A model targets a unit that is within half range of a [MELTA 2] weapon with a D characteristic of D6. While resolving those attacks, that weapon has a D characteristic of D6+2

goneInferno pistol — Inferno pistolPistol

Rules

Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).

When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:

  • One or more of its [CLOSE‑QUARTERS] weapons.
  • One or more of its other ranged weapons.

gonePlasma pistolstandard

Range
12"
Attacks
1
Ballistic Skill
3+
Strength
7
AP
-2
Damage
1

gonePlasma pistolsupercharge

Range
12"
Attacks
1
Ballistic Skill
3+
Strength
8
AP
-3
Damage
2

gonePlasma pistol — standardPistol

Rules

Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).

When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:

  • One or more of its [CLOSE‑QUARTERS] weapons.
  • One or more of its other ranged weapons.

gonePlasma pistol — superchargeHazardous

Rules

Each time a unit is selected to shoot or selected to fight, after that unit has resolved all of its attacks, make a number of hazard rolls (06.03) for that unit equal to the number of [HAZARDOUS] weapons you selected in the Select Weapons step.

gonePlasma pistol — superchargePistol

Rules

Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).

When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:

  • One or more of its [CLOSE‑QUARTERS] weapons.
  • One or more of its other ranged weapons.

gonePower fistPower fist

Range
Melee
Attacks
3
Weapon Skill
3+
Strength
8
AP
-2
Damage
2

gonePower weaponPower weapon

Range
Melee
Attacks
4
Weapon Skill
3+
Strength
5
AP
-2
Damage
1

goneThunder hammerThunder hammer

Range
Melee
Attacks
3
Weapon Skill
4+
Strength
8
AP
-2
Damage
2

goneThunder hammer — Thunder hammerDevastating Wounds

Rules

Each time an attack made with a [DEVASTATING WOUNDS] weapon results in a critical wound, the attack sequence for that attack ends and the target unit suffers a number of mortal wounds equal to the D characteristic of that weapon. These are inflicted after resolving any normal damage inflicted by those attacks.

Mortal wounds inflicted by [DEVASTATING WOUNDS] weapons can damage a maximum of one model for each critical wound; any remaining mortal wounds inflicted by that attack are lost.

Example: An attack made with a [DEVASTATING WOUNDS] weapon with a D characteristic of 3 results in a critical wound against an Intercessor Squad, so inflicts 3 mortal wounds. The first 2 mortal wounds are sufficient to destroy 1 Intercessor model, so the remaining mortal wound is lost.

changedEvisceratorEviscerator

Weapon Skill
4+ 3+

newEviscerator — EvisceratorCLEAVE 1

Rules

This ability always takes the form [CLEAVE X]. Each time you gather attack dice for a [CLEAVE] weapon, if you only selected one target for all of that weapon’s attacks, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).

Example: If a [CLEAVE 1] weapon with an A characteristic of 3 targets one unit containing 16 models, you would gather three additional attack dice for that weapon (for a total of six for that weapon).

goneEviscerator — EvisceratorSustained Hits 1

Rules

This ability always takes the form [SUSTAINED HITS X]. Each time an attack made with a [SUSTAINED HITS] weapon results in a critical hit, that attack results in a number of additional hits on the target as denoted by X.

Example: An attack made with a [SUSTAINED HITS 2] weapon results in a critical hit. That attack therefore hits the target three times (once from the critical hit, and twice more from the [SUSTAINED HITS 2] ability).

newDeath Company Marines: Any number of models can each have their Chainsword replaced with 1 Bolt Rifle Fire and 1 Combat Blade.

newDeath Company Marines: For every 5 models in this unit, 1 model can have their Chainsword replaced with 1 Eviscerator.

newDeath Company Marines: 1 model can have their Heavy Bolt Pistol replaced with one of the following: 1 Hand Flamer, 1 Inferno Pistol, 1 Plasma Pistol

newDeath Company Marines: For every 5 models in this unit, 1 model equipped with 1 Bolt Rifle can be equipped with 1 Grenade Launcher.

newDeath Company Marines: 1 model can have their Chainsword replaced with one of the following: 1 Power Fist, 1 Power Weapon, 1 Thunder Hammer

goneDeath Company Marine: 1 model’s heavy bolt pistol can be replaced with one of the following:

goneDeath Company Marine: For every 5 models in this unit, 1 model’s Astartes chainsword can be replaced with 1 eviscerator.

goneDeath Company Marine: 1 model’s Astartes chainsword can be replaced with one of the following:

changedDeath Company Marines: Wargear Option

Instruction

Default Wargear

newAny number of models can each have their Chainsword replaced with 1 Bolt Rifle Fire and 1 Combat Blade.

newFor every 5 models in this unit, 1 model can have their Chainsword replaced with 1 Eviscerator.

new1 model can have their Heavy Bolt Pistol replaced with one of the following: 1 Hand Flamer, 1 Inferno Pistol, 1 Plasma Pistol

newFor every 5 models in this unit, 1 model equipped with 1 Bolt Rifle can be equipped with 1 Grenade Launcher.

new1 model can have their Chainsword replaced with one of the following: 1 Power Fist, 1 Power Weapon, 1 Thunder Hammer

gone■ 1 model’s heavy bolt pistol can be replaced with one of the following: ◦ 1 hand flamer ◦ 1 inferno pistol ◦ 1 plasma pistol

gone■ For every 5 models in this unit, 1 model’s Astartes chainsword can be replaced with 1 eviscerator.

gone■ 1 model’s Astartes chainsword can be replaced with one of the following: ◦ 1 power fist ◦ 1 power weapon ◦ 1 thunder hammer

new5 Death Company Marines

Points
90 pts
Death Company Marines count
5

new10 Death Company Marines

Points
170 pts
Death Company Marines count
10

gone5 Death Company Marine

Points
85 pts
Death Company Marine count
5

gone6-10 Death Company Marine

Points
160 pts
Death Company Marine count
6-10

changedDeath Company Marines with Jump Packs

Unit Composition

• 5-105-10 Death Company Marines with Jump PacksPacks models

EveryEvery model is equipped with:with: heavy1 boltChainsword; pistol;1 AstartesHeavy chainsword.Bolt Pistol.

Points Scaling
+15 pts per 3 models +30 pts per 3 models

changedDeath Company Marines with Jump Packs

Toughness
4 5
Keywords
Infantry, Fly, Jump Pack, Grenades, Imperium, Tacticus, Death Company, Death Company Marines Death Company, Explosives, Fly, Imperium, Infantry, Jump Pack, Tacticus
Equipped With
Heavy bolt pistol, Astartes chainsword Heavy Bolt Pistol, Chainsword

newCombat Doctrines

Rules

-

goneOath of Moment

Rules

-

changedSavage Fury

Rules

You can re‐rollThis Chargeunit rollshas made+1 forto thischarge unit.rolls.

changedBlack Rage

Rules

Each time a model in this unit makes

  • This aunit's melee attack, youattacks can re‑rollre-roll thehit Hitrolls roll.of 1.
  • While this unit is not within 6" of one or more friendly BLOODBlood ANGELSAngels CHARACTERCharacter models, or not within 12" of one or more friendly CHAPLAINChaplain models, it cannot be selectedmake toa Fallfall-back Backmove and itsit's ObjectiveOC Controlis characteristicmodified isto 0.

goneAttached Unit

Rules

If a CHAPLAIN model from your army with the Leader ability can be attached to an ASSAULT INTERCESSORS WITH JUMP PACKS unit, it can be attached to this unit instead.

newChainsword

Type
weapon

newHand Flamer

Type
weapon

newHeavy Bolt Pistol

Type
weapon

newInferno Pistol

Type
weapon

newPlasma Pistol

Type
weapon

newPower Fist

Type
weapon

newPower Weapon

Type
weapon

goneAstartes chainsword

Type
weapon

goneHand flamer

Type
weapon

goneHeavy bolt pistol

Type
weapon

goneInferno pistol

Type
weapon

gonePlasma pistol

Type
weapon

gonePower fist

Type
weapon

gonePower weapon

Type
weapon

newChainswordChainsword

Range
Melee
Attacks
4
Weapon Skill
3+
Strength
5
AP
-1
Damage
1

newHand FlamerHand Flamer

Range
9"
Attacks
3
Ballistic Skill
-
Strength
4
AP
0
Damage
1

newHand Flamer — Hand FlamerCLOSE-QUARTERS

Rules

Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).

When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:

  • One or more of its [CLOSE‑QUARTERS] weapons.
  • One or more of its other ranged weapons.

newHand Flamer — Hand FlamerTORRENT

Rules

Each time an attack is made with a [TORRENT] weapon, that attack automatically hits the target.

newHeavy Bolt PistolHeavy Bolt Pistol

Range
18"
Attacks
1
Ballistic Skill
3+
Strength
5
AP
-1
Damage
1

newHeavy Bolt Pistol — Heavy Bolt PistolCLOSE-QUARTERS

Rules

Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).

When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:

  • One or more of its [CLOSE‑QUARTERS] weapons.
  • One or more of its other ranged weapons.

newInferno PistolInferno Pistol

Range
9"
Attacks
1
Ballistic Skill
3+
Strength
8
AP
-3
Damage
D3+2

newInferno Pistol — Inferno PistolCLOSE-QUARTERS

Rules

Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).

When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:

  • One or more of its [CLOSE‑QUARTERS] weapons.
  • One or more of its other ranged weapons.

newInferno Pistol — Inferno PistolMELTA 1

Rules

This ability always takes the form [MELTA X]. Each time a model makes an attack with a [MELTA] weapon, if the target unit was within half range of that weapon in the Select Targets step, until the attacking unit’s attacks have been resolved, add X to that weapon’s D characteristic.

Example: A model targets a unit that is within half range of a [MELTA 2] weapon with a D characteristic of D6. While resolving those attacks, that weapon has a D characteristic of D6+2

newPlasma PistolStandard

Range
12"
Attacks
1
Ballistic Skill
3+
Strength
7
AP
-2
Damage
1

newPlasma PistolSupercharge

Range
12"
Attacks
1
Ballistic Skill
3+
Strength
8
AP
-3
Damage
2

newPlasma Pistol — StandardCLOSE-QUARTERS

Rules

Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).

When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:

  • One or more of its [CLOSE‑QUARTERS] weapons.
  • One or more of its other ranged weapons.

newPlasma Pistol — SuperchargeCLOSE-QUARTERS

Rules

Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).

When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:

  • One or more of its [CLOSE‑QUARTERS] weapons.
  • One or more of its other ranged weapons.

newPlasma Pistol — SuperchargeHAZARDOUS

Rules

Each time a unit is selected to shoot or selected to fight, after that unit has resolved all of its attacks, make a number of hazard rolls (06.03) for that unit equal to the number of [HAZARDOUS] weapons you selected in the Select Weapons step.

newPower FistPower Fist

Range
Melee
Attacks
3
Weapon Skill
3+
Strength
8
AP
-2
Damage
2

newPower WeaponPower Weapon

Range
Melee
Attacks
4
Weapon Skill
3+
Strength
5
AP
-2
Damage
1

goneAstartes chainswordAstartes chainsword

Range
Melee
Attacks
4
Weapon Skill
3+
Strength
4
AP
-1
Damage
1

goneHand flamerHand flamer

Range
12"
Attacks
D6
Ballistic Skill
-
Strength
3
AP
0
Damage
1

goneHand flamer — Hand flamerIgnores Cover

Rules

Each time an attack is made with an [IGNORES COVER] weapon, the target cannot have the benefit of cover against that attack (13.08), including from rules that give a model or unit the benefit of cover (e.g. Stealth).

goneHand flamer — Hand flamerPistol

Rules

Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).

When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:

  • One or more of its [CLOSE‑QUARTERS] weapons.
  • One or more of its other ranged weapons.

goneHand flamer — Hand flamerTorrent

Rules

Each time an attack is made with a [TORRENT] weapon, that attack automatically hits the target.

goneHeavy bolt pistolHeavy bolt pistol

Range
18"
Attacks
1
Ballistic Skill
3+
Strength
4
AP
-1
Damage
1

goneHeavy bolt pistol — Heavy bolt pistolPistol

Rules

Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).

When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:

  • One or more of its [CLOSE‑QUARTERS] weapons.
  • One or more of its other ranged weapons.

goneInferno pistolInferno pistol

Range
6"
Attacks
1
Ballistic Skill
3+
Strength
8
AP
-4
Damage
D3

goneInferno pistol — Inferno pistolMelta 2

Rules

This ability always takes the form [MELTA X]. Each time a model makes an attack with a [MELTA] weapon, if the target unit was within half range of that weapon in the Select Targets step, until the attacking unit’s attacks have been resolved, add X to that weapon’s D characteristic.

Example: A model targets a unit that is within half range of a [MELTA 2] weapon with a D characteristic of D6. While resolving those attacks, that weapon has a D characteristic of D6+2

goneInferno pistol — Inferno pistolPistol

Rules

Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).

When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:

  • One or more of its [CLOSE‑QUARTERS] weapons.
  • One or more of its other ranged weapons.

gonePlasma pistolstandard

Range
12"
Attacks
1
Ballistic Skill
3+
Strength
7
AP
-2
Damage
1

gonePlasma pistolsupercharge

Range
12"
Attacks
1
Ballistic Skill
3+
Strength
8
AP
-3
Damage
2

gonePlasma pistol — standardPistol

Rules

Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).

When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:

  • One or more of its [CLOSE‑QUARTERS] weapons.
  • One or more of its other ranged weapons.

gonePlasma pistol — superchargeHazardous

Rules

Each time a unit is selected to shoot or selected to fight, after that unit has resolved all of its attacks, make a number of hazard rolls (06.03) for that unit equal to the number of [HAZARDOUS] weapons you selected in the Select Weapons step.

gonePlasma pistol — superchargePistol

Rules

Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).

When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:

  • One or more of its [CLOSE‑QUARTERS] weapons.
  • One or more of its other ranged weapons.

gonePower fistPower fist

Range
Melee
Attacks
3
Weapon Skill
3+
Strength
8
AP
-2
Damage
2

gonePower weaponPower weapon

Range
Melee
Attacks
4
Weapon Skill
3+
Strength
5
AP
-2
Damage
1

changedEvisceratorEviscerator

Weapon Skill
4+ 3+

newEviscerator — EvisceratorCLEAVE 1

Rules

This ability always takes the form [CLEAVE X]. Each time you gather attack dice for a [CLEAVE] weapon, if you only selected one target for all of that weapon’s attacks, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).

Example: If a [CLEAVE 1] weapon with an A characteristic of 3 targets one unit containing 16 models, you would gather three additional attack dice for that weapon (for a total of six for that weapon).

goneEviscerator — EvisceratorSustained Hits 1

Rules

This ability always takes the form [SUSTAINED HITS X]. Each time an attack made with a [SUSTAINED HITS] weapon results in a critical hit, that attack results in a number of additional hits on the target as denoted by X.

Example: An attack made with a [SUSTAINED HITS 2] weapon results in a critical hit. That attack therefore hits the target three times (once from the critical hit, and twice more from the [SUSTAINED HITS 2] ability).

newDeath Company Marines with Jump Packs: For every 5 models in this unit, 1 model can have their Chainsword replaced with 1 Eviscerator.

newDeath Company Marines with Jump Packs: For every 5 models in this unit, 1 model can have their Chainsword replaced with 1 Power Fist.

newDeath Company Marines with Jump Packs: For every 5 models in this unit, 1 model can have their Heavy Bolt Pistol replaced with 1 Hand Flamer.

newDeath Company Marines with Jump Packs: For every 5 models in this unit, up to 2 models can each have their Chainsword replaced with 1 Power Weapon.

newDeath Company Marines with Jump Packs: For every 5 models in this unit, 1 model can have their Heavy Bolt Pistol replaced with 1 Inferno Pistol.

newDeath Company Marines with Jump Packs: For every 5 models in this unit, up to 2 models can each have their Heavy Bolt Pistol replaced with 1 Plasma Pistol.

goneDeath Company Marine with Jump Packs: For every 5 models in this unit, 1 model’s heavy bolt pistol can be replaced with 1 plasma pistol.

goneDeath Company Marine with Jump Packs: For every 5 models in this unit, 1 model’s Astartes chainsword can be replaced with 1 eviscerator.

goneDeath Company Marine with Jump Packs: 1 model’s Astartes chainsword can be replaced with one of the following:

goneDeath Company Marine with Jump Packs: For every 5 models in this unit, 1 model’s heavy bolt pistol and Astartes chainsword can be replaced with one of the following: ◦ 1 hand flamer and 1 Astartes chainsword ◦ 1 hand flamer and 1 power fist ◦ 1 hand flamer and 1 power weapon ◦ 1 heavy bolt pistol and 1 power fist ◦ 1 heavy bolt pistol and 1 power weapon ◦ 1 inferno pistol and 1 Astartes chainsword ◦ 1 inferno pistol and 1 power fist ◦ 1 inferno pistol and 1 power weapon ◦ 1 plasma pistol and 1 Astartes chainsword ◦ 1 plasma pistol and 1 power fist ◦ 1 plasma pistol and 1 power weapon

changedDeath Company Marines with Jump Packs: Wargear Option

Instruction

Default Wargear

newFor every 5 models in this unit, 1 model can have their Chainsword replaced with 1 Power Fist.

newFor every 5 models in this unit, 1 model can have their Heavy Bolt Pistol replaced with 1 Hand Flamer.

newFor every 5 models in this unit, up to 2 models can each have their Chainsword replaced with 1 Power Weapon.

newFor every 5 models in this unit, 1 model can have their Heavy Bolt Pistol replaced with 1 Inferno Pistol.

newFor every 5 models in this unit, up to 2 models can each have their Heavy Bolt Pistol replaced with 1 Plasma Pistol.

newFor every 5 models in this unit, 1 model can have their Chainsword replaced with 1 Eviscerator.

gone■ For every 5 models in this unit, 1 model’s heavy bolt pistol can be replaced with 1 plasma pistol.

gone■ For every 5 models in this unit, 1 model’s Astartes chainsword can be replaced with 1 eviscerator.

gone■ 1 model’s Astartes chainsword can be replaced with one of the following: ◦ 1 power fist ◦ 1 power weapon

gone■ For every 5 models in this unit, 1 model’s heavy bolt pistol and Astartes chainsword can be replaced with one of the following: ◦ 1 hand flamer and 1 Astartes chainsword ◦ 1 hand flamer and 1 power fist ◦ 1 hand flamer and 1 power weapon ◦ 1 heavy bolt pistol and 1 power fist ◦ 1 heavy bolt pistol and 1 power weapon ◦ 1 inferno pistol and 1 Astartes chainsword ◦ 1 inferno pistol and 1 power fist ◦ 1 inferno pistol and 1 power weapon ◦ 1 plasma pistol and 1 Astartes chainsword ◦ 1 plasma pistol and 1 power fist ◦ 1 plasma pistol and 1 power weapon

new5 Death Company Marines with Jump Packs

Points
130 pts
Death Company Marines with Jump Packs count
5

new10 Death Company Marines with Jump Packs

Points
260 pts
Death Company Marines with Jump Packs count
10

gone5 Death Company Marine with Jump Packs

Points
115 pts
Death Company Marine with Jump Packs count
5

gone6-10 Death Company Marine with Jump Packs

Points
230 pts
Death Company Marine with Jump Packs count
6-10

changedLemartes

Unit Composition

• 11 Lemartes – EPIC HEROmodel

ThisThis model is equipped with:with: absolvor1 boltAbsolvor pistol;Bolt thePistol; 1 The Blood Crozius.

changedLemartes

Toughness
4 5
Wounds
4 5
Keywords
Infantry, Character, Epic Hero, Fly, Jump Pack, Grenades, Imperium, Tacticus, Chaplain, Lemartes Chaplain, Character, Death Company, Epic Hero, Explosives, Fly, Imperium, Infantry, Jump Pack, Tacticus
Equipped With
Absolvor bolt pistol, The Blood Crozius Absolvor Bolt Pistol, The Blood Crozius

newCombat Doctrines

Rules

-

goneOath of Moment

Rules

-

changedFury Unbound

Rules

While this model is leading aThis unit,unit's melee weapons equipped by models in that unitattacks have the [LETHAL HITS][LETHAL ability.HITS].

changedGuardian of the Lost

Rules

While this model is leading a unit, each time an attack is allocated to a model inAttacks that unit, subtract 1 from thetarget Damagethis characteristicunit ofhave that-1 attack.D.

changedLeader

Rules

This model can be attached to the following units:

■ DEATH COMPANY MARINES WITH BOLTGUNS AND JUMP PACKS
■ DEATH COMPANY MARINES WITH JUMP PACKS

newAbsolvor Bolt Pistol

Type
weapon

goneAbsolvor bolt pistol

Type
weapon

newAbsolvor Bolt PistolAbsolvor Bolt Pistol

Range
18"
Attacks
1
Ballistic Skill
2+
Strength
5
AP
-2
Damage
2

newAbsolvor Bolt Pistol — Absolvor Bolt PistolCLOSE-QUARTERS

Rules

Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).

When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:

  • One or more of its [CLOSE‑QUARTERS] weapons.
  • One or more of its other ranged weapons.

goneAbsolvor bolt pistolAbsolvor bolt pistol

Range
18"
Attacks
1
Ballistic Skill
2+
Strength
5
AP
-1
Damage
2

goneAbsolvor bolt pistol — Absolvor bolt pistolPistol

Rules

Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).

When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:

  • One or more of its [CLOSE‑QUARTERS] weapons.
  • One or more of its other ranged weapons.

changedThe Blood CroziusThe Blood Crozius

Attacks
5 6

newThe Blood Crozius — The Blood CroziusCLEAVE 1

Rules

This ability always takes the form [CLEAVE X]. Each time you gather attack dice for a [CLEAVE] weapon, if you only selected one target for all of that weapon’s attacks, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).

Example: If a [CLEAVE 1] weapon with an A characteristic of 3 targets one unit containing 16 models, you would gather three additional attack dice for that weapon (for a total of six for that weapon).

newThe Blood Crozius — The Blood CroziusLETHAL HITS

Rules

Each time an attack made with a [LETHAL HITS] weapon results in a critical hit, you can choose for that attack to automatically wound the target.

Designer’s Note: Choosing to automatically wound the target means that no wound roll is made for that attack. You may decide against this, as it means that attack cannot result in a critical wound and so cannot trigger other abilities such as [DEVASTATING WOUNDS].

goneThe Blood Crozius — The Blood CroziusLethal Hits

Rules

Each time an attack made with a [LETHAL HITS] weapon results in a critical hit, you can choose for that attack to automatically wound the target.

Designer’s Note: Choosing to automatically wound the target means that no wound roll is made for that attack. You may decide against this, as it means that attack cannot result in a critical wound and so cannot trigger other abilities such as [DEVASTATING WOUNDS].

changed1 Lemartes

Points
100 pts 110 pts

changedSanguinary Guard

Unit Composition

• 3‐63-6 Sanguinary GuardGuard models

EveryEvery model is equipped with:with: 1 Angelus boltgun;Boltgun; encarmine1 blade.Encarmine Weapon.

Points Scaling
+20 pts per 3 models +15 pts per 3 models

changedSanguinary Guard

Toughness
4 5
Objective Control
1 2
Keywords
Infantry, Fly, Jump Pack, Grenades, Imperium, Tacticus, Sanguinary Guard Explosives, Fly, Imperium, Infantry, Jump Pack, Tacticus
Equipped With
Angelus boltgun, Encarmine blade Angelus Boltgun, Encarmine Weapon

newCombat Doctrines

Rules

-

goneOath of Moment

Rules

-

changedAngelic Visage

Rules

Each time aMelee meleeattacks attackthat targetstarget this unit, subtractunit 1have from-1 theto Hithit roll.rolls.

changedHeirs of Azkaellon

Rules

While a CHARACTER modelAttacks isthat leadingtarget this unit, eachunit timewith a meleeS attackgreater targetsthan this unit,unit’s subtractT 1have from‑1 theto Woundwound roll.rolls.

goneAttached Unit

Rules

If a CAPTAIN model from your army with the Leader ability can be attached to an ASSAULT INTERCESSORS WITH JUMP PACKS unit, it can be attached to this unit instead.

newAngelus Boltgun

Type
weapon

newEncarmine Weapon

Type
weapon

newInferno Pistol

Type
weapon

goneSanguinary Banner

Type
wargear
Rule Text

Add 1 to the Objective Control characteristic of models in the bearer’s unit.

goneAngelus boltgun

Type
weapon

goneEncarmine blade

Type
weapon

goneEncarmine spear

Type
weapon

goneInferno pistol

Type
weapon

newAngelus BoltgunAngelus Boltgun

Range
18"
Attacks
3
Ballistic Skill
2+
Strength
5
AP
-1
Damage
1

newAngelus Boltgun — Angelus BoltgunASSAULT

Rules

Units containing one or more models with an [ASSAULT] weapon can shoot using assault shooting (10.05).

newAngelus Boltgun — Angelus BoltgunCLOSE-QUARTERS

Rules

Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).

When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:

  • One or more of its [CLOSE‑QUARTERS] weapons.
  • One or more of its other ranged weapons.

newEncarmine WeaponEncarmine Weapon

Range
Melee
Attacks
4
Weapon Skill
2+
Strength
6
AP
-2
Damage
2

newEncarmine Weapon — Encarmine WeaponLANCE

Rules

Each time an attack is made with a [LANCE] weapon, if the attacking model’s unit made a charge move this turn, add 1 to the wound roll.

newInferno PistolInferno Pistol

Range
9"
Attacks
1
Ballistic Skill
2+
Strength
8
AP
-3
Damage
D3+2

newInferno Pistol — Inferno PistolCLOSE-QUARTERS

Rules

Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).

When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:

  • One or more of its [CLOSE‑QUARTERS] weapons.
  • One or more of its other ranged weapons.

newInferno Pistol — Inferno PistolMELTA 1

Rules

This ability always takes the form [MELTA X]. Each time a model makes an attack with a [MELTA] weapon, if the target unit was within half range of that weapon in the Select Targets step, until the attacking unit’s attacks have been resolved, add X to that weapon’s D characteristic.

Example: A model targets a unit that is within half range of a [MELTA 2] weapon with a D characteristic of D6. While resolving those attacks, that weapon has a D characteristic of D6+2

goneAngelus boltgunAngelus boltgun

Range
12"
Attacks
2
Ballistic Skill
3+
Strength
4
AP
0
Damage
1

goneAngelus boltgun — Angelus boltgunPistol

Rules

Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).

When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:

  • One or more of its [CLOSE‑QUARTERS] weapons.
  • One or more of its other ranged weapons.

goneEncarmine bladeEncarmine blade

Range
Melee
Attacks
4
Weapon Skill
2+
Strength
6
AP
-3
Damage
2

goneEncarmine spearEncarmine Spear

Range
Melee
Attacks
4
Weapon Skill
2+
Strength
6
AP
-2
Damage
2

goneEncarmine spear — Encarmine SpearLance

Rules

Each time an attack is made with a [LANCE] weapon, if the attacking model’s unit made a charge move this turn, add 1 to the wound roll.

goneInferno pistolInferno pistol

Range
6"
Attacks
1
Ballistic Skill
3+
Strength
8
AP
-4
Damage
D3

goneInferno pistol — Inferno pistolMelta 2

Rules

This ability always takes the form [MELTA X]. Each time a model makes an attack with a [MELTA] weapon, if the target unit was within half range of that weapon in the Select Targets step, until the attacking unit’s attacks have been resolved, add X to that weapon’s D characteristic.

Example: A model targets a unit that is within half range of a [MELTA 2] weapon with a D characteristic of D6. While resolving those attacks, that weapon has a D characteristic of D6+2

goneInferno pistol — Inferno pistolPistol

Rules

Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).

When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:

  • One or more of its [CLOSE‑QUARTERS] weapons.
  • One or more of its other ranged weapons.

newSanguinary Guard: For every 3 models in this unit, 1 model can have their Angelus Boltgun replaced with 1 Inferno Pistol.

goneSanguinary Guard: Any number of models can each have their encarmine blade replaced with 1 encarmine spear.

goneSanguinary Guard: For every 3 models in this unit, 1 model’s Angelus boltgun can be replaced with 1 inferno pistol.

goneSanguinary Guard: One model can be equipped with 1 Sanguinary banner.

newFor every 3 models in this unit, 1 model can have their Angelus Boltgun replaced with 1 Inferno Pistol.

gone■ Any number of models can each have their encarmine blade replaced with 1 encarmine spear.

gone■ For every 3 models in this unit, 1 model’s Angelus boltgun can be replaced with 1 inferno pistol.

gone■ One model can be equipped with 1 Sanguinary banner.

new6 Sanguinary Guard

Points
275 pts
Sanguinary Guard count
6

gone3 Sanguinary Guard

Points
120 pts
Sanguinary Guard count
3

changed3 Sanguinary Guard

Points
260 pts 135 pts
Sanguinary Guard count
4-6 3

changedSanguinary Priest

Unit Composition

• 11 Sanguinary PriestPriest model

ThisThis model is equipped with:with: absolver1 boltAbsolvor pistol;Bolt AstartesPistol; chainsword.1 Chainsword.

Points Scaling
+10 pts per 3 models

changedSanguinary Priest

Toughness
4 5
Keywords
Infantry, Character, Grenades, Imperium, Tacticus, Sanguinary Priest Character, Explosives, Imperium, Infantry, Tacticus
Equipped With
Absolvor bolt pistol, Astartes chainsword Absolvor Bolt Pistol, Chainsword

newCombat Doctrines

Rules

-

newNarthecium (Once per turn, per unit)

Rules

In your Command phase, this unit heals D3+1 wounds.

goneOath of Moment

Rules

-

goneSanguinary Priest

Rules

While this model is leading a unit, models in that unit have the Feel No Pain 5+ ability.

changedBlood Chalice

Rules

While this model is leading a unit, improve the Armour Penetration characteristic of melee weapons equipped by models in thatThis unit byhas 1.+1 T.

changedSupport

Rules

This model can be attached to the following units:

■ ASSAULT INTERCESSOR SQUAD
■ BLADEGUARD VETERAN SQUAD
■ DESOLATIONCOMPANY SQUADHEROES
■ DEVASTATORDESOLATION SQUAD
■
HELLBLASTER SQUAD
■
INFERNUS SQUAD
■
INTERCESSOR SQUAD
■
STERNGUARD VETERAN SQUAD
■
TACTICAL
SQUAD**

newAbsolvor Bolt Pistol

Type
weapon

newChainsword

Type
weapon

goneAbsolvor bolt pistol

Type
weapon

goneAstartes chainsword

Type
weapon

newAbsolvor Bolt PistolAbsolvor Bolt Pistol

Range
18"
Attacks
1
Ballistic Skill
3+
Strength
5
AP
-2
Damage
2

newAbsolvor Bolt Pistol — Absolvor Bolt PistolCLOSE-QUARTERS

Rules

Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).

When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:

  • One or more of its [CLOSE‑QUARTERS] weapons.
  • One or more of its other ranged weapons.

newChainswordChainsword

Range
Melee
Attacks
5
Weapon Skill
3+
Strength
5
AP
-1
Damage
1

goneAbsolvor bolt pistolAbsolver bolt pistol

Range
18"
Attacks
1
Ballistic Skill
3+
Strength
5
AP
-1
Damage
2

goneAbsolvor bolt pistol — Absolver bolt pistolPistol

Rules

Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).

When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:

  • One or more of its [CLOSE‑QUARTERS] weapons.
  • One or more of its other ranged weapons.

goneAstartes chainswordAstartes chainsword

Range
Melee
Attacks
5
Weapon Skill
3+
Strength
4
AP
-1
Damage
1

changed1 Sanguinary Priest

Points
75 pts 60 pts

changedThe Sanguinor

Unit Composition

• 11 The Sanguinor – EPIC HEROmodel

ThisThis model is equipped with:with: encarmine1 broadsword.Encarmine Broadsword.

changedThe Sanguinor

Toughness
4 5
Keywords
Infantry, Character, Epic Hero, Fly, Jump Pack, Imperium, Tacticus, The Sanguinor Character, Epic Hero, Fly, Imperium, Infantry, Jump Pack, Tacticus
Equipped With
Encarmine broadsword Encarmine Broadsword

newCombat Doctrines

Rules

-

newMiraculous Saviour (Once per battle, per army)

Rules

At the end of your opponent's Charge phase (excluding the first battle round), select up to one enemy unit that made a charge move this phase. This unit can make an ingress move and must be set up engaged with that enemy unit. That move does not prevent this unit from being eligible to move.

goneOath of Moment

Rules

-

goneMiraculous Saviour

Rules

(Once per battle, per army) At the end of your opponent's Charge phase (excluding the first battle round), you can select one enemy unit that made a charge move this phase. This unit can make an ingress move and must be set up engaged with that enemy unit. That move does not prevent this unit from being eligible to move.

changedAura of Fervour

Rules

While a friendly ADEPTUSFriendly ASTARTESADEPTUS unitASTARTES isunits within 6"12" of this model, youmodel can re-roll Battle-shock and Leadership tests taken for thatleadership unit.rolls.

newEncarmine Broadsword

Type
weapon

goneEncarmine broadsword

Type
weapon

newEncarmine BroadswordEncarmine Broadsword

Range
Melee
Attacks
8
Weapon Skill
2+
Strength
6
AP
-3
Damage
2

newEncarmine Broadsword — Encarmine BroadswordDEVASTATING WOUNDS

Rules

Each time an attack made with a [DEVASTATING WOUNDS] weapon results in a critical wound, the attack sequence for that attack ends and the target unit suffers a number of mortal wounds equal to the D characteristic of that weapon. These are inflicted after resolving any normal damage inflicted by those attacks.

Mortal wounds inflicted by [DEVASTATING WOUNDS] weapons can damage a maximum of one model for each critical wound; any remaining mortal wounds inflicted by that attack are lost.

Example: An attack made with a [DEVASTATING WOUNDS] weapon with a D characteristic of 3 results in a critical wound against an Intercessor Squad, so inflicts 3 mortal wounds. The first 2 mortal wounds are sufficient to destroy 1 Intercessor model, so the remaining mortal wound is lost.

goneEncarmine broadswordEncarmine broadsword

Range
Melee
Attacks
8
Weapon Skill
2+
Strength
6
AP
-3
Damage
2

goneEncarmine broadsword — Encarmine broadswordDevastating Wounds

Rules

Each time an attack made with a [DEVASTATING WOUNDS] weapon results in a critical wound, the attack sequence for that attack ends and the target unit suffers a number of mortal wounds equal to the D characteristic of that weapon. These are inflicted after resolving any normal damage inflicted by those attacks.

Mortal wounds inflicted by [DEVASTATING WOUNDS] weapons can damage a maximum of one model for each critical wound; any remaining mortal wounds inflicted by that attack are lost.

Example: An attack made with a [DEVASTATING WOUNDS] weapon with a D characteristic of 3 results in a critical wound against an Intercessor Squad, so inflicts 3 mortal wounds. The first 2 mortal wounds are sufficient to destroy 1 Intercessor model, so the remaining mortal wound is lost.

Codex Supplement: Dark Angels

changedAsmodai

Unit Composition

• 11 Asmodai – EPIC HEROmodel

ThisThis model is equipped with:with: heavy1 boltCrozius pistol;Arcanum croziusand arcanumPower andWeapon; power1 weapon.Heavy Bolt Pistol.

changedAsmodai

Toughness
4 5
Keywords
Infantry, Character, Epic Hero, Grenades, Imperium, Deathwing, Chaplain, Tacticus, Asmodai Chaplain, Character, Deathwing, Epic Hero, Explosives, Imperium, Infantry, Tacticus
Equipped With
Heavy bolt pistol, Crozius arcanum and power weapon Heavy Bolt Pistol, Crozius Arcanum and Power Weapon

newCombat Doctrines

Rules

-

newTranshuman Strategist

Rules

-

goneOath of Moment

Rules

-

changedFeared Interrogator

Rules

At the start of the Fight phase, each enemy CHARACTERCharacter unit within 6" of this model must takemakes a Battle-shock test, subtracting 1 from that test when they do. In addition, each time this model destroys an enemy CHARACTERbattle-shock modelroll, with a melee-1 attack,to youthat gainbattle-shock 1CP.roll.

changedExemplar of Hate

Rules

While this model is leading a unit, each time a model in that unit makesThis aunit's melee attack, youattacks can re-roll the Hithit roll.rolls.

changedLeader

Rules

This model can be attached to the following units:

■ ASSAULT INTERCESSOR SQUAD
■ BLADEGUARD VETERAN SQUAD
■ HELLBLASTER SQUAD
■ INFERNUS SQUAD
■ INNER CIRCLE COMPANIONS
■ INTERCESSOR SQUAD
■ STERNGUARD VETERAN SQUAD
■ TACTICAL SQUAD

newCrozius Arcanum and Power Weapon

Type
weapon

newHeavy Bolt Pistol

Type
weapon

goneCrozius arcanum and power weapon

Type
weapon

goneHeavy bolt pistol

Type
weapon

newCrozius Arcanum and Power WeaponStrike

Range
Melee
Attacks
5
Weapon Skill
2+
Strength
6
AP
-2
Damage
2

newCrozius Arcanum and Power WeaponSweep

Range
Melee
Attacks
8
Weapon Skill
2+
Strength
5
AP
-2
Damage
1

newCrozius Arcanum and Power Weapon — StrikePRECISION

Rules

While resolving attacks made with one or more [PRECISION] weapons, at the start of the Allocation Order step (05.03), if the target unit contains one or more CHARACTER models visible to one or more of the attacking models, the active player can select one allocation group that contains one of those visible CHARACTER models. If they do, until those attacks are resolved, or until that CHARACTER group is destroyed (whichever happens first), that CHARACTER group is the current allocation group.

newCrozius Arcanum and Power Weapon — SweepCLEAVE 1

Rules

This ability always takes the form [CLEAVE X]. Each time you gather attack dice for a [CLEAVE] weapon, if you only selected one target for all of that weapon’s attacks, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).

Example: If a [CLEAVE 1] weapon with an A characteristic of 3 targets one unit containing 16 models, you would gather three additional attack dice for that weapon (for a total of six for that weapon).

newHeavy Bolt PistolHeavy Bolt Pistol

Range
18"
Attacks
1
Ballistic Skill
2+
Strength
5
AP
-1
Damage
1

newHeavy Bolt Pistol — Heavy Bolt PistolCLOSE-QUARTERS

Rules

Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).

When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:

  • One or more of its [CLOSE‑QUARTERS] weapons.
  • One or more of its other ranged weapons.

goneCrozius arcanum and power weaponstrike

Range
Melee
Attacks
5
Weapon Skill
2+
Strength
6
AP
-2
Damage
2

goneCrozius arcanum and power weaponsweep

Range
Melee
Attacks
8
Weapon Skill
2+
Strength
5
AP
-2
Damage
1

goneHeavy bolt pistolHeavy bolt pistol

Range
18"
Attacks
1
Ballistic Skill
3+
Strength
4
AP
-1
Damage
1

goneHeavy bolt pistol — Heavy bolt pistolPistol

Rules

Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).

When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:

  • One or more of its [CLOSE‑QUARTERS] weapons.
  • One or more of its other ranged weapons.

changed1 Asmodai

Points
70 pts 80 pts

changedAzrael

Unit Composition

• 11 Azrael – EPIC HEROmodel

ThisThis model is equipped with:with: Lion’s1 Lion's Wrath; theThe SwordLion ofHelm; Secrets;1 theThe LionSword Helm.of Secrets.

changedAzrael

Toughness
4 5
Keywords
Infantry, Character, Epic Hero, Grenades, Imperium, Deathwing, Tacticus, Chapter Master, Azrael Chapter Master, Character, Deathwing, Epic Hero, Explosives, Imperium, Infantry, Tacticus
Equipped With
Lion’s Wrath, The Sword of Secrets, The Lion Helm Lion's Wrath, The Sword of Secrets, The Lion Helm

newCombat Doctrines

Rules

-

newWatcher in the Dark (Once per battle, per unit)

Rules

In any phase, when this unit suffers a mortal wound, this unit can summon a Watcher in the Dark. If it does, this unit has Feel No Pain 4+ against mortal wounds.

newTranshuman Strategist

Rules

-

goneOath of Moment

Rules

-

changedMasterful Tactician

Rules

AtIn theyour startMovement ofphase, yourselect Commandup phase,to ifone visible friendly Adeptus Astartes unit within 9" of this modelmodel, and select one combat doctrine. That combat doctrine is onactive for that unit until the battlefield,start youof gainyour 1CP.next Command phase.

changedSupreme Grand Master

Rules

While this model is leading a unit, weapons equipped by models inThis thatunit's unitattacks have the [SUSTAINED[SUSTAINED HITS 1] ability.1].

changedLeader

Rules

This model can be attached to the following units:

■ ASSAULT INTERCESSOR SQUAD
■ BLADEGUARD VETERAN SQUAD
■ COMPANY HEROES
■
HELLBLASTER SQUAD
■ INFERNUS SQUAD
■ INNER CIRCLE COMPANIONS
■ INTERCESSOR SQUAD
■ STERNGUARD VETERAN SQUAD
■ TACTICAL SQUAD

newLion's Wrath

Type
weapon

goneLion’s Wrath

Type
weapon

newLion's WrathLion's Wrath

Range
24"
Attacks
2
Ballistic Skill
2+
Strength
8
AP
-3
Damage
2

newLion's Wrath — Lion's WrathANTI-INFANTRY 4+

Rules

This ability always takes the form [ANTI‑X Y+]. Each time an attack is made with an [ANTI] weapon, if the target unit has the keyword denoted by X, an unmodified wound roll of Y+ is a critical wound.
Example: An attack made with an [ANTI‑VEHICLE 4+] weapon against a VEHICLE unit will result in a critical wound on an unmodified wound roll of 4+, while an attack made with an [ANTI‑PSYKER 2+] weapon against a PSYKER unit will result in a critical wound on an unmodified wound roll of 2+.

newLion's Wrath — Lion's WrathDEVASTATING WOUNDS

Rules

Each time an attack made with a [DEVASTATING WOUNDS] weapon results in a critical wound, the attack sequence for that attack ends and the target unit suffers a number of mortal wounds equal to the D characteristic of that weapon. These are inflicted after resolving any normal damage inflicted by those attacks.

Mortal wounds inflicted by [DEVASTATING WOUNDS] weapons can damage a maximum of one model for each critical wound; any remaining mortal wounds inflicted by that attack are lost.

Example: An attack made with a [DEVASTATING WOUNDS] weapon with a D characteristic of 3 results in a critical wound against an Intercessor Squad, so inflicts 3 mortal wounds. The first 2 mortal wounds are sufficient to destroy 1 Intercessor model, so the remaining mortal wound is lost.

newLion's Wrath — Lion's WrathRAPID FIRE 1

Rules

This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.

Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).

goneLion’s WrathLion’s Wrath

Range
24"
Attacks
2
Ballistic Skill
2+
Strength
8
AP
-3
Damage
2

goneLion’s Wrath — Lion’s WrathAnti-infantry 4+

Rules

This ability always takes the form [ANTI‑X Y+]. Each time an attack is made with an [ANTI] weapon, if the target unit has the keyword denoted by X, an unmodified wound roll of Y+ is a critical wound.
Example: An attack made with an [ANTI‑VEHICLE 4+] weapon against a VEHICLE unit will result in a critical wound on an unmodified wound roll of 4+, while an attack made with an [ANTI‑PSYKER 2+] weapon against a PSYKER unit will result in a critical wound on an unmodified wound roll of 2+.

goneLion’s Wrath — Lion’s WrathDevastating Wounds

Rules

Each time an attack made with a [DEVASTATING WOUNDS] weapon results in a critical wound, the attack sequence for that attack ends and the target unit suffers a number of mortal wounds equal to the D characteristic of that weapon. These are inflicted after resolving any normal damage inflicted by those attacks.

Mortal wounds inflicted by [DEVASTATING WOUNDS] weapons can damage a maximum of one model for each critical wound; any remaining mortal wounds inflicted by that attack are lost.

Example: An attack made with a [DEVASTATING WOUNDS] weapon with a D characteristic of 3 results in a critical wound against an Intercessor Squad, so inflicts 3 mortal wounds. The first 2 mortal wounds are sufficient to destroy 1 Intercessor model, so the remaining mortal wound is lost.

goneLion’s Wrath — Lion’s WrathRapid Fire 1

Rules

This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.

Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).

changedThe Lion Helm

Rule Text

Models in the bearer’s unit have a 4+ invulnerable save. In addition, once per battle, in any phase, the bearer can summon a Watcher in the Dark. When it does, until the end of the phase, models in the bearer’sThis unit have the Feel No Painhas 4+ ability against mortal wounds.InSv.

newThe Sword of Secrets — The Sword of SecretsDEVASTATING WOUNDS

Rules

Each time an attack made with a [DEVASTATING WOUNDS] weapon results in a critical wound, the attack sequence for that attack ends and the target unit suffers a number of mortal wounds equal to the D characteristic of that weapon. These are inflicted after resolving any normal damage inflicted by those attacks.

Mortal wounds inflicted by [DEVASTATING WOUNDS] weapons can damage a maximum of one model for each critical wound; any remaining mortal wounds inflicted by that attack are lost.

Example: An attack made with a [DEVASTATING WOUNDS] weapon with a D characteristic of 3 results in a critical wound against an Intercessor Squad, so inflicts 3 mortal wounds. The first 2 mortal wounds are sufficient to destroy 1 Intercessor model, so the remaining mortal wound is lost.

goneThe Sword of Secrets — The Sword of SecretsDevastating Wounds

Rules

Each time an attack made with a [DEVASTATING WOUNDS] weapon results in a critical wound, the attack sequence for that attack ends and the target unit suffers a number of mortal wounds equal to the D characteristic of that weapon. These are inflicted after resolving any normal damage inflicted by those attacks.

Mortal wounds inflicted by [DEVASTATING WOUNDS] weapons can damage a maximum of one model for each critical wound; any remaining mortal wounds inflicted by that attack are lost.

Example: An attack made with a [DEVASTATING WOUNDS] weapon with a D characteristic of 3 results in a critical wound against an Intercessor Squad, so inflicts 3 mortal wounds. The first 2 mortal wounds are sufficient to destroy 1 Intercessor model, so the remaining mortal wound is lost.

changed1 Azrael

Points
140 pts 150 pts

changedBelial

Unit Composition

• 11 Belial – EPIC HEROmodel

ThisThis model is equipped with:with: master-crafted1 stormMaster-crafted bolter;Storm theBolter; 1 The Sword of Silence.

changedBelial

Toughness
5 6
Keywords
Infantry, Character, Epic Hero, Imperium, Terminator, Deathwing, Captain, Belial Captain, Character, Deathwing, Epic Hero, Imperium, Infantry, Terminator
Equipped With
Master-crafted storm bolter, The Sword of Silence Master-crafted Storm Bolter, The Sword of Silence

newCombat Doctrines

Rules

-

newTranshuman Strategist

Rules

-

goneOath of Moment

Rules

-

changedGrand Master of the Deathwing

Rules

While this model is leading a unit, each time aThis modelunit's inattacks that unit makestarget an attack, if a Critical Hit isenemy scored,Character thatunit attackhave has+1 theto [PRECISION]wound ability.rolls.

changedStrikes of Retribution

Rules

EachIn timethe afight meleephase, attackwhen this model is allocateddestroyed, toif this model, afterunit thehas attackingnot unitbeen hasselected finishedto makingfight itsthis attacks,phase, roll one D6 (toD6:

  • On a maximum2+, ofdo sixnot D6remove perthis attackingmodel unit):from forthe eachbattlefield. 4+,When your unit has fought, or at the attackingend unitof suffersthe 1phase mortal(whichever wound.comes first), this model is removed from the battlefield.

changedLeader

Rules

This model can be attached to the following units:

■ DEATHWING COMMAND SQUAD
■ DEATHWING KNIGHTS
■ DEATHWING TERMINATOR SQUAD
■ TERMINATOR ASSAULT SQUAD
■ TERMINATOR SQUAD

newMaster-crafted Storm Bolter

Type
weapon

goneMaster-crafted storm bolter

Type
weapon

newMaster-crafted Storm BolterMaster-crafted Storm Bolter

Range
24"
Attacks
2
Ballistic Skill
2+
Strength
5
AP
-1
Damage
2

newMaster-crafted Storm Bolter — Master-crafted Storm BolterPRECISION

Rules

While resolving attacks made with one or more [PRECISION] weapons, at the start of the Allocation Order step (05.03), if the target unit contains one or more CHARACTER models visible to one or more of the attacking models, the active player can select one allocation group that contains one of those visible CHARACTER models. If they do, until those attacks are resolved, or until that CHARACTER group is destroyed (whichever happens first), that CHARACTER group is the current allocation group.

goneMaster-crafted storm bolterMaster-crafted storm bolter

Range
24"
Attacks
2
Ballistic Skill
2+
Strength
4
AP
0
Damage
2

goneMaster-crafted storm bolter — Master-crafted storm bolterPrecision

Rules

While resolving attacks made with one or more [PRECISION] weapons, at the start of the Allocation Order step (05.03), if the target unit contains one or more CHARACTER models visible to one or more of the attacking models, the active player can select one allocation group that contains one of those visible CHARACTER models. If they do, until those attacks are resolved, or until that CHARACTER group is destroyed (whichever happens first), that CHARACTER group is the current allocation group.

goneMaster-crafted storm bolter — Master-crafted storm bolterRapid Fire 2

Rules

This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.

Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).

changedThe Sword of SilenceThe Sword of Silence

AP
-2 -3

goneThe Sword of Silence — The Sword of SilencePrecision

Rules

While resolving attacks made with one or more [PRECISION] weapons, at the start of the Allocation Order step (05.03), if the target unit contains one or more CHARACTER models visible to one or more of the attacking models, the active player can select one allocation group that contains one of those visible CHARACTER models. If they do, until those attacks are resolved, or until that CHARACTER group is destroyed (whichever happens first), that CHARACTER group is the current allocation group.

changed1 Belial

Points
75 pts 100 pts

changedDeathwing Knights

Unit Composition

• 11 Knight MasterMaster model
• 44 Deathwing KnightsKnights models

TheThe Knight Master is equipped with:with: great1 weaponGreat Weapon of the Unforgiven.
EveryEvery Deathwing KnightKnights is equipped with:with: mace1 Mace of absolution.Absolution.

changedDeathwing Knights

Toughness
5 6
Keywords
Infantry, Imperium, Terminator, Deathwing, Deathwing Knights Deathwing, Imperium, Infantry, Terminator
Equipped With
Mace of absolution Mace of Absolution

changedKnight Master

Toughness
5 6
Keywords
Infantry, Imperium, Terminator, Deathwing, Deathwing Knights Deathwing, Imperium, Infantry, Terminator
Equipped With
Great weapon of the Unforgiven Great Weapon of the Unforgiven

newCombat Doctrines

Rules

-

newTeleport Homer (Once per battle, per unit)

Rules

At the start of the battle, you can set up one Teleport Homer token for this unit on the battlefield. If you do:

  • When you target this unit with the Rapid Ingress stratagem, you can use that Teleport Homer token. If you do, that use is -1 CP, but when resolving that stratagem, this unit must be set up within 3" of that Teleport Homer token and not within 8" of an enemy unit. That Teleport Homer token is then removed from the battlefield.
  • If an enemy unit ends a move within 1" of that Teleport Homer token, that Teleport Homer token is removed from the battlefield.

goneOath of Moment

Rules

-

goneTeleport Homer

Rules

At the start of the battle, you can set up one Teleport Homer token for this unit anywhere on the battlefield that is not in your opponent’s deployment zone. If you do, once per battle, you can target this unit with the Rapid Ingress Stratagem for 0CP, but when resolving that Stratagem, you must set this unit up within 3" horizontally of that token and not within 8" horizontally of any enemy models. That token is then removed.

changedInner Circle

Rules

Each time an attack

  • Attacks isthat allocatedtarget tothis aunit modelhave in-1D.
  • This thisunit unit,cannot subtractbe 1targeted fromwith the Damage characteristicTactical ofDreadnought thatFortitude attack.stratagem.

goneAttached Unit

Rules

If a CHARACTER unit from your army with the Leader ability can be attached to a TERMINATOR SQUAD, it can be attached to this unit instead.

newGreat Weapon of the Unforgiven

Type
weapon

newMace of Absolution

Type
weapon

newPower Weapon

Type
weapon

newRelic Weapon

Type
weapon

goneGreat weapon of the Unforgiven

Type
weapon

goneMace of absolution

Type
weapon

gonePower weapon

Type
weapon

goneRelic weapon

Type
weapon

newGreat Weapon of the UnforgivenGreat Weapon of the Unforgiven

Range
Melee
Attacks
5
Weapon Skill
2+
Strength
6
AP
-2
Damage
2

newGreat Weapon of the Unforgiven — Great Weapon of the UnforgivenDEVASTATING WOUNDS

Rules

Each time an attack made with a [DEVASTATING WOUNDS] weapon results in a critical wound, the attack sequence for that attack ends and the target unit suffers a number of mortal wounds equal to the D characteristic of that weapon. These are inflicted after resolving any normal damage inflicted by those attacks.

Mortal wounds inflicted by [DEVASTATING WOUNDS] weapons can damage a maximum of one model for each critical wound; any remaining mortal wounds inflicted by that attack are lost.

Example: An attack made with a [DEVASTATING WOUNDS] weapon with a D characteristic of 3 results in a critical wound against an Intercessor Squad, so inflicts 3 mortal wounds. The first 2 mortal wounds are sufficient to destroy 1 Intercessor model, so the remaining mortal wound is lost.

newGreat Weapon of the Unforgiven — Great Weapon of the UnforgivenSUSTAINED HITS 1

Rules

This ability always takes the form [SUSTAINED HITS X]. Each time an attack made with a [SUSTAINED HITS] weapon results in a critical hit, that attack results in a number of additional hits on the target as denoted by X.

Example: An attack made with a [SUSTAINED HITS 2] weapon results in a critical hit. That attack therefore hits the target three times (once from the critical hit, and twice more from the [SUSTAINED HITS 2] ability).

newMace of AbsolutionMace of Absolution

Range
Melee
Attacks
4
Weapon Skill
2+
Strength
6
AP
-2
Damage
2

newMace of Absolution — Mace of AbsolutionANTI-MONSTER/VEHICLE 4+

Rules

This ability always takes the form [ANTI‑X Y+]. Each time an attack is made with an [ANTI] weapon, if the target unit has the keyword denoted by X, an unmodified wound roll of Y+ is a critical wound.
Example: An attack made with an [ANTI‑VEHICLE 4+] weapon against a VEHICLE unit will result in a critical wound on an unmodified wound roll of 4+, while an attack made with an [ANTI‑PSYKER 2+] weapon against a PSYKER unit will result in a critical wound on an unmodified wound roll of 2+.

newPower WeaponPower Weapon

Range
Melee
Attacks
5
Weapon Skill
2+
Strength
6
AP
-2
Damage
2

newRelic WeaponRelic Weapon

Range
Melee
Attacks
6
Weapon Skill
2+
Strength
7
AP
-2
Damage
2

newRelic Weapon — Relic WeaponLETHAL HITS

Rules

Each time an attack made with a [LETHAL HITS] weapon results in a critical hit, you can choose for that attack to automatically wound the target.

Designer’s Note: Choosing to automatically wound the target means that no wound roll is made for that attack. You may decide against this, as it means that attack cannot result in a critical wound and so cannot trigger other abilities such as [DEVASTATING WOUNDS].

goneGreat weapon of the UnforgivenGreat weapon of the Unforgiven

Range
Melee
Attacks
5
Weapon Skill
2+
Strength
6
AP
-2
Damage
2

goneGreat weapon of the Unforgiven — Great weapon of the UnforgivenDevastating Wounds

Rules

Each time an attack made with a [DEVASTATING WOUNDS] weapon results in a critical wound, the attack sequence for that attack ends and the target unit suffers a number of mortal wounds equal to the D characteristic of that weapon. These are inflicted after resolving any normal damage inflicted by those attacks.

Mortal wounds inflicted by [DEVASTATING WOUNDS] weapons can damage a maximum of one model for each critical wound; any remaining mortal wounds inflicted by that attack are lost.

Example: An attack made with a [DEVASTATING WOUNDS] weapon with a D characteristic of 3 results in a critical wound against an Intercessor Squad, so inflicts 3 mortal wounds. The first 2 mortal wounds are sufficient to destroy 1 Intercessor model, so the remaining mortal wound is lost.

goneGreat weapon of the Unforgiven — Great weapon of the UnforgivenSustained Hits 1

Rules

This ability always takes the form [SUSTAINED HITS X]. Each time an attack made with a [SUSTAINED HITS] weapon results in a critical hit, that attack results in a number of additional hits on the target as denoted by X.

Example: An attack made with a [SUSTAINED HITS 2] weapon results in a critical hit. That attack therefore hits the target three times (once from the critical hit, and twice more from the [SUSTAINED HITS 2] ability).

goneMace of absolutionMace of absolution

Range
Melee
Attacks
4
Weapon Skill
2+
Strength
6
AP
-2
Damage
2

goneMace of absolution — Mace of absolutionAnti-monster 4+

Rules

This ability always takes the form [ANTI‑X Y+]. Each time an attack is made with an [ANTI] weapon, if the target unit has the keyword denoted by X, an unmodified wound roll of Y+ is a critical wound.
Example: An attack made with an [ANTI‑VEHICLE 4+] weapon against a VEHICLE unit will result in a critical wound on an unmodified wound roll of 4+, while an attack made with an [ANTI‑PSYKER 2+] weapon against a PSYKER unit will result in a critical wound on an unmodified wound roll of 2+.

goneMace of absolution — Mace of absolutionAnti-vehicle 4+

Rules

This ability always takes the form [ANTI‑X Y+]. Each time an attack is made with an [ANTI] weapon, if the target unit has the keyword denoted by X, an unmodified wound roll of Y+ is a critical wound.
Example: An attack made with an [ANTI‑VEHICLE 4+] weapon against a VEHICLE unit will result in a critical wound on an unmodified wound roll of 4+, while an attack made with an [ANTI‑PSYKER 2+] weapon against a PSYKER unit will result in a critical wound on an unmodified wound roll of 2+.

gonePower weaponPower weapon

Range
Melee
Attacks
5
Weapon Skill
2+
Strength
6
AP
-2
Damage
2

goneRelic weaponRelic weapon

Range
Melee
Attacks
6
Weapon Skill
2+
Strength
7
AP
-2
Damage
2

goneRelic weapon — Relic weaponLethal Hits

Rules

Each time an attack made with a [LETHAL HITS] weapon results in a critical hit, you can choose for that attack to automatically wound the target.

Designer’s Note: Choosing to automatically wound the target means that no wound roll is made for that attack. You may decide against this, as it means that attack cannot result in a critical wound and so cannot trigger other abilities such as [DEVASTATING WOUNDS].

newThis unit can be equipped with 1 Watcher in the Dark

newKnight Master: The Knight Master can have their Great Weapon of the Unforgiven replaced with 1 Relic Weapon.

newDeathwing Knights: All Deathwing Knight models in this unit can each have their Mace of Absolution replaced with 1 Power Weapon.

goneThis unit can be equipped with 1 Watcher in the Dark.

goneKnight Master: The Knight Master’s great weapon of the Unforgiven can be replaced with 1 relic weapon.

goneDeathwing Knight: All Deathwing Knights in this unit can each have their mace of absolution replaced with 1 power weapon.

changedDeathwing Knights: Wargear Option

Instruction

Default Wargear

newThis unit can be equipped with 1 Watcher in the Dark

newAll Deathwing Knight models in this unit can each have their Mace of Absolution replaced with 1 Power Weapon.

newThe Knight Master can have their Great Weapon of the Unforgiven replaced with 1 Relic Weapon.

gone■ The Knight Master’s great weapon of the Unforgiven can be replaced with 1 relic weapon.

gone■ All Deathwing Knights in this unit can each have their mace of absolution replaced with 1 power weapon.

gone■ This unit can be equipped with 1 Watcher in the Dark.

new4 Deathwing Knights, 1 Knight Master

Points
255 pts
Deathwing Knights count
4
Knight Master count
1

gone4 Deathwing Knight, 1 Knight Master

Points
240 pts
Deathwing Knight count
4
Knight Master count
1

changedDeathwing Terminator Squad

Unit Composition

• 11 Deathwing SergeantSergeant model
• 4-94-9 Deathwing TerminatorsTheTerminators Deathwingmodels

Every Sergeantmodel is equipped with: storm bolter; power weapon.
Every Deathwing Terminator iswith: equipped1 with:Power stormFist; bolter;1 powerStorm fist.Bolter.

Points Scaling
+40 pts per 3 models

changedDeathwing Sergeant

Toughness
5 6
Keywords
Infantry, Imperium, Terminator, Deathwing, Deathwing Terminator Squad Deathwing, Imperium, Infantry, Terminator
Equipped With
Storm bolter, Power weapon Storm Bolter, Power Fist

changedDeathwing Terminators

Toughness
5 6
Keywords
Infantry, Imperium, Terminator, Deathwing, Deathwing Terminator Squad Deathwing, Imperium, Infantry, Terminator
Equipped With
Storm bolter, Power fist Storm Bolter, Power Fist

newCombat Doctrines

Rules

-

goneOath of Moment

Rules

-

goneTeleport Homer

Rules

At the start of the battle, you can set up one Teleport Homer token for this unit anywhere on the battlefield that is not in your opponent’s deployment zone. If you do, once per battle, you can target this unit with the Rapid Ingress Stratagem for 0CP, but when resolving that Stratagem, you must set this unit up within 3" horizontally of that token and not within 8" horizontally of any enemy models. That token is then removed.

changedDeathwing

Rules

Each time a model in this unit makes anThis attack,unit's youattacks can ignore any or all modifiers to that attack’s Ballistic Skill or Weapon Skill characteristics and/or to the Hit roll. In addition, each time a model in this unit makes an attack that targets your Oath of Moment target (see Codex: Space Marines), add 1 toto:

  • BS theand WS.
  • Hit roll.rolls.

goneAttached Unit

Rules

If a CHARACTER unit from your army with the Leader ability can be attached to a TERMINATOR SQUAD, it can be attached to this unit instead.

newAssault Cannon

Type
weapon

newCyclone Missile Launcher

Type
weapon

newHeavy Flamer

Type
weapon

newPlasma Cannon

Type
weapon

newPower Fist

Type
weapon

newPower Weapon

Type
weapon

newStorm Bolter

Type
weapon

goneAssault cannon

Type
weapon

goneCyclone missile launcher

Type
weapon

goneHeavy flamer

Type
weapon

gonePlasma cannon

Type
weapon

gonePower fist

Type
weapon

gonePower weapon

Type
weapon

goneStorm bolter

Type
weapon

newAssault CannonAssault Cannon

Range
24"
Attacks
6
Ballistic Skill
3+
Strength
6
AP
-2
Damage
1

newAssault Cannon — Assault CannonSUSTAINED HITS 1

Rules

This ability always takes the form [SUSTAINED HITS X]. Each time an attack made with a [SUSTAINED HITS] weapon results in a critical hit, that attack results in a number of additional hits on the target as denoted by X.

Example: An attack made with a [SUSTAINED HITS 2] weapon results in a critical hit. That attack therefore hits the target three times (once from the critical hit, and twice more from the [SUSTAINED HITS 2] ability).

newCyclone Missile LauncherFrag

Range
36"
Attacks
8
Ballistic Skill
3+
Strength
4
AP
-1
Damage
1

newCyclone Missile LauncherKrak

Range
36"
Attacks
2
Ballistic Skill
3+
Strength
10
AP
-2
Damage
D3+3

newCyclone Missile Launcher — FragBLAST 2

Rules

Each time you gather attack dice for a [BLAST] weapon, add one additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).

If this ability takes the form [BLAST X], each time you gather attack dice for such a weapon, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down) instead.

Example: If a [BLAST 2] weapon with an A characteristic of 3 targets a unit containing 12 models, you would gather four additional attack dice for that weapon (for a total of seven for that weapon).

newHeavy FlamerHeavy Flamer

Range
12"
Attacks
3
Ballistic Skill
-
Strength
5
AP
-1
Damage
1

newHeavy Flamer — Heavy FlamerBLAST 2

Rules

Each time you gather attack dice for a [BLAST] weapon, add one additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).

If this ability takes the form [BLAST X], each time you gather attack dice for such a weapon, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down) instead.

Example: If a [BLAST 2] weapon with an A characteristic of 3 targets a unit containing 12 models, you would gather four additional attack dice for that weapon (for a total of seven for that weapon).

newHeavy Flamer — Heavy FlamerTORRENT

Rules

Each time an attack is made with a [TORRENT] weapon, that attack automatically hits the target.

newPlasma CannonStandard

Range
36"
Attacks
3
Ballistic Skill
3+
Strength
7
AP
-2
Damage
2

newPlasma CannonSupercharge

Range
36"
Attacks
3
Ballistic Skill
3+
Strength
8
AP
-3
Damage
3

newPlasma Cannon — StandardBLAST 1

Rules

Each time you gather attack dice for a [BLAST] weapon, add one additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).

If this ability takes the form [BLAST X], each time you gather attack dice for such a weapon, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down) instead.

Example: If a [BLAST 2] weapon with an A characteristic of 3 targets a unit containing 12 models, you would gather four additional attack dice for that weapon (for a total of seven for that weapon).

newPlasma Cannon — SuperchargeBLAST 1

Rules

Each time you gather attack dice for a [BLAST] weapon, add one additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).

If this ability takes the form [BLAST X], each time you gather attack dice for such a weapon, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down) instead.

Example: If a [BLAST 2] weapon with an A characteristic of 3 targets a unit containing 12 models, you would gather four additional attack dice for that weapon (for a total of seven for that weapon).

newPlasma Cannon — SuperchargeHAZARDOUS

Rules

Each time a unit is selected to shoot or selected to fight, after that unit has resolved all of its attacks, make a number of hazard rolls (06.03) for that unit equal to the number of [HAZARDOUS] weapons you selected in the Select Weapons step.

newPower FistPower Fist

Range
Melee
Attacks
3
Weapon Skill
3+
Strength
8
AP
-2
Damage
2

newPower WeaponPower Weapon

Range
Melee
Attacks
5
Weapon Skill
3+
Strength
5
AP
-2
Damage
1

newStorm BolterStorm Bolter

Range
24"
Attacks
2
Ballistic Skill
3+
Strength
5
AP
-1
Damage
1

newStorm Bolter — Storm BolterRAPID FIRE 2

Rules

This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.

Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).

goneAssault cannonAssault Cannon

Range
24"
Attacks
6
Ballistic Skill
3+
Strength
6
AP
0
Damage
1

goneAssault cannon — Assault CannonDevastating Wounds

Rules

Each time an attack made with a [DEVASTATING WOUNDS] weapon results in a critical wound, the attack sequence for that attack ends and the target unit suffers a number of mortal wounds equal to the D characteristic of that weapon. These are inflicted after resolving any normal damage inflicted by those attacks.

Mortal wounds inflicted by [DEVASTATING WOUNDS] weapons can damage a maximum of one model for each critical wound; any remaining mortal wounds inflicted by that attack are lost.

Example: An attack made with a [DEVASTATING WOUNDS] weapon with a D characteristic of 3 results in a critical wound against an Intercessor Squad, so inflicts 3 mortal wounds. The first 2 mortal wounds are sufficient to destroy 1 Intercessor model, so the remaining mortal wound is lost.

goneCyclone missile launcherfrag

Range
36"
Attacks
2D6
Ballistic Skill
3+
Strength
4
AP
0
Damage
1

goneCyclone missile launcherkrak

Range
36"
Attacks
2
Ballistic Skill
3+
Strength
9
AP
-2
Damage
D6

goneCyclone missile launcher — fragBlast

Rules

Each time you gather attack dice for a [BLAST] weapon, add one additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).

If this ability takes the form [BLAST X], each time you gather attack dice for such a weapon, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down) instead.

Example: If a [BLAST 2] weapon with an A characteristic of 3 targets a unit containing 12 models, you would gather four additional attack dice for that weapon (for a total of seven for that weapon).

goneHeavy flamerHeavy flamer

Range
12"
Attacks
D6
Ballistic Skill
-
Strength
5
AP
-1
Damage
1

goneHeavy flamer — Heavy flamerIgnores Cover

Rules

Each time an attack is made with an [IGNORES COVER] weapon, the target cannot have the benefit of cover against that attack (13.08), including from rules that give a model or unit the benefit of cover (e.g. Stealth).

goneHeavy flamer — Heavy flamerTorrent

Rules

Each time an attack is made with a [TORRENT] weapon, that attack automatically hits the target.

gonePlasma cannonstandard

Range
36"
Attacks
D3
Ballistic Skill
3+
Strength
7
AP
-2
Damage
1

gonePlasma cannonsupercharge

Range
36"
Attacks
D3
Ballistic Skill
3+
Strength
8
AP
-3
Damage
2

gonePlasma cannon — standardBlast

Rules

Each time you gather attack dice for a [BLAST] weapon, add one additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).

If this ability takes the form [BLAST X], each time you gather attack dice for such a weapon, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down) instead.

Example: If a [BLAST 2] weapon with an A characteristic of 3 targets a unit containing 12 models, you would gather four additional attack dice for that weapon (for a total of seven for that weapon).

gonePlasma cannon — superchargeHazardous

Rules

Each time a unit is selected to shoot or selected to fight, after that unit has resolved all of its attacks, make a number of hazard rolls (06.03) for that unit equal to the number of [HAZARDOUS] weapons you selected in the Select Weapons step.

gonePlasma cannon — superchargeBlast

Rules

Each time you gather attack dice for a [BLAST] weapon, add one additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).

If this ability takes the form [BLAST X], each time you gather attack dice for such a weapon, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down) instead.

Example: If a [BLAST 2] weapon with an A characteristic of 3 targets a unit containing 12 models, you would gather four additional attack dice for that weapon (for a total of seven for that weapon).

gonePower fistPower fist

Range
Melee
Attacks
3
Weapon Skill
3+
Strength
8
AP
-2
Damage
2

gonePower weaponPower weapon

Range
Melee
Attacks
4
Weapon Skill
3+
Strength
5
AP
-2
Damage
1

goneStorm bolterStorm bolter

Range
24"
Attacks
2
Ballistic Skill
3+
Strength
4
AP
0
Damage
1

goneStorm bolter — Storm bolterRapid Fire 2

Rules

This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.

Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).

newChainfistChainfist

Range
Melee
Attacks
3
Weapon Skill
3+
Strength
12
AP
-2
Damage
3

changedChainfistChainfist

Attacks
3 2

goneChainfist — ChainfistAnti-vehicle 3+

Rules

This ability always takes the form [ANTI‑X Y+]. Each time an attack is made with an [ANTI] weapon, if the target unit has the keyword denoted by X, an unmodified wound roll of Y+ is a critical wound.
Example: An attack made with an [ANTI‑VEHICLE 4+] weapon against a VEHICLE unit will result in a critical wound on an unmodified wound roll of 4+, while an attack made with an [ANTI‑PSYKER 2+] weapon against a PSYKER unit will result in a critical wound on an unmodified wound roll of 2+.

newDeathwing Sergeant: The Deathwing Sergeant can have their Power Fist replaced with one of the following: 1 Chainfist, 1 Power Weapon

newDeathwing Terminators: Any number of Deathwing Terminator models can each have their Power Fist replaced with 1 Chainfist.

newDeathwing Terminators: For every 5 models in this unit, 1 Deathwing Terminator model can have their Storm Bolter replaced with one of the following: 1 Assault Cannon, 1 Heavy Flamer, 1 Plasma Cannon, 1 Storm Bolter and 1 Cyclone Missile Launcher (that model’s Storm Bolter cannot be replaced)

goneDeathwing Terminator: Any number of Deathwing Terminators can each have their power fist replaced with 1 chainfist

goneDeathwing Terminator: For every 5 models in the unit, 1 Deathwing Terminator can replace its storm bolter with one of the following: ◦ 1 assault cannon ◦ 1 heavy flamer ◦ 1 plasma cannon ◦ 1 storm bolter and 1 cyclone missile launcher (this model’s storm bolter cannot be replaced)

changedDeathwing Terminators: Wargear Option

Instruction

Default Wargear

newAny number of Deathwing Terminator models can each have their Power Fist replaced with 1 Chainfist.

newFor every 5 models in this unit, 1 Deathwing Terminator model can have their Storm Bolter replaced with one of the following: 1 Assault Cannon, 1 Heavy Flamer, 1 Plasma Cannon, 1 Storm Bolter and 1 Cyclone Missile Launcher (that model’s Storm Bolter cannot be replaced)

newThe Deathwing Sergeant can have their Power Fist replaced with one of the following: 1 Chainfist, 1 Power Weapon

gone■ Any number of Deathwing Terminators can each have their power fist replaced with 1 chainfist.

gone■ For every 5 models in this unit, 1 Deathwing Terminator can replace its storm bolter with one of the following: ◦ 1 assault cannon ◦ 1 heavy flamer ◦ 1 plasma cannon ◦ 1 storm bolter and 1 cyclone missile launcher (this model’s storm bolter cannot be replaced)

gone■ This unit can be equipped with 1 Watcher in the Dark.

new4 Deathwing Terminators, 1 Deathwing Sergeant

Points
190 pts
Deathwing Terminators count
4
Deathwing Sergeant count
1

new9 Deathwing Terminators, 1 Deathwing Sergeant

Points
380 pts
Deathwing Terminators count
9
Deathwing Sergeant count
1

gone1 Deathwing Sergeant, 4 Deathwing Terminator

Points
165 pts
Deathwing Sergeant count
1
Deathwing Terminator count
4

gone1 Deathwing Sergeant, 5-9 Deathwing Terminator

Points
330 pts
Deathwing Sergeant count
1
Deathwing Terminator count
5-9

changedEzekiel

Unit Composition

• 11 Ezekiel – Epic Heromodel

ThisThis model is equipped with: thewith: Deliverer;1 Mind Wipe; Traitor’s1 Bane;The BookDeliverer; of1 Salvation.Traitor's Bane.

changedEzekiel

Toughness
4 5
Wounds
4 5
Keywords
Infantry, Character, Epic Hero, Psyker, Grenades, Imperium, Deathwing, Librarian, Ezekiel Character, Deathwing, Epic Hero, Explosives, Imperium, Infantry, Librarian, Psyker, Tacticus
Equipped With
The Deliverer, Mind Wipe, Traitor’s Bane, Book of Salvation The Deliverer, Mind Wipe, Traitor's Bane

newCombat Doctrines

Rules

-

newBook of Salvation

Rules

This unit's melee attacks have +1 A.

newChief Librarian (psyker level 3)

Rules

This model has the psychic abilities listed in the Psychic Abilities section.

goneOath of Moment

Rules

-

goneEngulfing Fear

Rules

In your Shooting phase, you can select one enemy unit within 18" of this model. That enemy unit must take a Battle-shock test.

newChief Librarian (psyker level 3)Engulfing Fear (psychic level 1)

Rules

In your Shooting phase, if this unit is not battle-shocked, you can make a psychic roll for this unit by rolling one D6. If you do:

  • On a 1, this unit is battle-shocked.
  • Select one enemy unit within 12” of this model. That unit makes a battle-shock roll with -1 to that battle-shock roll.

newChief Librarian (psyker level 3)Whispers of the Shadow Forest (psychic level 1)

Rules

When an enemy unit targets this unit, if this unit is not battle-shocked, you can make a psychic roll for this unit by rolling one D6. If you do:

  • On a 1, this unit is battle-shocked.
  • Attacks that target this unit have -1 to hit rolls until the end of the phase.

changedPsychic Hood

Rules

While this model is leading a unit, models in thatThis unit have thehas Feel No Pain 4+ ability against Psychicpsychic Attacks.attacks and mortal wounds.

changedLeader

Rules

This model can be attached to the following units:

■ ASSAULT INTERCESSOR SQUAD
■ BLADEGUARD VETERAN SQUAD
■ HELLBLASTER SQUAD
■ INFERNUS SQUAD
■ INNER CIRCLE COMPANIONS
■ INTERCESSOR SQUAD
■ STERNGUARD VETERAN SQUAD
■ TACTICAL SQUAD

newTraitor's Bane

Type
weapon

goneBook of Salvation

Type
wargear
Rule Text

While this model is leading a unit, add 1 to the Attacks characteristic of melee weapons equipped by models in that unit. When this model is destroyed, each friendly ADEPTUS ASTARTES unit within 6" of this model must take a Battle-shock test.

goneTraitor’s Bane

Type
weapon

newTraitor's BaneTraitor's Bane

Range
Melee
Attacks
4
Weapon Skill
2+
Strength
6
AP
-3
Damage
2

newTraitor's Bane — Traitor's BanePRECISION

Rules

While resolving attacks made with one or more [PRECISION] weapons, at the start of the Allocation Order step (05.03), if the target unit contains one or more CHARACTER models visible to one or more of the attacking models, the active player can select one allocation group that contains one of those visible CHARACTER models. If they do, until those attacks are resolved, or until that CHARACTER group is destroyed (whichever happens first), that CHARACTER group is the current allocation group.

newTraitor's Bane — Traitor's BanePSYCHIC

Rules

Each time an attack is made with a [PSYCHIC] weapon, you can ignore any or all modifiers to that attack’s BS or WS characteristic and any or all modifiers to the hit roll. Attacks made with [PSYCHIC] weapons are known as psychic attacks (this can be important for the triggering of other rules).

goneTraitor’s BaneTraitor’s Bane

Range
Melee
Attacks
4
Weapon Skill
2+
Strength
6
AP
-2
Damage
D3

goneTraitor’s Bane — Traitor’s BaneAnti-chaos 2+

Rules

This ability always takes the form [ANTI‑X Y+]. Each time an attack is made with an [ANTI] weapon, if the target unit has the keyword denoted by X, an unmodified wound roll of Y+ is a critical wound.
Example: An attack made with an [ANTI‑VEHICLE 4+] weapon against a VEHICLE unit will result in a critical wound on an unmodified wound roll of 4+, while an attack made with an [ANTI‑PSYKER 2+] weapon against a PSYKER unit will result in a critical wound on an unmodified wound roll of 2+.

goneTraitor’s Bane — Traitor’s BanePsychic

Rules

Each time an attack is made with a [PSYCHIC] weapon, you can ignore any or all modifiers to that attack’s BS or WS characteristic and any or all modifiers to the hit roll. Attacks made with [PSYCHIC] weapons are known as psychic attacks (this can be important for the triggering of other rules).

newMind WipeFocused Witchfire

Range
12"
Attacks
1
Ballistic Skill
2+
Strength
6
AP
-2
Damage
D3+3

newMind WipeWitchfire

Range
12"
Attacks
1
Ballistic Skill
2+
Strength
6
AP
-2
Damage
D6

goneMind Wipewitchfire

Range
12"
Attacks
1
Ballistic Skill
2+
Strength
6
AP
-2
Damage
D6

goneMind Wipefocused witchfire

Range
12"
Attacks
1
Ballistic Skill
2+
Strength
6
AP
-2
Damage
D6

newMind Wipe — Focused WitchfireANTI-CHARACTER 4+

Rules

This ability always takes the form [ANTI‑X Y+]. Each time an attack is made with an [ANTI] weapon, if the target unit has the keyword denoted by X, an unmodified wound roll of Y+ is a critical wound.
Example: An attack made with an [ANTI‑VEHICLE 4+] weapon against a VEHICLE unit will result in a critical wound on an unmodified wound roll of 4+, while an attack made with an [ANTI‑PSYKER 2+] weapon against a PSYKER unit will result in a critical wound on an unmodified wound roll of 2+.

newMind Wipe — Focused WitchfireCLOSE-QUARTERS

Rules

Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).

When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:

  • One or more of its [CLOSE‑QUARTERS] weapons.
  • One or more of its other ranged weapons.

newMind Wipe — Focused WitchfireDEVASTATING WOUNDS

Rules

Each time an attack made with a [DEVASTATING WOUNDS] weapon results in a critical wound, the attack sequence for that attack ends and the target unit suffers a number of mortal wounds equal to the D characteristic of that weapon. These are inflicted after resolving any normal damage inflicted by those attacks.

Mortal wounds inflicted by [DEVASTATING WOUNDS] weapons can damage a maximum of one model for each critical wound; any remaining mortal wounds inflicted by that attack are lost.

Example: An attack made with a [DEVASTATING WOUNDS] weapon with a D characteristic of 3 results in a critical wound against an Intercessor Squad, so inflicts 3 mortal wounds. The first 2 mortal wounds are sufficient to destroy 1 Intercessor model, so the remaining mortal wound is lost.

newMind Wipe — Focused WitchfireHAZARDOUS

Rules

Each time a unit is selected to shoot or selected to fight, after that unit has resolved all of its attacks, make a number of hazard rolls (06.03) for that unit equal to the number of [HAZARDOUS] weapons you selected in the Select Weapons step.

newMind Wipe — Focused WitchfirePRECISION

Rules

While resolving attacks made with one or more [PRECISION] weapons, at the start of the Allocation Order step (05.03), if the target unit contains one or more CHARACTER models visible to one or more of the attacking models, the active player can select one allocation group that contains one of those visible CHARACTER models. If they do, until those attacks are resolved, or until that CHARACTER group is destroyed (whichever happens first), that CHARACTER group is the current allocation group.

newMind Wipe — Focused WitchfirePSYCHIC

Rules

Each time an attack is made with a [PSYCHIC] weapon, you can ignore any or all modifiers to that attack’s BS or WS characteristic and any or all modifiers to the hit roll. Attacks made with [PSYCHIC] weapons are known as psychic attacks (this can be important for the triggering of other rules).

newMind Wipe — WitchfireCLOSE-QUARTERS

Rules

Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).

When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:

  • One or more of its [CLOSE‑QUARTERS] weapons.
  • One or more of its other ranged weapons.

newMind Wipe — WitchfireDEVASTATING WOUNDS

Rules

Each time an attack made with a [DEVASTATING WOUNDS] weapon results in a critical wound, the attack sequence for that attack ends and the target unit suffers a number of mortal wounds equal to the D characteristic of that weapon. These are inflicted after resolving any normal damage inflicted by those attacks.

Mortal wounds inflicted by [DEVASTATING WOUNDS] weapons can damage a maximum of one model for each critical wound; any remaining mortal wounds inflicted by that attack are lost.

Example: An attack made with a [DEVASTATING WOUNDS] weapon with a D characteristic of 3 results in a critical wound against an Intercessor Squad, so inflicts 3 mortal wounds. The first 2 mortal wounds are sufficient to destroy 1 Intercessor model, so the remaining mortal wound is lost.

newMind Wipe — WitchfirePRECISION

Rules

While resolving attacks made with one or more [PRECISION] weapons, at the start of the Allocation Order step (05.03), if the target unit contains one or more CHARACTER models visible to one or more of the attacking models, the active player can select one allocation group that contains one of those visible CHARACTER models. If they do, until those attacks are resolved, or until that CHARACTER group is destroyed (whichever happens first), that CHARACTER group is the current allocation group.

newMind Wipe — WitchfirePSYCHIC

Rules

Each time an attack is made with a [PSYCHIC] weapon, you can ignore any or all modifiers to that attack’s BS or WS characteristic and any or all modifiers to the hit roll. Attacks made with [PSYCHIC] weapons are known as psychic attacks (this can be important for the triggering of other rules).

goneMind Wipe — witchfireDevastating Wounds

Rules

Each time an attack made with a [DEVASTATING WOUNDS] weapon results in a critical wound, the attack sequence for that attack ends and the target unit suffers a number of mortal wounds equal to the D characteristic of that weapon. These are inflicted after resolving any normal damage inflicted by those attacks.

Mortal wounds inflicted by [DEVASTATING WOUNDS] weapons can damage a maximum of one model for each critical wound; any remaining mortal wounds inflicted by that attack are lost.

Example: An attack made with a [DEVASTATING WOUNDS] weapon with a D characteristic of 3 results in a critical wound against an Intercessor Squad, so inflicts 3 mortal wounds. The first 2 mortal wounds are sufficient to destroy 1 Intercessor model, so the remaining mortal wound is lost.

goneMind Wipe — witchfirePrecision

Rules

While resolving attacks made with one or more [PRECISION] weapons, at the start of the Allocation Order step (05.03), if the target unit contains one or more CHARACTER models visible to one or more of the attacking models, the active player can select one allocation group that contains one of those visible CHARACTER models. If they do, until those attacks are resolved, or until that CHARACTER group is destroyed (whichever happens first), that CHARACTER group is the current allocation group.

goneMind Wipe — witchfirePsychic

Rules

Each time an attack is made with a [PSYCHIC] weapon, you can ignore any or all modifiers to that attack’s BS or WS characteristic and any or all modifiers to the hit roll. Attacks made with [PSYCHIC] weapons are known as psychic attacks (this can be important for the triggering of other rules).

goneMind Wipe — focused witchfireAnti-character 4+

Rules

This ability always takes the form [ANTI‑X Y+]. Each time an attack is made with an [ANTI] weapon, if the target unit has the keyword denoted by X, an unmodified wound roll of Y+ is a critical wound.
Example: An attack made with an [ANTI‑VEHICLE 4+] weapon against a VEHICLE unit will result in a critical wound on an unmodified wound roll of 4+, while an attack made with an [ANTI‑PSYKER 2+] weapon against a PSYKER unit will result in a critical wound on an unmodified wound roll of 2+.

goneMind Wipe — focused witchfireDevastating Wounds

Rules

Each time an attack made with a [DEVASTATING WOUNDS] weapon results in a critical wound, the attack sequence for that attack ends and the target unit suffers a number of mortal wounds equal to the D characteristic of that weapon. These are inflicted after resolving any normal damage inflicted by those attacks.

Mortal wounds inflicted by [DEVASTATING WOUNDS] weapons can damage a maximum of one model for each critical wound; any remaining mortal wounds inflicted by that attack are lost.

Example: An attack made with a [DEVASTATING WOUNDS] weapon with a D characteristic of 3 results in a critical wound against an Intercessor Squad, so inflicts 3 mortal wounds. The first 2 mortal wounds are sufficient to destroy 1 Intercessor model, so the remaining mortal wound is lost.

goneMind Wipe — focused witchfireHazardous

Rules

Each time a unit is selected to shoot or selected to fight, after that unit has resolved all of its attacks, make a number of hazard rolls (06.03) for that unit equal to the number of [HAZARDOUS] weapons you selected in the Select Weapons step.

goneMind Wipe — focused witchfirePrecision

Rules

While resolving attacks made with one or more [PRECISION] weapons, at the start of the Allocation Order step (05.03), if the target unit contains one or more CHARACTER models visible to one or more of the attacking models, the active player can select one allocation group that contains one of those visible CHARACTER models. If they do, until those attacks are resolved, or until that CHARACTER group is destroyed (whichever happens first), that CHARACTER group is the current allocation group.

goneMind Wipe — focused witchfirePsychic

Rules

Each time an attack is made with a [PSYCHIC] weapon, you can ignore any or all modifiers to that attack’s BS or WS characteristic and any or all modifiers to the hit roll. Attacks made with [PSYCHIC] weapons are known as psychic attacks (this can be important for the triggering of other rules).

changedThe DelivererThe Deliverer

Strength
4 5

newThe Deliverer — The DelivererCLOSE-QUARTERS

Rules

Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).

When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:

  • One or more of its [CLOSE‑QUARTERS] weapons.
  • One or more of its other ranged weapons.

newThe Deliverer — The DelivererPRECISION

Rules

While resolving attacks made with one or more [PRECISION] weapons, at the start of the Allocation Order step (05.03), if the target unit contains one or more CHARACTER models visible to one or more of the attacking models, the active player can select one allocation group that contains one of those visible CHARACTER models. If they do, until those attacks are resolved, or until that CHARACTER group is destroyed (whichever happens first), that CHARACTER group is the current allocation group.

goneThe Deliverer — The DelivererPistol

Rules

Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).

When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:

  • One or more of its [CLOSE‑QUARTERS] weapons.
  • One or more of its other ranged weapons.

goneThe Deliverer — The DelivererPrecision

Rules

While resolving attacks made with one or more [PRECISION] weapons, at the start of the Allocation Order step (05.03), if the target unit contains one or more CHARACTER models visible to one or more of the attacking models, the active player can select one allocation group that contains one of those visible CHARACTER models. If they do, until those attacks are resolved, or until that CHARACTER group is destroyed (whichever happens first), that CHARACTER group is the current allocation group.

changedEzekiel: Wargear Option

Instruction

Default Wargear

new1 Ezekiel

Points
110 pts
Ezekiel count
1

gone1 Ezekial

Points
75 pts
Ezekial count
1

changedInner Circle Companions

Unit Composition

• 3-63-6 Inner Circle CompanionsEvery InnerCompanions Circlemodels

Every Companionmodel is equipped with:with: heavy1 boltCalibanite pistol;Greatsword; Calibanite1 greatsword.Heavy Bolt Pistol.

Points Scaling
+10 pts per 3 models +15 pts per 3 models

changedInner Circle Companions

Toughness
4 5
Keywords
Infantry, Imperium, Deathwing, Tacticus, Inner Circle Companions Deathwing, Imperium, Infantry, Tacticus
Equipped With
Heavy bolt pistol, Calibanite greatsword Heavy Bolt Pistol, Calibanite Greatsword

newCombat Doctrines

Rules

-

newEmnity for the Unworthy

Rules

This unit's attacks that target a Character unit have +1 to hit rolls.

goneOath of Moment

Rules

-

goneEnmity for the Unworthy

Rules

Each time a model in this unit makes an attack that targets a CHARACTER unit, add 1 to the Hit roll.

changedBraziers of Judgement

Rules

•

  • This unit has Stealth. • Stealth.
  • Melee attacks that target this unit have -1 to hithit rolls.rolls.

goneAttached Unit

Rules

If a CHARACTER unit from your army with the Leader ability can be attached to a STERNGUARD VETERAN SQUAD, it can be attached to this unit instead.

newCalibanite Greatsword

Type
weapon

newHeavy Bolt Pistol

Type
weapon

goneCalibanite greatsword

Type
weapon

goneHeavy bolt pistol

Type
weapon

newCalibanite GreatswordStrike

Range
Melee
Attacks
4
Weapon Skill
3+
Strength
6
AP
-2
Damage
2

newCalibanite GreatswordSweep

Range
Melee
Attacks
5
Weapon Skill
3+
Strength
6
AP
-2
Damage
1

newCalibanite Greatsword — StrikeLETHAL HITS

Rules

Each time an attack made with a [LETHAL HITS] weapon results in a critical hit, you can choose for that attack to automatically wound the target.

Designer’s Note: Choosing to automatically wound the target means that no wound roll is made for that attack. You may decide against this, as it means that attack cannot result in a critical wound and so cannot trigger other abilities such as [DEVASTATING WOUNDS].

newCalibanite Greatsword — SweepSUSTAINED HITS 2

Rules

This ability always takes the form [SUSTAINED HITS X]. Each time an attack made with a [SUSTAINED HITS] weapon results in a critical hit, that attack results in a number of additional hits on the target as denoted by X.

Example: An attack made with a [SUSTAINED HITS 2] weapon results in a critical hit. That attack therefore hits the target three times (once from the critical hit, and twice more from the [SUSTAINED HITS 2] ability).

newHeavy Bolt PistolHeavy Bolt Pistol

Range
18"
Attacks
1
Ballistic Skill
3+
Strength
5
AP
-1
Damage
1

newHeavy Bolt Pistol — Heavy Bolt PistolCLOSE-QUARTERS

Rules

Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).

When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:

  • One or more of its [CLOSE‑QUARTERS] weapons.
  • One or more of its other ranged weapons.

goneCalibanite greatswordstrike

Range
Melee
Attacks
4
Weapon Skill
3+
Strength
6
AP
-2
Damage
2

goneCalibanite greatswordsweep

Range
Melee
Attacks
5
Weapon Skill
3+
Strength
6
AP
-2
Damage
1

goneCalibanite greatsword — strikeLethal Hits

Rules

Each time an attack made with a [LETHAL HITS] weapon results in a critical hit, you can choose for that attack to automatically wound the target.

Designer’s Note: Choosing to automatically wound the target means that no wound roll is made for that attack. You may decide against this, as it means that attack cannot result in a critical wound and so cannot trigger other abilities such as [DEVASTATING WOUNDS].

goneCalibanite greatsword — sweepSustained Hits 2

Rules

This ability always takes the form [SUSTAINED HITS X]. Each time an attack made with a [SUSTAINED HITS] weapon results in a critical hit, that attack results in a number of additional hits on the target as denoted by X.

Example: An attack made with a [SUSTAINED HITS 2] weapon results in a critical hit. That attack therefore hits the target three times (once from the critical hit, and twice more from the [SUSTAINED HITS 2] ability).

goneHeavy bolt pistolHeavy bolt pistol

Range
18"
Attacks
1
Ballistic Skill
3+
Strength
4
AP
-1
Damage
1

goneHeavy bolt pistol — Heavy bolt pistolPistol

Rules

Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).

When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:

  • One or more of its [CLOSE‑QUARTERS] weapons.
  • One or more of its other ranged weapons.

changedInner Circle Companions: Wargear Option

Instruction

Default Wargear

new3 Inner Circle Companions

Points
90 pts
Inner Circle Companions count
3

new6 Inner Circle Companions

Points
180 pts
Inner Circle Companions count
6

gone3 Inner Circle Companion

Points
80 pts
Inner Circle Companion count
3

gone4-6 Inner Circle Companion

Points
160 pts
Inner Circle Companion count
4-6

changedLazarus

Unit Composition

• 11 Lazarus – EPIC HEROmodel

ThisThis model is equipped with:with: bolt1 pistol;Bolt Enmity’sPistol; 1 Enmity's Edge.

changedLazarus

Toughness
4 5
Keywords
Infantry, Character, Epic Hero, Grenades, Imperium, Deathwing, Tacticus, Captain, Lazarus Captain, Character, Deathwing, Epic Hero, Explosives, Imperium, Infantry, Tacticus
Equipped With
Bolt Pistol, Enmity’s Edge Bolt Pistol, Enmity's Edge

newCombat Doctrines

Rules

-

newTranshuman Strategist

Rules

-

goneOath of Moment

Rules

-

changedThe Spiritshield Helm

Rules

This modelunit has the Feel No Pain 3+ ability against Psychicpsychic Attacksattacks and mortal wounds.wounds.

changedIntractable Will

Rules

While this model is leadingIn athe unit,Fight eachphase, timewhen a model in thatthis unit is destroyed by a melee attack,, if thatthis modelunit has not foughtbeen selected to fight this phase, roll one D6. D6:

  • On a 4+, do not remove itthat model from play;the thatbattlefield. destroyedWhen modelyour canunit fighthas afterfought, or at the attackingend unitof hasthe finishedphase making(whichever itscomes attacks,first), andthat ismodel thenis removed from play.the battlefield.

changedLeader

Rules

This model can be attached to the following units:

■ ASSAULT INTERCESSOR SQUAD
■ BLADEGUARD VETERAN SQUAD
■ COMPANY HEROES
■
INFERNUS SQUAD
■ INNER CIRCLE COMPANIONS
■ INTERCESSOR SQUAD
■ STERNGUARD VETERAN SQUAD
■ TACTICAL SQUAD

newEnmity's Edge

Type
weapon

goneEnmity’s Edge

Type
weapon

newEnmity's EdgeEnmity's Edge

Range
Melee
Attacks
6
Weapon Skill
2+
Strength
6
AP
-3
Damage
2

newEnmity's Edge — Enmity's EdgeANTI-PSYKER 2+

Rules

This ability always takes the form [ANTI‑X Y+]. Each time an attack is made with an [ANTI] weapon, if the target unit has the keyword denoted by X, an unmodified wound roll of Y+ is a critical wound.
Example: An attack made with an [ANTI‑VEHICLE 4+] weapon against a VEHICLE unit will result in a critical wound on an unmodified wound roll of 4+, while an attack made with an [ANTI‑PSYKER 2+] weapon against a PSYKER unit will result in a critical wound on an unmodified wound roll of 2+.

goneEnmity’s EdgeEnmity’s Edge

Range
Melee
Attacks
6
Weapon Skill
2+
Strength
6
AP
-3
Damage
2

goneEnmity’s Edge — Enmity’s EdgeAnti-psyker 2+

Rules

This ability always takes the form [ANTI‑X Y+]. Each time an attack is made with an [ANTI] weapon, if the target unit has the keyword denoted by X, an unmodified wound roll of Y+ is a critical wound.
Example: An attack made with an [ANTI‑VEHICLE 4+] weapon against a VEHICLE unit will result in a critical wound on an unmodified wound roll of 4+, while an attack made with an [ANTI‑PSYKER 2+] weapon against a PSYKER unit will result in a critical wound on an unmodified wound roll of 2+.

changedBolt PistolBolt Pistol

Strength
4 5
AP
0 -1

newBolt Pistol — Bolt PistolCLOSE-QUARTERS

Rules

Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).

When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:

  • One or more of its [CLOSE‑QUARTERS] weapons.
  • One or more of its other ranged weapons.

goneBolt Pistol — Bolt PistolPistol

Rules

Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).

When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:

  • One or more of its [CLOSE‑QUARTERS] weapons.
  • One or more of its other ranged weapons.

changed1 Lazarus

Points
70 pts 80 pts

changedLand Speeder Vengeance

Unit Composition

• 1 Ravenwing1 Land Speeder VengeanceVengeance model

ThisThis model is equipped with:with: heavy1 bolter;Armoured plasmaHull; storm1 battery;Heavy closeBolter; combat1 weapon.Plasma Storm Battery.

changedLand Speeder Vengeance

Toughness
8 9
Wounds
10 11
Keywords
Vehicle, Fly, Imperium, Ravenwing, Land Speeder Vengeance, Frame Fly, Frame, Imperium, Ravenwing, Speeder, Vehicle
Equipped With
Heavy bolter, Plasma storm battery, Close combat weapon Heavy Bolter, Plasma Storm Battery, Armoured Hull

newStorm of Vengeance (Once per turn, per unit)

Rules

In your opponent's Shooting phase, when an enemy unit has shot, if those attacks destroyed a friendly Dark Angels unit within 6" of this unit, you can use this ability. If you do, this unit shoots using normal shooting but while doing so this unit can only target that enemy unit.

newCombat Doctrines

Rules

-

newDeep Strike

goneOath of Moment

Rules

-

goneStorm of Vengeance

Rules

Once per turn, in your opponent’s Shooting phase, when another friendly ADEPTUS ASTARTES unit within 6" of this model is destroyed, one model from your army with this ability can use it. If it does, after the attacking unit has finished making its attacks, that model can shoot as if it were your Shooting phase, but when resolving those attacks it can only target that enemy unit (and only if it is an eligible target).

newArmoured Hull

Type
weapon

newAssault Cannon

Type
weapon

newHeavy Bolter

Type
weapon

newPlasma Storm Battery

Type
weapon

goneAssault cannon

Type
weapon

goneClose combat weapon

Type
weapon

goneHeavy bolter

Type
weapon

gonePlasma storm battery

Type
weapon

newArmoured HullArmoured Hull

Range
Melee
Attacks
3
Weapon Skill
4+
Strength
6
AP
0
Damage
1

newAssault CannonAssault Cannon

Range
24"
Attacks
6
Ballistic Skill
3+
Strength
6
AP
-2
Damage
1

newAssault Cannon — Assault CannonSUSTAINED HITS 1

Rules

This ability always takes the form [SUSTAINED HITS X]. Each time an attack made with a [SUSTAINED HITS] weapon results in a critical hit, that attack results in a number of additional hits on the target as denoted by X.

Example: An attack made with a [SUSTAINED HITS 2] weapon results in a critical hit. That attack therefore hits the target three times (once from the critical hit, and twice more from the [SUSTAINED HITS 2] ability).

newHeavy BolterHeavy Bolter

Range
36"
Attacks
3
Ballistic Skill
3+
Strength
5
AP
-1
Damage
2

newHeavy Bolter — Heavy BolterRAPID FIRE 2

Rules

This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.

Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).

newHeavy Bolter — Heavy BolterSUSTAINED HITS 1

Rules

This ability always takes the form [SUSTAINED HITS X]. Each time an attack made with a [SUSTAINED HITS] weapon results in a critical hit, that attack results in a number of additional hits on the target as denoted by X.

Example: An attack made with a [SUSTAINED HITS 2] weapon results in a critical hit. That attack therefore hits the target three times (once from the critical hit, and twice more from the [SUSTAINED HITS 2] ability).

newPlasma Storm BatteryStandard

Range
36"
Attacks
D3+3
Ballistic Skill
3+
Strength
9
AP
-2
Damage
2

newPlasma Storm BatterySupercharge

Range
36"
Attacks
D3+3
Ballistic Skill
3+
Strength
10
AP
-3
Damage
3

newPlasma Storm Battery — StandardBLAST 1

Rules

Each time you gather attack dice for a [BLAST] weapon, add one additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).

If this ability takes the form [BLAST X], each time you gather attack dice for such a weapon, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down) instead.

Example: If a [BLAST 2] weapon with an A characteristic of 3 targets a unit containing 12 models, you would gather four additional attack dice for that weapon (for a total of seven for that weapon).

newPlasma Storm Battery — StandardTWIN-LINKED

Rules

Each time an attack is made with a [TWIN‑LINKED] weapon, you can re‑roll the wound roll.

newPlasma Storm Battery — SuperchargeBLAST 1

Rules

Each time you gather attack dice for a [BLAST] weapon, add one additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).

If this ability takes the form [BLAST X], each time you gather attack dice for such a weapon, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down) instead.

Example: If a [BLAST 2] weapon with an A characteristic of 3 targets a unit containing 12 models, you would gather four additional attack dice for that weapon (for a total of seven for that weapon).

newPlasma Storm Battery — SuperchargeHAZARDOUS

Rules

Each time a unit is selected to shoot or selected to fight, after that unit has resolved all of its attacks, make a number of hazard rolls (06.03) for that unit equal to the number of [HAZARDOUS] weapons you selected in the Select Weapons step.

newPlasma Storm Battery — SuperchargeTWIN-LINKED

Rules

Each time an attack is made with a [TWIN‑LINKED] weapon, you can re‑roll the wound roll.

goneAssault cannonAssault Cannon

Range
24"
Attacks
6
Ballistic Skill
3+
Strength
6
AP
0
Damage
1

goneAssault cannon — Assault CannonDevastating Wounds

Rules

Each time an attack made with a [DEVASTATING WOUNDS] weapon results in a critical wound, the attack sequence for that attack ends and the target unit suffers a number of mortal wounds equal to the D characteristic of that weapon. These are inflicted after resolving any normal damage inflicted by those attacks.

Mortal wounds inflicted by [DEVASTATING WOUNDS] weapons can damage a maximum of one model for each critical wound; any remaining mortal wounds inflicted by that attack are lost.

Example: An attack made with a [DEVASTATING WOUNDS] weapon with a D characteristic of 3 results in a critical wound against an Intercessor Squad, so inflicts 3 mortal wounds. The first 2 mortal wounds are sufficient to destroy 1 Intercessor model, so the remaining mortal wound is lost.

goneClose combat weaponClose combat weapon

Range
Melee
Attacks
4
Weapon Skill
3+
Strength
4
AP
0
Damage
1

goneHeavy bolterHeavy bolter

Range
36"
Attacks
3
Ballistic Skill
3+
Strength
5
AP
-1
Damage
2

goneHeavy bolter — Heavy bolterSustained Hits 1

Rules

This ability always takes the form [SUSTAINED HITS X]. Each time an attack made with a [SUSTAINED HITS] weapon results in a critical hit, that attack results in a number of additional hits on the target as denoted by X.

Example: An attack made with a [SUSTAINED HITS 2] weapon results in a critical hit. That attack therefore hits the target three times (once from the critical hit, and twice more from the [SUSTAINED HITS 2] ability).

gonePlasma storm batterystandard

Range
36"
Attacks
D6+1
Ballistic Skill
3+
Strength
8
AP
-2
Damage
2

gonePlasma storm batterysupercharge

Range
36"
Attacks
D6+1
Ballistic Skill
3+
Strength
9
AP
-3
Damage
3

gonePlasma storm battery — standardBlast

Rules

Each time you gather attack dice for a [BLAST] weapon, add one additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).

If this ability takes the form [BLAST X], each time you gather attack dice for such a weapon, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down) instead.

Example: If a [BLAST 2] weapon with an A characteristic of 3 targets a unit containing 12 models, you would gather four additional attack dice for that weapon (for a total of seven for that weapon).

gonePlasma storm battery — standardTwin-linked

Rules

Each time an attack is made with a [TWIN‑LINKED] weapon, you can re‑roll the wound roll.

gonePlasma storm battery — superchargeBlast

Rules

Each time you gather attack dice for a [BLAST] weapon, add one additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).

If this ability takes the form [BLAST X], each time you gather attack dice for such a weapon, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down) instead.

Example: If a [BLAST 2] weapon with an A characteristic of 3 targets a unit containing 12 models, you would gather four additional attack dice for that weapon (for a total of seven for that weapon).

gonePlasma storm battery — superchargeHazardous

Rules

Each time a unit is selected to shoot or selected to fight, after that unit has resolved all of its attacks, make a number of hazard rolls (06.03) for that unit equal to the number of [HAZARDOUS] weapons you selected in the Select Weapons step.

gonePlasma storm battery — superchargeTwin-linked

Rules

Each time an attack is made with a [TWIN‑LINKED] weapon, you can re‑roll the wound roll.

newLand Speeder Vengeance: This model's Heavy Bolter can be replaced with 1 Assault Cannon.

goneLand Speeder Vengeance: This model’s heavy bolter can be replaced with 1 assault cannon.

newThis model's Heavy Bolter can be replaced with 1 Assault Cannon.

gone■ This model’s heavy bolter can be replaced with 1 assault cannon.

changed1 Land Speeder Vengeance

Points
130 pts 150 pts

changedLion El'Jonson

was Lion El’Jonson

Unit Composition

• 11 Lion El’Jonson – EPICEl'Jonson HEROmodel

ThisThis model is equipped with:with: 1 Arma Luminis; 1 Fealty.

changedLion El'Jonson

Toughness
9 10
Wounds
10 16
Keywords
Monster, Character, Epic Hero, Imperium, Primarch, Lion El’Jonson, Mobile Character, Epic Hero, Imperium, Mobile, Monster, Primarch

newThe Emperor's Shield

Rules

Attacks that target this unit with a S greater than this unit's T have -1 to wound rolls.

newCombat Doctrines

Rules

-

newTranshuman Strategist

Rules

-

newMaster Strategist

Rules

In your Command phase, you can use this ability. If you do, select one combat doctrine to be active for this unit until the start of your next Command phase, in addition to any other combat doctrine.

newThe Watchers

Rules

This unit has Feel No Pain 4+ against psychic attacks and mortal wounds.

goneOath of Moment

Rules

-

goneThe Emperor’s Shield

Rules

Each time an attack targets this model, if the Strength characteristic of that attack is greater than the Toughness characteristic of this model, subtract 1 from the Wound roll.

changedDark Angels Bodyguard

Rules

While this modelunit is within 3" of one or morea friendly ADEPTUSDark ASTARTESAngels INFANTRYInfantry units,unit, this modelunit has the Lone Operative ability..

changedPrimarch of the First Legion

Rules

At the start of your Command phase, you can select up to two of the abilities in the Primarch of the First Legion abilities.section. Until the start of your next Command phase, this model has those abilities.

newPrimarch of the First LegionMartial Exemplar

Rules

While a friendly Dark Angels unit is within 6" of this unit, that unit's melee attacks can:

  • Re-roll hit rolls of 1.
  • Re-roll wound rolls of 1.

newPrimarch of the First LegionNo Hiding from the Watchers

Rules

While a friendly Dark Angels unit is within 6" of this unit, that unit has Feel No Pain 5+ against psychic attacks and mortal wounds.

gonePrimarch of the First LegionMartial Exemplar (Aura)

Rules

While a friendly ADEPTUS ASTARTES unit is within 6" of this model, each time a model in that unit makes a melee attack, re-roll a Hit roll of 1 and re-roll a Wound roll of 1.

gonePrimarch of the First LegionNo Hiding From the Watchers (Aura)

Rules

While a friendly ADEPTUS ASTARTES unit is within 6" of this model, models in that unit have the Feel No Pain 4+ ability against mortal wounds.

changedPrimarch of the First LegionMist-wreathed Shadow Realms

Rules

In your Command phase, if this unit is unengaged,unengaged, you can use this ability. If you do:
▫ Place this unit in strategicstrategic reserves.reserves.
▫ This unit can make an ingressingress movemove in your next Movement phase (including in your first turn).

changedSupreme Commander

Rules

If this model is in your army, it must be your WARLORD.Warlord.

newArma LuminisBolt

Range
18"
Attacks
4
Ballistic Skill
2+
Strength
6
AP
-2
Damage
2

newArma LuminisPlasma

Range
18"
Attacks
2
Ballistic Skill
2+
Strength
10
AP
-3
Damage
3

goneArma Luminisbolt

Range
12"
Attacks
4
Ballistic Skill
2+
Strength
4
AP
-1
Damage
2

goneArma Luminisplasma

Range
12"
Attacks
2
Ballistic Skill
2+
Strength
8
AP
-3
Damage
2

newArma Luminis — BoltCLOSE-QUARTERS

Rules

Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).

When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:

  • One or more of its [CLOSE‑QUARTERS] weapons.
  • One or more of its other ranged weapons.

newArma Luminis — PlasmaCLOSE-QUARTERS

Rules

Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).

When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:

  • One or more of its [CLOSE‑QUARTERS] weapons.
  • One or more of its other ranged weapons.

goneArma Luminis — boltPistol

Rules

Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).

When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:

  • One or more of its [CLOSE‑QUARTERS] weapons.
  • One or more of its other ranged weapons.

goneArma Luminis — plasmaPistol

Rules

Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).

When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:

  • One or more of its [CLOSE‑QUARTERS] weapons.
  • One or more of its other ranged weapons.

newFealtyStrike

Range
Melee
Attacks
8
Weapon Skill
2+
Strength
12
AP
-4
Damage
4

newFealtySweep

Range
Melee
Attacks
12
Weapon Skill
2+
Strength
6
AP
-3
Damage
2

goneFealtystrike

Range
Melee
Attacks
8
Weapon Skill
2+
Strength
12
AP
-4
Damage
4

goneFealtysweep

Range
Melee
Attacks
16
Weapon Skill
2+
Strength
6
AP
-3
Damage
2

newFealty — StrikeLETHAL HITS

Rules

Each time an attack made with a [LETHAL HITS] weapon results in a critical hit, you can choose for that attack to automatically wound the target.

Designer’s Note: Choosing to automatically wound the target means that no wound roll is made for that attack. You may decide against this, as it means that attack cannot result in a critical wound and so cannot trigger other abilities such as [DEVASTATING WOUNDS].

newFealty — SweepCLEAVE 2

Rules

This ability always takes the form [CLEAVE X]. Each time you gather attack dice for a [CLEAVE] weapon, if you only selected one target for all of that weapon’s attacks, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).

Example: If a [CLEAVE 1] weapon with an A characteristic of 3 targets one unit containing 16 models, you would gather three additional attack dice for that weapon (for a total of six for that weapon).

newFealty — SweepSUSTAINED HITS 1

Rules

This ability always takes the form [SUSTAINED HITS X]. Each time an attack made with a [SUSTAINED HITS] weapon results in a critical hit, that attack results in a number of additional hits on the target as denoted by X.

Example: An attack made with a [SUSTAINED HITS 2] weapon results in a critical hit. That attack therefore hits the target three times (once from the critical hit, and twice more from the [SUSTAINED HITS 2] ability).

goneFealty — strikeLethal Hits

Rules

Each time an attack made with a [LETHAL HITS] weapon results in a critical hit, you can choose for that attack to automatically wound the target.

Designer’s Note: Choosing to automatically wound the target means that no wound roll is made for that attack. You may decide against this, as it means that attack cannot result in a critical wound and so cannot trigger other abilities such as [DEVASTATING WOUNDS].

goneFealty — sweepSustained Hits 1

Rules

This ability always takes the form [SUSTAINED HITS X]. Each time an attack made with a [SUSTAINED HITS] weapon results in a critical hit, that attack results in a number of additional hits on the target as denoted by X.

Example: An attack made with a [SUSTAINED HITS 2] weapon results in a critical hit. That attack therefore hits the target three times (once from the critical hit, and twice more from the [SUSTAINED HITS 2] ability).

changedLion El'Jonson: Wargear Option

Instruction

Default Wargear

new1 Lion El'Jonson

Points
415 pts
Lion El'Jonson count
1

gone1 Lion El’Jonson

Points
265 pts
Lion El’Jonson count
1

changedNephilim Jetfighter

Unit Composition

• 11 Nephilim JetfighterJetfighter model

ThisThis model is equipped with:with: avenger1 megaArmoured bolter;Hull; blacksword1 missiles;Avenger twinMega heavyBolter; bolter;1 armouredBlacksword hull.Missiles; 1 Twin Heavy Bolter.

Base Size
120 x 92mm Oval Base 120x92mm Oval Base

changedNephilim Jetfighter

Keywords
Vehicle, Aircraft, Fly, Imperium, Ravenwing, Nephilim Jetfighter Aircraft, Fly, Imperium, Ravenwing, Vehicle
Equipped With
Avenger mega bolter, Blacksword missiles, Twin heavy bolter, Armoured hull Avenger Mega Bolter, Blacksword Missiles, Twin Heavy Bolter, Armoured Hull

newCombat Doctrines

Rules

-

newDamaged 3

goneOath of Moment

Rules

-

changedLightning-fast Manoeuvres

Rules

Ranged attacks that target this unit have -1 to woundwound rolls.rolls.

newArmoured Hull

Type
weapon

newAvenger Mega Bolter

Type
weapon

newBlacksword Missiles

Type
weapon

newNephilim Lascannons

Type
weapon

newTwin Heavy Bolter

Type
weapon

goneArmoured hull

Type
weapon

goneAvenger mega bolter

Type
weapon

goneBlacksword missiles

Type
weapon

goneNephilim lascannons

Type
weapon

goneTwin heavy bolter

Type
weapon

newArmoured HullArmoured Hull

Range
Melee
Attacks
3
Weapon Skill
4+
Strength
6
AP
0
Damage
1

newAvenger Mega BolterAvenger Mega Bolter

Range
36"
Attacks
10
Ballistic Skill
3+
Strength
5
AP
-1
Damage
2

newAvenger Mega Bolter — Avenger Mega BolterSUSTAINED HITS 1

Rules

This ability always takes the form [SUSTAINED HITS X]. Each time an attack made with a [SUSTAINED HITS] weapon results in a critical hit, that attack results in a number of additional hits on the target as denoted by X.

Example: An attack made with a [SUSTAINED HITS 2] weapon results in a critical hit. That attack therefore hits the target three times (once from the critical hit, and twice more from the [SUSTAINED HITS 2] ability).

newBlacksword MissilesBlacksword Missiles

Range
36"
Attacks
2
Ballistic Skill
3+
Strength
8
AP
-2
Damage
D3+2

newBlacksword Missiles — Blacksword MissilesANTI-FLY 2+

Rules

This ability always takes the form [ANTI‑X Y+]. Each time an attack is made with an [ANTI] weapon, if the target unit has the keyword denoted by X, an unmodified wound roll of Y+ is a critical wound.
Example: An attack made with an [ANTI‑VEHICLE 4+] weapon against a VEHICLE unit will result in a critical wound on an unmodified wound roll of 4+, while an attack made with an [ANTI‑PSYKER 2+] weapon against a PSYKER unit will result in a critical wound on an unmodified wound roll of 2+.

newNephilim LascannonsNephilim Lascannons

Range
48"
Attacks
2
Ballistic Skill
3+
Strength
12
AP
-3
Damage
D3+3

newTwin Heavy BolterTwin Heavy Bolter

Range
36"
Attacks
3
Ballistic Skill
3+
Strength
5
AP
-1
Damage
2

newTwin Heavy Bolter — Twin Heavy BolterRAPID FIRE 2

Rules

This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.

Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).

newTwin Heavy Bolter — Twin Heavy BolterSUSTAINED HITS 1

Rules

This ability always takes the form [SUSTAINED HITS X]. Each time an attack made with a [SUSTAINED HITS] weapon results in a critical hit, that attack results in a number of additional hits on the target as denoted by X.

Example: An attack made with a [SUSTAINED HITS 2] weapon results in a critical hit. That attack therefore hits the target three times (once from the critical hit, and twice more from the [SUSTAINED HITS 2] ability).

newTwin Heavy Bolter — Twin Heavy BolterTWIN-LINKED

Rules

Each time an attack is made with a [TWIN‑LINKED] weapon, you can re‑roll the wound roll.

goneArmoured hullArmoured hull

Range
Melee
Attacks
3
Weapon Skill
4+
Strength
6
AP
0
Damage
1

goneAvenger mega bolterAvenger mega bolter

Range
36"
Attacks
10
Ballistic Skill
3+
Strength
5
AP
-1
Damage
2

goneAvenger mega bolter — Avenger mega bolterSustained Hits 1

Rules

This ability always takes the form [SUSTAINED HITS X]. Each time an attack made with a [SUSTAINED HITS] weapon results in a critical hit, that attack results in a number of additional hits on the target as denoted by X.

Example: An attack made with a [SUSTAINED HITS 2] weapon results in a critical hit. That attack therefore hits the target three times (once from the critical hit, and twice more from the [SUSTAINED HITS 2] ability).

goneBlacksword missilesBlacksword missiles

Range
36"
Attacks
2
Ballistic Skill
3+
Strength
8
AP
-2
Damage
D6

goneBlacksword missiles — Blacksword missilesAnti-fly 2+

Rules

This ability always takes the form [ANTI‑X Y+]. Each time an attack is made with an [ANTI] weapon, if the target unit has the keyword denoted by X, an unmodified wound roll of Y+ is a critical wound.
Example: An attack made with an [ANTI‑VEHICLE 4+] weapon against a VEHICLE unit will result in a critical wound on an unmodified wound roll of 4+, while an attack made with an [ANTI‑PSYKER 2+] weapon against a PSYKER unit will result in a critical wound on an unmodified wound roll of 2+.

goneNephilim lascannonsNephilim lascannons

Range
48"
Attacks
2
Ballistic Skill
3+
Strength
12
AP
-3
Damage
D6+1

goneTwin heavy bolterTwin heavy bolter

Range
36"
Attacks
3
Ballistic Skill
3+
Strength
5
AP
-1
Damage
2

goneTwin heavy bolter — Twin heavy bolterSustained Hits 1

Rules

This ability always takes the form [SUSTAINED HITS X]. Each time an attack made with a [SUSTAINED HITS] weapon results in a critical hit, that attack results in a number of additional hits on the target as denoted by X.

Example: An attack made with a [SUSTAINED HITS 2] weapon results in a critical hit. That attack therefore hits the target three times (once from the critical hit, and twice more from the [SUSTAINED HITS 2] ability).

goneTwin heavy bolter — Twin heavy bolterTwin-linked

Rules

Each time an attack is made with a [TWIN‑LINKED] weapon, you can re‑roll the wound roll.

newNephilim Jetfighter: This model's Twin Heavy Bolter can be replaced with 1 Nephilim Lascannons.

goneNephilim Jetfighter: This model’s avenger mega bolter can be replaced with 1 Nephilim lascannons.

newThis model's Twin Heavy Bolter can be replaced with 1 Nephilim Lascannons.

gone■ This model’s avenger mega bolter can be replaced with 1 Nephilim lascannons.

changed1 Nephilim Jetfighter

Points
180 pts 200 pts

changedRavenwing Black Knights

Unit Composition

• 11 Ravenwing HuntmasterHuntmaster model
• 2-52-5 Ravenwing Black KnightsKnight models

EveryEvery model is equipped with:with: bolt1 pistol;Bolt plasmaPistol; talon;1 BlackCorvus KnightHammers; combat1 weapon.Plasma Talon.

Base Size
75 x 42mm Oval Base 75x42mm Oval Base

changedRavenwing Huntmaster

Toughness
5 6
Keywords
Mounted, Grenades, Imperium, Ravenwing, Ravenwing Black Knights Explosives, Imperium, Mounted, Ravenwing
Equipped With
Bolt pistol, Plasma talon, Black Knight combat weapon Bolt Pistol, Plasma Talon, Corvus Hammers

changedRavenwing Black Knight

Toughness
5 6
Keywords
Mounted, Grenades, Imperium, Ravenwing, Ravenwing Black Knights Explosives, Imperium, Mounted, Ravenwing
Equipped With
Bolt pistol, Plasma talon, Black Knight combat weapon Bolt Pistol, Plasma Talon, Corvus Hammers

newCombat Doctrines

Rules

-

goneOath of Moment

Rules

-

changedKnights of Caliban

Rules

Each timeIf this unit is selected to fight, if it made a Chargecharge move this turn, until the end of thethis phase,unit's melee weapons equipped by models in this unitattacks have the [ANTI-MONSTER 4+] and [ANTI-VEHICLE 4+][ANTI-MONSTER/VEHICLE abilities.4+].

goneAttached Unit

Rules

If a CHARACTER unit from your army with the Leader ability can be attached to an OUTRIDER SQUAD, it can be attached to this unit instead.

newBolt Pistol

Type
weapon

newCorvus Hammers

Type
weapon

newGrenade Launcher

Type
weapon

newPlasma Talon

Type
weapon

goneAstartes grenade launcher

Type
weapon

goneBlack Knight combat weapon

Type
weapon

goneBolt pistol

Type
weapon

gonePlasma talon

Type
weapon

newBolt PistolBolt Pistol

Range
12"
Attacks
1
Ballistic Skill
3+
Strength
5
AP
-1
Damage
1

newBolt Pistol — Bolt PistolCLOSE-QUARTERS

Rules

Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).

When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:

  • One or more of its [CLOSE‑QUARTERS] weapons.
  • One or more of its other ranged weapons.

newCorvus HammersCorvus Hammers

Range
Melee
Attacks
4
Weapon Skill
3+
Strength
5
AP
-2
Damage
1

newCorvus Hammers — Corvus HammersDEVASTATING WOUNDS

Rules

Each time an attack made with a [DEVASTATING WOUNDS] weapon results in a critical wound, the attack sequence for that attack ends and the target unit suffers a number of mortal wounds equal to the D characteristic of that weapon. These are inflicted after resolving any normal damage inflicted by those attacks.

Mortal wounds inflicted by [DEVASTATING WOUNDS] weapons can damage a maximum of one model for each critical wound; any remaining mortal wounds inflicted by that attack are lost.

Example: An attack made with a [DEVASTATING WOUNDS] weapon with a D characteristic of 3 results in a critical wound against an Intercessor Squad, so inflicts 3 mortal wounds. The first 2 mortal wounds are sufficient to destroy 1 Intercessor model, so the remaining mortal wound is lost.

newGrenade LauncherFrag

Range
24"
Attacks
4
Ballistic Skill
3+
Strength
4
AP
-1
Damage
1

newGrenade LauncherKrak

Range
24"
Attacks
1
Ballistic Skill
3+
Strength
10
AP
-2
Damage
3

newGrenade Launcher — FragBLAST 1

Rules

Each time you gather attack dice for a [BLAST] weapon, add one additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).

If this ability takes the form [BLAST X], each time you gather attack dice for such a weapon, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down) instead.

Example: If a [BLAST 2] weapon with an A characteristic of 3 targets a unit containing 12 models, you would gather four additional attack dice for that weapon (for a total of seven for that weapon).

newGrenade Launcher — KrakRAPID FIRE 1

Rules

This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.

Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).

newPlasma TalonStandard

Range
18"
Attacks
2
Ballistic Skill
3+
Strength
7
AP
-2
Damage
1

newPlasma TalonSupercharge

Range
18"
Attacks
2
Ballistic Skill
3+
Strength
8
AP
-3
Damage
2

newPlasma Talon — StandardRAPID FIRE 1

Rules

This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.

Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).

newPlasma Talon — SuperchargeHAZARDOUS

Rules

Each time a unit is selected to shoot or selected to fight, after that unit has resolved all of its attacks, make a number of hazard rolls (06.03) for that unit equal to the number of [HAZARDOUS] weapons you selected in the Select Weapons step.

newPlasma Talon — SuperchargeRAPID FIRE 1

Rules

This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.

Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).

goneAstartes grenade launcherfrag

Range
24"
Attacks
D3
Ballistic Skill
3+
Strength
4
AP
0
Damage
1

goneAstartes grenade launcherkrak

Range
24"
Attacks
1
Ballistic Skill
3+
Strength
9
AP
-2
Damage
D3

goneAstartes grenade launcher — fragBlast

Rules

Each time you gather attack dice for a [BLAST] weapon, add one additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).

If this ability takes the form [BLAST X], each time you gather attack dice for such a weapon, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down) instead.

Example: If a [BLAST 2] weapon with an A characteristic of 3 targets a unit containing 12 models, you would gather four additional attack dice for that weapon (for a total of seven for that weapon).

goneBlack Knight combat weaponBlack Knight combat weapon

Range
Melee
Attacks
3
Weapon Skill
3+
Strength
5
AP
-2
Damage
1

goneBlack Knight combat weapon — Black Knight combat weaponDevastating Wounds

Rules

Each time an attack made with a [DEVASTATING WOUNDS] weapon results in a critical wound, the attack sequence for that attack ends and the target unit suffers a number of mortal wounds equal to the D characteristic of that weapon. These are inflicted after resolving any normal damage inflicted by those attacks.

Mortal wounds inflicted by [DEVASTATING WOUNDS] weapons can damage a maximum of one model for each critical wound; any remaining mortal wounds inflicted by that attack are lost.

Example: An attack made with a [DEVASTATING WOUNDS] weapon with a D characteristic of 3 results in a critical wound against an Intercessor Squad, so inflicts 3 mortal wounds. The first 2 mortal wounds are sufficient to destroy 1 Intercessor model, so the remaining mortal wound is lost.

goneBolt pistolBolt pistol

Range
12"
Attacks
1
Ballistic Skill
3+
Strength
4
AP
0
Damage
1

goneBolt pistol — Bolt pistolPistol

Rules

Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).

When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:

  • One or more of its [CLOSE‑QUARTERS] weapons.
  • One or more of its other ranged weapons.

gonePlasma talonstandard

Range
18"
Attacks
2
Ballistic Skill
3+
Strength
7
AP
-2
Damage
1

gonePlasma talonsupercharge

Range
18"
Attacks
2
Ballistic Skill
3+
Strength
8
AP
-3
Damage
2

gonePlasma talon — standardRapid Fire 1

Rules

This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.

Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).

gonePlasma talon — superchargeHazardous

Rules

Each time a unit is selected to shoot or selected to fight, after that unit has resolved all of its attacks, make a number of hazard rolls (06.03) for that unit equal to the number of [HAZARDOUS] weapons you selected in the Select Weapons step.

gonePlasma talon — superchargeRapid Fire 1

Rules

This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.

Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).

newRavenwing Huntmaster: For every 3 models in this unit, 1 model can have their Plasma Talon replaced with 1 Grenade Launcher.

newRavenwing Black Knight: For every 3 models in this unit, 1 model can have their Plasma Talon replaced with 1 Grenade Launcher.

goneRavenwing Huntmaster: For every 3 models in this unit, 1 model’s plasma talon can be replaced with 1 Astartes grenade.

goneRavenwing Black Knight: For every 3 models in this unit, 1 model’s plasma talon can be replaced with 1 Astartes grenade.

newFor every 3 models in this unit, 1 model can have their Plasma Talon replaced with 1 Grenade Launcher.

gone■ For every 3 models in this unit, 1 model can replace its plasma talon with 1 Astartes grenade launcher.

new5 Ravenwing Black Knight, 1 Ravenwing Huntmaster

Points
170 pts
Ravenwing Black Knight count
5
Ravenwing Huntmaster count
1

gone2 Ravenwing Black Knight, 1 Ravenwing Huntmaster

Points
75 pts
Ravenwing Black Knight count
2
Ravenwing Huntmaster count
1

changed1 Ravenwing Huntmaster, 2 Ravenwing Black Knight

Points
150 pts 85 pts
Ravenwing Black Knight count
3-5 2

changedRavenwing Command Squad

Unit Composition

• 11 Ravenwing ChampionAncient model
• 11 Ravenwing ApothecaryApothecary model
• 11 Ravenwing AncientChampion model

TheThe Ravenwing ChampionAncient is equipped with:with: bolt1 pistol;Bolt plasmaPistol; talon;1 master-craftedCorvus powerHammers; weapon.1 Plasma Talon.
EveryThe otherRavenwing modelApothecary is equipped with:with: bolt1 pistol;Bolt plasmaPistol; talon;1 BlackCorvus KnightHammers; combat1 weapon.Plasma Talon.
The Ravenwing Champion is equipped with: 1 Bolt Pistol; 1 Master-crafted Power Weapon; 1 Plasma Talon.

Base Size
75 x 42mm Oval Base 75x42mm Oval Base
Points Scaling
+10 pts per 3 models +20 pts per 3 models

changedRavenwing Apothecary

Toughness
5 6
Keywords
Mounted, Grenades, Imperium, Ravenwing, Ravenwing Command Squad Explosives, Imperium, Mounted, Ravenwing
Equipped With
Bolt pistol, Plasma talon, Black Knight combat weapon Bolt Pistol, Plasma Talon, Corvus Hammers

changedRavenwing Champion

Toughness
5 6
Keywords
Mounted, Grenades, Imperium, Ravenwing, Ravenwing Command Squad, Character Explosives, Imperium, Mounted, Ravenwing
Equipped With
Bolt pistol, Plasma talon, Master-crafted power weapon Bolt Pistol, Plasma Talon, Master-crafted Power Weapon

changedRavenwing Ancient

Toughness
5 6
Keywords
Mounted, Grenades, Imperium, Ravenwing, Ravenwing Command Squad Explosives, Imperium, Mounted, Ravenwing
Equipped With
Bolt pistol, Plasma talon, Black Knight combat weapon Bolt Pistol, Plasma Talon, Corvus Hammers

newCombat Doctrines

Rules

-

goneOath of Moment

Rules

-

changedNarthecium

Rules

While this unit contains a Ravenwing Apothecary, in your Command phase, you can return 1 destroyed model (excluding CHARACTER and INVADER ATVthis models)unit toheals thisD3+1 unit.wounds.

changedAstartes Banner

Rules

While this unit contains a Ravenwing Ancient, add 1 to the Objective Control characteristicAncient, ofthis modelsunit inhas this+1 unit.OC.

changedHonour or Death

Rules

While this unit contains a Ravenwing Champion, addChampion:

  • This 1unit tohas Advance+1 andto Chargeadvance rolls made for thisand unit.charge rolls.
  • When you target this unit with the Heroic Intervention stratagem, that use is -1 CP.-1CP.

newBolt Pistol

Type
weapon

newCorvus Hammers

Type
weapon

newGrenade Launcher

Type
weapon

newMaster-crafted Power Weapon

Type
weapon

newPlasma Talon

Type
weapon

goneAstartes grenade launcher

Type
weapon

goneBlack Knight combat weapon

Type
weapon

goneBolt pistol

Type
weapon

goneMaster-crafted power weapon

Type
weapon

gonePlasma talon

Type
weapon

newBolt PistolBolt Pistol

Range
12"
Attacks
1
Ballistic Skill
3+
Strength
5
AP
-1
Damage
1

newBolt Pistol — Bolt PistolCLOSE-QUARTERS

Rules

Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).

When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:

  • One or more of its [CLOSE‑QUARTERS] weapons.
  • One or more of its other ranged weapons.

newCorvus HammersCorvus Hammers

Range
Melee
Attacks
4
Weapon Skill
3+
Strength
5
AP
-2
Damage
1

newCorvus Hammers — Corvus HammersDEVASTATING WOUNDS

Rules

Each time an attack made with a [DEVASTATING WOUNDS] weapon results in a critical wound, the attack sequence for that attack ends and the target unit suffers a number of mortal wounds equal to the D characteristic of that weapon. These are inflicted after resolving any normal damage inflicted by those attacks.

Mortal wounds inflicted by [DEVASTATING WOUNDS] weapons can damage a maximum of one model for each critical wound; any remaining mortal wounds inflicted by that attack are lost.

Example: An attack made with a [DEVASTATING WOUNDS] weapon with a D characteristic of 3 results in a critical wound against an Intercessor Squad, so inflicts 3 mortal wounds. The first 2 mortal wounds are sufficient to destroy 1 Intercessor model, so the remaining mortal wound is lost.

newGrenade LauncherFrag

Range
24"
Attacks
4
Ballistic Skill
3+
Strength
4
AP
-1
Damage
1

newGrenade LauncherKrak

Range
24"
Attacks
1
Ballistic Skill
3+
Strength
10
AP
-2
Damage
3

newGrenade Launcher — FragBLAST 1

Rules

Each time you gather attack dice for a [BLAST] weapon, add one additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).

If this ability takes the form [BLAST X], each time you gather attack dice for such a weapon, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down) instead.

Example: If a [BLAST 2] weapon with an A characteristic of 3 targets a unit containing 12 models, you would gather four additional attack dice for that weapon (for a total of seven for that weapon).

newGrenade Launcher — KrakRAPID FIRE 1

Rules

This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.

Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).

newMaster-crafted Power WeaponMaster-crafted Power Weapon

Range
Melee
Attacks
6
Weapon Skill
2+
Strength
6
AP
-2
Damage
2

newPlasma TalonStandard

Range
18"
Attacks
2
Ballistic Skill
3+
Strength
7
AP
-2
Damage
1

newPlasma TalonSupercharge

Range
18"
Attacks
2
Ballistic Skill
3+
Strength
8
AP
-3
Damage
2

newPlasma Talon — StandardRAPID FIRE 1

Rules

This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.

Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).

newPlasma Talon — SuperchargeHAZARDOUS

Rules

Each time a unit is selected to shoot or selected to fight, after that unit has resolved all of its attacks, make a number of hazard rolls (06.03) for that unit equal to the number of [HAZARDOUS] weapons you selected in the Select Weapons step.

newPlasma Talon — SuperchargeRAPID FIRE 1

Rules

This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.

Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).

goneAstartes grenade launcherfrag

Range
24"
Attacks
D3
Ballistic Skill
3+
Strength
4
AP
0
Damage
1

goneAstartes grenade launcherkrak

Range
24"
Attacks
1
Ballistic Skill
3+
Strength
9
AP
-2
Damage
D3

goneAstartes grenade launcher — fragBlast

Rules

Each time you gather attack dice for a [BLAST] weapon, add one additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).

If this ability takes the form [BLAST X], each time you gather attack dice for such a weapon, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down) instead.

Example: If a [BLAST 2] weapon with an A characteristic of 3 targets a unit containing 12 models, you would gather four additional attack dice for that weapon (for a total of seven for that weapon).

goneBlack Knight combat weaponBlack Knight combat weapon

Range
Melee
Attacks
3
Weapon Skill
3+
Strength
5
AP
-2
Damage
1

goneBlack Knight combat weapon — Black Knight combat weaponDevastating Wounds

Rules

Each time an attack made with a [DEVASTATING WOUNDS] weapon results in a critical wound, the attack sequence for that attack ends and the target unit suffers a number of mortal wounds equal to the D characteristic of that weapon. These are inflicted after resolving any normal damage inflicted by those attacks.

Mortal wounds inflicted by [DEVASTATING WOUNDS] weapons can damage a maximum of one model for each critical wound; any remaining mortal wounds inflicted by that attack are lost.

Example: An attack made with a [DEVASTATING WOUNDS] weapon with a D characteristic of 3 results in a critical wound against an Intercessor Squad, so inflicts 3 mortal wounds. The first 2 mortal wounds are sufficient to destroy 1 Intercessor model, so the remaining mortal wound is lost.

goneBolt pistolBolt pistol

Range
12"
Attacks
1
Ballistic Skill
3+
Strength
4
AP
0
Damage
1

goneBolt pistol — Bolt pistolPistol

Rules

Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).

When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:

  • One or more of its [CLOSE‑QUARTERS] weapons.
  • One or more of its other ranged weapons.

goneMaster-crafted power weaponMaster-crafted power weapon

Range
Melee
Attacks
6
Weapon Skill
2+
Strength
5
AP
-2
Damage
2

gonePlasma talonstandard

Range
18"
Attacks
2
Ballistic Skill
3+
Strength
7
AP
-2
Damage
1

gonePlasma talonsupercharge

Range
18"
Attacks
2
Ballistic Skill
3+
Strength
8
AP
-3
Damage
2

gonePlasma talon — standardRapid Fire 1

Rules

This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.

Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).

gonePlasma talon — superchargeHazardous

Rules

Each time a unit is selected to shoot or selected to fight, after that unit has resolved all of its attacks, make a number of hazard rolls (06.03) for that unit equal to the number of [HAZARDOUS] weapons you selected in the Select Weapons step.

gonePlasma talon — superchargeRapid Fire 1

Rules

This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.

Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).

newRavenwing Champion: For every 3 models in this unit, 1 model can have their Plasma Talon replaced with 1 Grenade Launcher.

newRavenwing Apothecary: For every 3 models in this unit, 1 model can have their Plasma Talon replaced with 1 Grenade Launcher.

newRavenwing Ancient: For every 3 models in this unit, 1 model can have their Plasma Talon replaced with 1 Grenade Launcher.

goneRavenwing Champion: For every 3 models in this unit, 1 model’s plasma talon can be replaced with 1 Astartes grenade.

goneRavenwing Apothecary: For every 3 models in this unit, 1 model’s plasma talon can be replaced with 1 Astartes grenade.

goneRavenwing Ancient: For every 3 models in this unit, 1 model’s plasma talon can be replaced with 1 Astartes grenade.

newFor every 3 models in this unit, 1 model can have their Plasma Talon replaced with 1 Grenade Launcher.

gone■ For every 3 models in this unit, 1 model’s plasma talon can be replaced with 1 Astartes grenade launcher.

changed1 Ravenwing Apothecary, 1 Ravenwing Champion, 1 Ravenwing Ancient

Points
105 pts 115 pts

changedRavenwing Darkshroud

Unit Composition

• 11 Ravenwing DarkshroudDarkshroud model

ThisThis model is equipped with:with: heavy1 bolter;Armoured closeHull; combat1 weapon.Heavy Bolter.

changedRavenwing Darkshroud

Keywords
Vehicle, Fly, Imperium, Ravenwing, Darkshroud, Frame Fly, Frame, Imperium, Ravenwing, Speeder, Vehicle
Equipped With
Heavy bolter, Close combat weapon Heavy Bolter, Armoured Hull

newCombat Doctrines

Rules

-

newDeep Strike

newLone Operative 15"

goneOath of Moment

Rules

-

changedIcon of Old Caliban

Rules

FriendlyWhile ADEPTUSa ASTARTESfriendly unitsDark Angels unit is within 6" of this unit, that unit havehas Stealth.Stealth.

newArmoured Hull

Type
weapon

newAssault Cannon

Type
weapon

newHeavy Bolter

Type
weapon

goneAssault cannon

Type
weapon

goneClose combat weapon

Type
weapon

goneHeavy bolter

Type
weapon

newArmoured HullArmoured Hull

Range
Melee
Attacks
3
Weapon Skill
4+
Strength
6
AP
0
Damage
1

newAssault CannonAssault Cannon

Range
24"
Attacks
6
Ballistic Skill
3+
Strength
6
AP
-2
Damage
1

newAssault Cannon — Assault CannonSUSTAINED HITS 1

Rules

This ability always takes the form [SUSTAINED HITS X]. Each time an attack made with a [SUSTAINED HITS] weapon results in a critical hit, that attack results in a number of additional hits on the target as denoted by X.

Example: An attack made with a [SUSTAINED HITS 2] weapon results in a critical hit. That attack therefore hits the target three times (once from the critical hit, and twice more from the [SUSTAINED HITS 2] ability).

newHeavy BolterHeavy Bolter

Range
36"
Attacks
3
Ballistic Skill
3+
Strength
5
AP
-1
Damage
2

newHeavy Bolter — Heavy BolterRAPID FIRE 2

Rules

This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.

Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).

newHeavy Bolter — Heavy BolterSUSTAINED HITS 1

Rules

This ability always takes the form [SUSTAINED HITS X]. Each time an attack made with a [SUSTAINED HITS] weapon results in a critical hit, that attack results in a number of additional hits on the target as denoted by X.

Example: An attack made with a [SUSTAINED HITS 2] weapon results in a critical hit. That attack therefore hits the target three times (once from the critical hit, and twice more from the [SUSTAINED HITS 2] ability).

goneAssault cannonAssault Cannon

Range
24"
Attacks
6
Ballistic Skill
3+
Strength
6
AP
0
Damage
1

goneAssault cannon — Assault CannonDevastating Wounds

Rules

Each time an attack made with a [DEVASTATING WOUNDS] weapon results in a critical wound, the attack sequence for that attack ends and the target unit suffers a number of mortal wounds equal to the D characteristic of that weapon. These are inflicted after resolving any normal damage inflicted by those attacks.

Mortal wounds inflicted by [DEVASTATING WOUNDS] weapons can damage a maximum of one model for each critical wound; any remaining mortal wounds inflicted by that attack are lost.

Example: An attack made with a [DEVASTATING WOUNDS] weapon with a D characteristic of 3 results in a critical wound against an Intercessor Squad, so inflicts 3 mortal wounds. The first 2 mortal wounds are sufficient to destroy 1 Intercessor model, so the remaining mortal wound is lost.

goneClose combat weaponClose combat weapon

Range
Melee
Attacks
4
Weapon Skill
3+
Strength
4
AP
0
Damage
1

goneHeavy bolterHeavy bolter

Range
36"
Attacks
3
Ballistic Skill
3+
Strength
5
AP
-1
Damage
2

goneHeavy bolter — Heavy bolterSustained Hits 1

Rules

This ability always takes the form [SUSTAINED HITS X]. Each time an attack made with a [SUSTAINED HITS] weapon results in a critical hit, that attack results in a number of additional hits on the target as denoted by X.

Example: An attack made with a [SUSTAINED HITS 2] weapon results in a critical hit. That attack therefore hits the target three times (once from the critical hit, and twice more from the [SUSTAINED HITS 2] ability).

newRavenwing Darkshroud: This model's Heavy Bolter can be replaced with 1 Assault Cannon.

goneRavenwing Darkshroud: This model’s heavy bolter can be replaced with 1 assault cannon.

newThis model's Heavy Bolter can be replaced with 1 Assault Cannon.

gone■ This model’s heavy bolter can be replaced with 1 assault cannon.

changed1 Ravenwing Darkshroud

Points
70 pts 80 pts

changedRavenwing Dark Talon

Unit Composition

• 11 Ravenwing Dark TalonTalon model

ThisThis model is equipped with:with: rift1 cannon;Armoured Hull; 2 hurricaneHurricane bolters;Bolter; armoured1 hull.Rift Cannon.

Base Size
120 x 92mm Oval Base 120x92mm Oval Base

changedRavenwing Dark Talon

Keywords
Vehicle, Aircraft, Fly, Imperium, Ravenwing, Dark Talon Aircraft, Fly, Imperium, Ravenwing, Vehicle
Equipped With
Rift cannon, Hurricane bolter, Armoured hull Rift Cannon, Hurricane Bolter, Armoured Hull

newCombat Doctrines

Rules

-

newDamaged 3

goneOath of Moment

Rules

-

changedStasis Bomb

Rules

At the end of your opponent’s Fight phase, select one visiblevisible enemy unit (excluding AIRCRAFT/LoneAIRCRAFT/Lone OperativeOperative units) within 24" of this unit. That enemy unit is slowedslowed until the end of your opponent’sopponent's next Movement phase:
•

  • While a unit is slowed,slowed, in your opponent’sopponent's Movement phase, when that unit is selectedselected to move,move, unless that unit remainsremains stationary,stationary, roll one D6: •
    • On a 1-4, that unit suffers D3 mortalmortal woundswounds and that unit has -2" M. •-2” M.
    • On a 5-6, that unit suffers 2D3 mortalmortal woundswounds and that unit has -3"-3” M.’M.

newArmoured Hull

Type
weapon

newHurricane Bolter

Type
weapon

newRift Cannon

Type
weapon

goneArmoured hull

Type
weapon

goneHurricane bolter

Type
weapon

goneRift cannon

Type
weapon

newArmoured HullArmoured Hull

Range
Melee
Attacks
3
Weapon Skill
4+
Strength
6
AP
0
Damage
1

newHurricane BolterHurricane Bolter

Range
24"
Attacks
6
Ballistic Skill
3+
Strength
5
AP
-1
Damage
1

newHurricane Bolter — Hurricane BolterRAPID FIRE 6

Rules

This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.

Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).

newHurricane Bolter — Hurricane BolterTWIN-LINKED

Rules

Each time an attack is made with a [TWIN‑LINKED] weapon, you can re‑roll the wound roll.

newRift CannonRift Cannon

Range
18"
Attacks
D3+1
Ballistic Skill
3+
Strength
16
AP
-4
Damage
3

newRift Cannon — Rift CannonBLAST 1

Rules

Each time you gather attack dice for a [BLAST] weapon, add one additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).

If this ability takes the form [BLAST X], each time you gather attack dice for such a weapon, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down) instead.

Example: If a [BLAST 2] weapon with an A characteristic of 3 targets a unit containing 12 models, you would gather four additional attack dice for that weapon (for a total of seven for that weapon).

newRift Cannon — Rift CannonDEVASTATING WOUNDS

Rules

Each time an attack made with a [DEVASTATING WOUNDS] weapon results in a critical wound, the attack sequence for that attack ends and the target unit suffers a number of mortal wounds equal to the D characteristic of that weapon. These are inflicted after resolving any normal damage inflicted by those attacks.

Mortal wounds inflicted by [DEVASTATING WOUNDS] weapons can damage a maximum of one model for each critical wound; any remaining mortal wounds inflicted by that attack are lost.

Example: An attack made with a [DEVASTATING WOUNDS] weapon with a D characteristic of 3 results in a critical wound against an Intercessor Squad, so inflicts 3 mortal wounds. The first 2 mortal wounds are sufficient to destroy 1 Intercessor model, so the remaining mortal wound is lost.

goneArmoured hullArmoured hull

Range
Melee
Attacks
3
Weapon Skill
4+
Strength
6
AP
0
Damage
1

goneHurricane bolterHurricane bolter

Range
24"
Attacks
6
Ballistic Skill
3+
Strength
4
AP
0
Damage
1

goneHurricane bolter — Hurricane bolterRapid Fire 6

Rules

This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.

Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).

goneHurricane bolter — Hurricane bolterTwin-linked

Rules

Each time an attack is made with a [TWIN‑LINKED] weapon, you can re‑roll the wound roll.

goneRift cannonRift cannon

Range
18"
Attacks
D3+1
Ballistic Skill
3+
Strength
16
AP
-4
Damage
3

goneRift cannon — Rift cannonBlast

Rules

Each time you gather attack dice for a [BLAST] weapon, add one additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).

If this ability takes the form [BLAST X], each time you gather attack dice for such a weapon, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down) instead.

Example: If a [BLAST 2] weapon with an A characteristic of 3 targets a unit containing 12 models, you would gather four additional attack dice for that weapon (for a total of seven for that weapon).

goneRift cannon — Rift cannonDevastating Wounds

Rules

Each time an attack made with a [DEVASTATING WOUNDS] weapon results in a critical wound, the attack sequence for that attack ends and the target unit suffers a number of mortal wounds equal to the D characteristic of that weapon. These are inflicted after resolving any normal damage inflicted by those attacks.

Mortal wounds inflicted by [DEVASTATING WOUNDS] weapons can damage a maximum of one model for each critical wound; any remaining mortal wounds inflicted by that attack are lost.

Example: An attack made with a [DEVASTATING WOUNDS] weapon with a D characteristic of 3 results in a critical wound against an Intercessor Squad, so inflicts 3 mortal wounds. The first 2 mortal wounds are sufficient to destroy 1 Intercessor model, so the remaining mortal wound is lost.

changed1 Ravenwing Dark Talon

Points
200 pts 190 pts

changedSammael

Unit Composition

• 11 Sammael – EPIC HEROmodel

ThisThis model is equipped with:with: bolt1 pistol;Bolt master-craftedPistol; plasma1 cannon;Master-crafted twinPlasma stormCannon; bolter;1 theThe Raven Sword.Sword; 1 Twin Storm Bolter.

changedSammael

Toughness
5 6
Keywords
Mounted, Character, Epic Hero, Fly, Grenades, Imperium, Ravenwing, Captain, Sammael, Frame Captain, Character, Epic Hero, Explosives, Fly, Frame, Imperium, Mounted, Ravenwing
Equipped With
Bolt Pistol, Master-crafted plasma cannon, Twin storm bolter, The Raven Sword Bolt Pistol, Master-crafted Plasma Cannon, Twin Storm Bolter, The Raven Sword

newCombat Doctrines

Rules

-

newTranshuman Strategist

Rules

-

goneOath of Moment

Rules

-

changedCut Off Their Escape

Rules

Each timeWhen an enemy unit (excluding MONSTERS and VEHICLES) within Engagement Rangeengaged ofwith this model’s unit is(excluding selectedMonster/Vehicle tounits) Fallmakes Back,a modelsfall-back inmove, that enemy unit must take Desperate Escape tests as if their unit wasuse Battle-shocked.the Whendesperate doingescape so,mode. ifIf that enemy unit is also Battle-shocked by other means, subtractbattle‑shocked, 1‑1 from each of those Desperate Escapehazard tests.rolls.

changedGrand Master of the Ravenwing

Rules

■

  • This unit’sunit rangedhas attacksMobile.
  • In haveyour [ASSAULT]. ■Command Whenphase, thisyou unitcan isuse selectedthis toability. makeIf anyou advancedo, move,select thatone advancecombat movedoctrine doesto notbe preventactive for this unit from being eligible tountil declarethe astart charge. ■of Thisyour unitnext hasCommand MOBILE.phase.

newMaster-crafted Plasma Cannon

Type
weapon

newTwin Storm Bolter

Type
weapon

goneMaster-crafted plasma cannon

Type
weapon

goneTwin storm bolter

Type
weapon

newMaster-crafted Plasma CannonMaster-crafted Plasma Cannon

Range
36"
Attacks
3
Ballistic Skill
2+
Strength
8
AP
-3
Damage
3

newMaster-crafted Plasma Cannon — Master-crafted Plasma CannonBLAST 1

Rules

Each time you gather attack dice for a [BLAST] weapon, add one additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).

If this ability takes the form [BLAST X], each time you gather attack dice for such a weapon, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down) instead.

Example: If a [BLAST 2] weapon with an A characteristic of 3 targets a unit containing 12 models, you would gather four additional attack dice for that weapon (for a total of seven for that weapon).

newTwin Storm BolterTwin Storm Bolter

Range
24"
Attacks
2
Ballistic Skill
2+
Strength
5
AP
-1
Damage
1

newTwin Storm Bolter — Twin Storm BolterRAPID FIRE 2

Rules

This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.

Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).

newTwin Storm Bolter — Twin Storm BolterTWIN-LINKED

Rules

Each time an attack is made with a [TWIN‑LINKED] weapon, you can re‑roll the wound roll.

goneMaster-crafted plasma cannonMaster-crafted plasma cannon

Range
36"
Attacks
D3
Ballistic Skill
2+
Strength
8
AP
-3
Damage
2

goneMaster-crafted plasma cannon — Master-crafted plasma cannonBlast

Rules

Each time you gather attack dice for a [BLAST] weapon, add one additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).

If this ability takes the form [BLAST X], each time you gather attack dice for such a weapon, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down) instead.

Example: If a [BLAST 2] weapon with an A characteristic of 3 targets a unit containing 12 models, you would gather four additional attack dice for that weapon (for a total of seven for that weapon).

goneTwin storm bolterTwin storm bolter

Range
24"
Attacks
2
Ballistic Skill
2+
Strength
4
AP
0
Damage
1

goneTwin storm bolter — Twin storm bolterRapid Fire 2

Rules

This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.

Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).

goneTwin storm bolter — Twin storm bolterTwin-linked

Rules

Each time an attack is made with a [TWIN‑LINKED] weapon, you can re‑roll the wound roll.

changedBolt PistolBolt Pistol

Strength
4 5
AP
0 -1

newBolt Pistol — Bolt PistolCLOSE-QUARTERS

Rules

Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).

When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:

  • One or more of its [CLOSE‑QUARTERS] weapons.
  • One or more of its other ranged weapons.

goneBolt Pistol — Bolt PistolPistol

Rules

Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).

When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:

  • One or more of its [CLOSE‑QUARTERS] weapons.
  • One or more of its other ranged weapons.

newThe Raven Sword — The Raven SwordSUSTAINED HITS 2

Rules

This ability always takes the form [SUSTAINED HITS X]. Each time an attack made with a [SUSTAINED HITS] weapon results in a critical hit, that attack results in a number of additional hits on the target as denoted by X.

Example: An attack made with a [SUSTAINED HITS 2] weapon results in a critical hit. That attack therefore hits the target three times (once from the critical hit, and twice more from the [SUSTAINED HITS 2] ability).

goneThe Raven Sword — The Raven SwordSustained Hits 2

Rules

This ability always takes the form [SUSTAINED HITS X]. Each time an attack made with a [SUSTAINED HITS] weapon results in a critical hit, that attack results in a number of additional hits on the target as denoted by X.

Example: An attack made with a [SUSTAINED HITS 2] weapon results in a critical hit. That attack therefore hits the target three times (once from the critical hit, and twice more from the [SUSTAINED HITS 2] ability).

changed1 Sammael

Points
105 pts 120 pts

Codex Supplement: Space Wolves

changedArjac Rockfist

Unit Composition

• 11 Arjac Rockfist – EPIC HEROmodel

ThisThis model is equipped with:with: 1 Foehammer.

changedArjac Rockfist

Toughness
5 6
Keywords
Infantry, Character, Epic Hero, Imperium, Terminator, Arjac Rockfist Character, Epic Hero, Imperium, Infantry, Terminator

newCombat Doctrines

Rules

-

goneOath of Moment

Rules

-

changedAnvil of Endurance

Rules

While this model is leadingIn athe unit,Fight eachphase, timewhen a model in thatthis unit is destroyed by a melee attack,, if thatthis modelunit has not foughtbeen selected to fight this phase, roll one D6: on

  • On a 4+, do not remove the destroyedthat model from play.the Thebattlefield. destroyedWhen modelyour canunit fighthas afterfought, or at the attackingend unitof hasthe finishedphase making(whichever itscomes attacks,first), andthat model is then removed from play.the battlefield.

changedChampion of the Kingsguard

Rules

Each time this model makes aThis meleemodel’s attackattacks that targetstarget a CHARACTER unit, youCharacter canunit: re‑roll

  • Can there-roll Hithit rollrolls andof you1.
  • Can canre-roll re‑rollwound therolls Woundof roll.1.

changedLeader

Rules

This model can be attached to the following units:

■ TERMINATOR ASSAULT SQUAD
■ TERMINATOR SQUAD
■
WOLF GUARD TERMINATORS

newFoehammerFoehammer

Range
9"
Attacks
1
Ballistic Skill
2+
Strength
10
AP
-2
Damage
3

newFoehammerFoehammer

Range
Melee
Attacks
5
Weapon Skill
2+
Strength
10
AP
-2
Damage
3

goneFoehammerRanged

Range
6"
Attacks
1
Ballistic Skill
2+
Strength
8
AP
-2
Damage
3

goneFoehammerMelee

Range
Melee
Attacks
5
Weapon Skill
2+
Strength
8
AP
-2
Damage
3

newFoehammer — FoehammerANTI-MONSTER/VEHICLE 3+

Rules

This ability always takes the form [ANTI‑X Y+]. Each time an attack is made with an [ANTI] weapon, if the target unit has the keyword denoted by X, an unmodified wound roll of Y+ is a critical wound.
Example: An attack made with an [ANTI‑VEHICLE 4+] weapon against a VEHICLE unit will result in a critical wound on an unmodified wound roll of 4+, while an attack made with an [ANTI‑PSYKER 2+] weapon against a PSYKER unit will result in a critical wound on an unmodified wound roll of 2+.

newFoehammer — FoehammerASSAULT

Rules

Units containing one or more models with an [ASSAULT] weapon can shoot using assault shooting (10.05).

newFoehammer — FoehammerANTI-MONSTER/VEHICLE 3+

Rules

This ability always takes the form [ANTI‑X Y+]. Each time an attack is made with an [ANTI] weapon, if the target unit has the keyword denoted by X, an unmodified wound roll of Y+ is a critical wound.
Example: An attack made with an [ANTI‑VEHICLE 4+] weapon against a VEHICLE unit will result in a critical wound on an unmodified wound roll of 4+, while an attack made with an [ANTI‑PSYKER 2+] weapon against a PSYKER unit will result in a critical wound on an unmodified wound roll of 2+.

newFoehammer — FoehammerPRECISION

Rules

While resolving attacks made with one or more [PRECISION] weapons, at the start of the Allocation Order step (05.03), if the target unit contains one or more CHARACTER models visible to one or more of the attacking models, the active player can select one allocation group that contains one of those visible CHARACTER models. If they do, until those attacks are resolved, or until that CHARACTER group is destroyed (whichever happens first), that CHARACTER group is the current allocation group.

goneFoehammer — RangedAnti-monster 3+

Rules

This ability always takes the form [ANTI‑X Y+]. Each time an attack is made with an [ANTI] weapon, if the target unit has the keyword denoted by X, an unmodified wound roll of Y+ is a critical wound.
Example: An attack made with an [ANTI‑VEHICLE 4+] weapon against a VEHICLE unit will result in a critical wound on an unmodified wound roll of 4+, while an attack made with an [ANTI‑PSYKER 2+] weapon against a PSYKER unit will result in a critical wound on an unmodified wound roll of 2+.

goneFoehammer — RangedAnti-vehicle 3+

Rules

This ability always takes the form [ANTI‑X Y+]. Each time an attack is made with an [ANTI] weapon, if the target unit has the keyword denoted by X, an unmodified wound roll of Y+ is a critical wound.
Example: An attack made with an [ANTI‑VEHICLE 4+] weapon against a VEHICLE unit will result in a critical wound on an unmodified wound roll of 4+, while an attack made with an [ANTI‑PSYKER 2+] weapon against a PSYKER unit will result in a critical wound on an unmodified wound roll of 2+.

goneFoehammer — RangedAssault

Rules

Units containing one or more models with an [ASSAULT] weapon can shoot using assault shooting (10.05).

goneFoehammer — MeleeAnti-monster 3+

Rules

This ability always takes the form [ANTI‑X Y+]. Each time an attack is made with an [ANTI] weapon, if the target unit has the keyword denoted by X, an unmodified wound roll of Y+ is a critical wound.
Example: An attack made with an [ANTI‑VEHICLE 4+] weapon against a VEHICLE unit will result in a critical wound on an unmodified wound roll of 4+, while an attack made with an [ANTI‑PSYKER 2+] weapon against a PSYKER unit will result in a critical wound on an unmodified wound roll of 2+.

goneFoehammer — MeleeAnti-vehicle 3+

Rules

This ability always takes the form [ANTI‑X Y+]. Each time an attack is made with an [ANTI] weapon, if the target unit has the keyword denoted by X, an unmodified wound roll of Y+ is a critical wound.
Example: An attack made with an [ANTI‑VEHICLE 4+] weapon against a VEHICLE unit will result in a critical wound on an unmodified wound roll of 4+, while an attack made with an [ANTI‑PSYKER 2+] weapon against a PSYKER unit will result in a critical wound on an unmodified wound roll of 2+.

goneFoehammer — MeleePrecision

Rules

While resolving attacks made with one or more [PRECISION] weapons, at the start of the Allocation Order step (05.03), if the target unit contains one or more CHARACTER models visible to one or more of the attacking models, the active player can select one allocation group that contains one of those visible CHARACTER models. If they do, until those attacks are resolved, or until that CHARACTER group is destroyed (whichever happens first), that CHARACTER group is the current allocation group.

changed1 Arjac Rockfist

Points
95 pts 105 pts

changedBjorn the Fell-handed

was Bjorn the Fell-Handed

Unit Composition

• 11 Bjorn the Fell-Handed– EPICFell-handed HEROmodel

ThisThis model is equipped with:with: assault1 cannon;Assault heavyCannon; flamer;1 Heavy Flamer; 1 Trueclaw.

changedBjorn the Fell-handed

Toughness
9 10
Keywords
Vehicle, Walker, Character, Epic Hero, Smoke, Imperium, Dreadnought, Bjorn the Fell-Handed Character, Dreadnought, Epic Hero, Imperium, Smoke, Vehicle, Walker
Equipped With
Assault cannon, Heavy flamer, Trueclaw Assault Cannon, Heavy Flamer, Trueclaw

newCombat Doctrines

Rules

-

newAncient Tactician (Once per turn, per army)

Rules

When you target this unit with a stratagem, that use is -1CP

goneOath of Moment

Rules

-

goneAncient Tactician

Rules

At the start of your Command phase, if this model is on the battlefield, you gain 1CP.

changedLegendary Tenacity

Rules

Each time anAttacks attackthat targetstarget this model, if the Strength characteristic ofunit thatwith attacka isS greater than this model’s Toughness characteristic,unit's subtractT 1have from-1 theto Woundwound roll.rolls.

newAssault Cannon

Type
weapon

newHeavy Flamer

Type
weapon

newHelfrost Cannon

Type
weapon

goneAssault cannon

Type
weapon

goneHeavy flamer

Type
weapon

goneHelfrost cannon

Type
weapon

newAssault CannonAssault Cannon

Range
24"
Attacks
6
Ballistic Skill
3+
Strength
6
AP
-2
Damage
1

newAssault Cannon — Assault CannonSUSTAINED HITS 1

Rules

This ability always takes the form [SUSTAINED HITS X]. Each time an attack made with a [SUSTAINED HITS] weapon results in a critical hit, that attack results in a number of additional hits on the target as denoted by X.

Example: An attack made with a [SUSTAINED HITS 2] weapon results in a critical hit. That attack therefore hits the target three times (once from the critical hit, and twice more from the [SUSTAINED HITS 2] ability).

newHeavy FlamerHeavy Flamer

Range
12"
Attacks
3
Ballistic Skill
-
Strength
5
AP
-1
Damage
1

newHeavy Flamer — Heavy FlamerBLAST 2

Rules

Each time you gather attack dice for a [BLAST] weapon, add one additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).

If this ability takes the form [BLAST X], each time you gather attack dice for such a weapon, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down) instead.

Example: If a [BLAST 2] weapon with an A characteristic of 3 targets a unit containing 12 models, you would gather four additional attack dice for that weapon (for a total of seven for that weapon).

newHeavy Flamer — Heavy FlamerTORRENT

Rules

Each time an attack is made with a [TORRENT] weapon, that attack automatically hits the target.

newHelfrost CannonDispersed

Range
12"
Attacks
3
Ballistic Skill
-
Strength
6
AP
-1
Damage
2

newHelfrost CannonFocused

Range
36"
Attacks
1
Ballistic Skill
2+
Strength
10
AP
-3
Damage
5

newHelfrost Cannon — DispersedTORRENT

Rules

Each time an attack is made with a [TORRENT] weapon, that attack automatically hits the target.

goneAssault cannonAssault cannon

Range
24"
Attacks
6
Ballistic Skill
2+
Strength
6
AP
0
Damage
1

goneAssault cannon — Assault cannonDevastating Wounds

Rules

Each time an attack made with a [DEVASTATING WOUNDS] weapon results in a critical wound, the attack sequence for that attack ends and the target unit suffers a number of mortal wounds equal to the D characteristic of that weapon. These are inflicted after resolving any normal damage inflicted by those attacks.

Mortal wounds inflicted by [DEVASTATING WOUNDS] weapons can damage a maximum of one model for each critical wound; any remaining mortal wounds inflicted by that attack are lost.

Example: An attack made with a [DEVASTATING WOUNDS] weapon with a D characteristic of 3 results in a critical wound against an Intercessor Squad, so inflicts 3 mortal wounds. The first 2 mortal wounds are sufficient to destroy 1 Intercessor model, so the remaining mortal wound is lost.

goneHeavy flamerHeavy flamer

Range
12"
Attacks
D6
Ballistic Skill
-
Strength
5
AP
-1
Damage
1

goneHeavy flamer — Heavy flamerIgnores Cover

Rules

Each time an attack is made with an [IGNORES COVER] weapon, the target cannot have the benefit of cover against that attack (13.08), including from rules that give a model or unit the benefit of cover (e.g. Stealth).

goneHeavy flamer — Heavy flamerTorrent

Rules

Each time an attack is made with a [TORRENT] weapon, that attack automatically hits the target.

goneHelfrost cannondispersed

Range
12"
Attacks
D6
Ballistic Skill
-
Strength
6
AP
-1
Damage
2

goneHelfrost cannonfocused

Range
36"
Attacks
1
Ballistic Skill
2+
Strength
10
AP
-3
Damage
5

goneHelfrost cannon — dispersedTorrent

Rules

Each time an attack is made with a [TORRENT] weapon, that attack automatically hits the target.

changedMulti-meltaMulti-melta

Strength
9 10
AP
-4 -3
Damage
D6 D3+2

newMulti-melta — Multi-meltaMELTA 3

Rules

This ability always takes the form [MELTA X]. Each time a model makes an attack with a [MELTA] weapon, if the target unit was within half range of that weapon in the Select Targets step, until the attacking unit’s attacks have been resolved, add X to that weapon’s D characteristic.

Example: A model targets a unit that is within half range of a [MELTA 2] weapon with a D characteristic of D6. While resolving those attacks, that weapon has a D characteristic of D6+2

goneMulti-melta — Multi-meltaMelta 2

Rules

This ability always takes the form [MELTA X]. Each time a model makes an attack with a [MELTA] weapon, if the target unit was within half range of that weapon in the Select Targets step, until the attacking unit’s attacks have been resolved, add X to that weapon’s D characteristic.

Example: A model targets a unit that is within half range of a [MELTA 2] weapon with a D characteristic of D6. While resolving those attacks, that weapon has a D characteristic of D6+2

newTrueclaw — TrueclawLETHAL HITS

Rules

Each time an attack made with a [LETHAL HITS] weapon results in a critical hit, you can choose for that attack to automatically wound the target.

Designer’s Note: Choosing to automatically wound the target means that no wound roll is made for that attack. You may decide against this, as it means that attack cannot result in a critical wound and so cannot trigger other abilities such as [DEVASTATING WOUNDS].

goneTrueclaw — TrueclawLethal Hits

Rules

Each time an attack made with a [LETHAL HITS] weapon results in a critical hit, you can choose for that attack to automatically wound the target.

Designer’s Note: Choosing to automatically wound the target means that no wound roll is made for that attack. You may decide against this, as it means that attack cannot result in a critical wound and so cannot trigger other abilities such as [DEVASTATING WOUNDS].

newBjorn the Fell-handed: This model's Assault Cannon can be replaced with one of the following: 1 Helfrost Cannon, 1 Multi-melta

goneBjorn the Fell-Handed: This model’s assault cannon can be replaced with one of the following:

changedBjorn the Fell-handed: Wargear Option

Instruction

Default Wargear

newThis model's Assault Cannon can be replaced with one of the following: 1 Helfrost Cannon, 1 Multi-melta

gone■ This model’s assault cannon can be replaced with one of the following: ◦ Helfrost cannon ◦ Multi-melta

new1 Bjorn the Fell-handed

Points
160 pts
Bjorn the Fell-handed count
1

gone1 Bjorn the Fell-Handed

Points
160 pts
Bjorn the Fell-Handed count
1

changedBlood Claws

Unit Composition

• 11 Blood Claw Pack LeaderLeader model
• 9-199-19 Blood ClawsClaw models

EveryEvery model is equipped with:with: bolt1 pistol;Bolt AstartesPistol; chainsword.1 Chainsword.

changedBlood Claw Pack Leader

Toughness
4 5
Keywords
Infantry, Battleline, Grenades, Imperium, Tacticus, Blood Claws Battleline, Explosives, Imperium, Infantry, Tacticus
Equipped With
Bolt pistol, Astartes chainsword Bolt Pistol, Chainsword

changedBlood Claw

Toughness
4 5
Keywords
Infantry, Battleline, Grenades, Imperium, Tacticus, Blood Claws Battleline, Explosives, Imperium, Infantry, Tacticus
Equipped With
Bolt pistol, Astartes chainsword Bolt Pistol, Chainsword

newCombat Doctrines

Rules

-

goneOath of Moment

Rules

-

changedBerserk Charge

Rules

ThisWhen this unit is eligibleselected to declaremake aan chargeadvance inmove, athat turnadvance inmove whichdoes itnot Advanced.prevent this unit from being eligible to declare a charge.

newBolt Pistol

Type
weapon

newChainsword

Type
weapon

newPlasma Pistol

Type
weapon

newPower Weapon

Type
weapon

goneAstartes chainsword

Type
weapon

goneBolt pistol

Type
weapon

gonePlasma pistol

Type
weapon

gonePower weapon

Type
weapon

newBolt PistolBolt Pistol

Range
12"
Attacks
1
Ballistic Skill
3+
Strength
5
AP
-1
Damage
1

newBolt Pistol — Bolt PistolCLOSE-QUARTERS

Rules

Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).

When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:

  • One or more of its [CLOSE‑QUARTERS] weapons.
  • One or more of its other ranged weapons.

newChainswordChainsword

Range
Melee
Attacks
4
Weapon Skill
3+
Strength
5
AP
-1
Damage
1

newPlasma PistolStandard

Range
12"
Attacks
1
Ballistic Skill
3+
Strength
7
AP
-2
Damage
1

newPlasma PistolSupercharge

Range
12"
Attacks
1
Ballistic Skill
3+
Strength
8
AP
-3
Damage
2

newPlasma Pistol — StandardCLOSE-QUARTERS

Rules

Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).

When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:

  • One or more of its [CLOSE‑QUARTERS] weapons.
  • One or more of its other ranged weapons.

newPlasma Pistol — SuperchargeCLOSE-QUARTERS

Rules

Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).

When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:

  • One or more of its [CLOSE‑QUARTERS] weapons.
  • One or more of its other ranged weapons.

newPlasma Pistol — SuperchargeHAZARDOUS

Rules

Each time a unit is selected to shoot or selected to fight, after that unit has resolved all of its attacks, make a number of hazard rolls (06.03) for that unit equal to the number of [HAZARDOUS] weapons you selected in the Select Weapons step.

newPower WeaponPower Weapon

Range
Melee
Attacks
4
Weapon Skill
3+
Strength
5
AP
-2
Damage
1

goneAstartes chainswordAstartes chainsword

Range
Melee
Attacks
4
Weapon Skill
3+
Strength
4
AP
-1
Damage
1

goneBolt pistolBolt pistol

Range
12"
Attacks
1
Ballistic Skill
3+
Strength
4
AP
0
Damage
1

goneBolt pistol — Bolt pistolPistol

Rules

Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).

When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:

  • One or more of its [CLOSE‑QUARTERS] weapons.
  • One or more of its other ranged weapons.

gonePlasma pistolstandard

Range
12"
Attacks
1
Ballistic Skill
3+
Strength
7
AP
-2
Damage
1

gonePlasma pistolsupercharge

Range
12"
Attacks
1
Ballistic Skill
3+
Strength
8
AP
-3
Damage
2

gonePlasma pistol — standardPistol

Rules

Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).

When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:

  • One or more of its [CLOSE‑QUARTERS] weapons.
  • One or more of its other ranged weapons.

gonePlasma pistol — superchargeHazardous

Rules

Each time a unit is selected to shoot or selected to fight, after that unit has resolved all of its attacks, make a number of hazard rolls (06.03) for that unit equal to the number of [HAZARDOUS] weapons you selected in the Select Weapons step.

gonePlasma pistol — superchargePistol

Rules

Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).

When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:

  • One or more of its [CLOSE‑QUARTERS] weapons.
  • One or more of its other ranged weapons.

gonePower weaponPower weapon

Range
Melee
Attacks
4
Weapon Skill
3+
Strength
5
AP
-2
Damage
1

newBlood Claw Pack Leader: The Blood Claw Pack Leader can have their Chainsword replaced with 1 Power Weapon.

newBlood Claw Pack Leader: The Blood Claw Pack Leader can have their Bolt Pistol replaced with 1 Plasma Pistol.

goneBlood Claw Pack Leader: The Blood Claw Pack Leader’s bolt pistol can be replaced with 1 plasma pistol.

goneBlood Claw Pack Leader: The Blood Claw Pack Leader’s Astartes chainsword can be replaced with 1 power weapon.

newThe Blood Claw Pack Leader can have their Chainsword replaced with 1 Power Weapon.

newThe Blood Claw Pack Leader can have their Bolt Pistol replaced with 1 Plasma Pistol.

gone■ The Blood Claw Pack Leader’s bolt pistol can be replaced with 1 plasma pistol.

gone■ The Blood Claw Pack Leader’s Astartes chainsword can be replaced with 1 power weapon.

new1 Blood Claw Pack Leader, 19 Blood Claw

Points
290 pts
Blood Claw Pack Leader count
1
Blood Claw count
19

gone1 Blood Claw Pack Leader, 9 Blood Claw

Points
135 pts
Blood Claw Pack Leader count
1
Blood Claw count
9

changed1 Blood Claw Pack Leader, 9 Blood Claw

Points
270 pts 150 pts
Blood Claw count
10-19 9

changedFenrisian Wolves

Unit Composition

• 5-105-10 Fenrisian WolvesWolf models

EveryEvery model is equipped with:with: teeth1 Teeth and claws.Claws.

changedFenrisian Wolf

Keywords
Beasts, Imperium, Fenrisian Wolves Beasts, Imperium
Equipped With
Teeth and claws Teeth and Claws

newPredatory Instinct (Once per battle round, per unit)

Rules

In your opponent's Movement phase, when an enemy unit ends a move within 8" of this unit, if this unit is unengaged, this unit can make a normal move of up to D6".

newCombat Doctrines

Rules

-

goneOath of Moment

Rules

-

gonePredatory Instinct

Rules

In your opponent's Movement phase, if an enemy unit ends a move within 8” of this unit, if this unit is not within Engagement Range of one or more enemy units, this unit can make a Normal move of up to D6”.

changedHunting Hounds

Rules

While this unit is within 6" of one or morea friendly SPACESpace WOLVESWolves CHARACTERCharacter modelsmodel (excluding WULFEN models),Wulfen), if this unit is not Battle‑shocked, models in it have anbattle-shocked, Objectivethis Controlunit characteristichas of+1 1.OC.

newTeeth and Claws

Type
weapon

goneTeeth and claws

Type
weapon

newTeeth and ClawsTeeth and Claws

Range
Melee
Attacks
3
Weapon Skill
4+
Strength
4
AP
0
Damage
1

goneTeeth and clawsTeeth and claws

Range
Melee
Attacks
3
Weapon Skill
4+
Strength
4
AP
0
Damage
1

new10 Fenrisian Wolf

Points
75 pts
Fenrisian Wolf count
10

gone5 Fenrisian Wolf

Points
45 pts
Fenrisian Wolf count
5

changed5 Fenrisian Wolf

Points
75 pts 45 pts
Fenrisian Wolf count
6-10 5

changedGrey Hunters

Unit Composition

• 11 Grey Hunter Pack LeaderLeader model
• 99 Grey HuntersHunter models

EveryEvery model is equipped with:with: bolt1 carbine;Bolt boltCarbine; pistol;1 AstartesBolt chainsword.Pistol; 1 Chainsword.

changedGrey Hunter Pack Leader

Toughness
4 5
Keywords
Infantry, Battleline, Grenades, Imperium, Tacticus, Grey Hunters Battleline, Explosives, Imperium, Infantry, Tacticus
Equipped With
Bolt pistol, Bolt carbine, Astartes chainsword Bolt Pistol, Bolt Carbine, Chainsword

changedGrey Hunter

Toughness
4 5
Keywords
Infantry, Battleline, Grenades, Imperium, Tacticus, Grey Hunters Battleline, Explosives, Imperium, Infantry, Tacticus
Equipped With
Bolt pistol, Bolt carbine, Astartes chainsword Bolt Pistol, Bolt Carbine, Chainsword

newCombat Doctrines

Rules

-

newOld Greymanes

Rules

In the Declare Battle Formations step, you can split this unit into two units, each containing as equal a number of models as possible (when splitting a unit in this way, make a note of which models form each of the two new units).

goneOath of Moment

Rules

-

changedCunning Hunters

Rules

EachIn timethe aFight modelphase, inif this unit makes an attack, re‑roll a Wound roll of 1. If the target is within range of an objective, marker,this youunit’s canmelee re‑rollattacks: the

  • Have Wound+1 rollS.
  • Have instead.+1 AP.

newBolt Carbine

Type
weapon

newBolt Pistol

Type
weapon

newChainsword

Type
weapon

newPlasma Pistol

Type
weapon

newPower Fist

Type
weapon

newPower Weapon

Type
weapon

goneAstartes chainsword

Type
weapon

goneBolt carbine

Type
weapon

goneBolt pistol

Type
weapon

gonePlasma pistol

Type
weapon

gonePower fist

Type
weapon

gonePower weapon

Type
weapon

newBolt CarbineBolt Carbine

Range
24"
Attacks
3
Ballistic Skill
3+
Strength
5
AP
-1
Damage
1

newBolt Carbine — Bolt CarbineASSAULT

Rules

Units containing one or more models with an [ASSAULT] weapon can shoot using assault shooting (10.05).

newBolt Carbine — Bolt CarbineRAPID FIRE 1

Rules

This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.

Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).

newBolt PistolBolt Pistol

Range
12"
Attacks
1
Ballistic Skill
3+
Strength
5
AP
-1
Damage
1

newBolt Pistol — Bolt PistolCLOSE-QUARTERS

Rules

Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).

When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:

  • One or more of its [CLOSE‑QUARTERS] weapons.
  • One or more of its other ranged weapons.

newChainswordChainsword

Range
Melee
Attacks
4
Weapon Skill
3+
Strength
5
AP
-1
Damage
1

newPlasma PistolStandard

Range
12"
Attacks
1
Ballistic Skill
3+
Strength
7
AP
-2
Damage
1

newPlasma PistolSupercharge

Range
12"
Attacks
1
Ballistic Skill
3+
Strength
8
AP
-3
Damage
2

newPlasma Pistol — StandardCLOSE-QUARTERS

Rules

Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).

When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:

  • One or more of its [CLOSE‑QUARTERS] weapons.
  • One or more of its other ranged weapons.

newPlasma Pistol — SuperchargeCLOSE-QUARTERS

Rules

Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).

When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:

  • One or more of its [CLOSE‑QUARTERS] weapons.
  • One or more of its other ranged weapons.

newPlasma Pistol — SuperchargeHAZARDOUS

Rules

Each time a unit is selected to shoot or selected to fight, after that unit has resolved all of its attacks, make a number of hazard rolls (06.03) for that unit equal to the number of [HAZARDOUS] weapons you selected in the Select Weapons step.

newPower FistPower Fist

Range
Melee
Attacks
3
Weapon Skill
3+
Strength
8
AP
-2
Damage
2

newPower WeaponPower Weapon

Range
Melee
Attacks
4
Weapon Skill
3+
Strength
5
AP
-2
Damage
1

goneAstartes chainswordAstartes chainsword

Range
Melee
Attacks
4
Weapon Skill
3+
Strength
4
AP
-1
Damage
1

goneBolt carbineBolt carbine

Range
24"
Attacks
2
Ballistic Skill
3+
Strength
4
AP
0
Damage
1

goneBolt carbine — Bolt carbineRapid Fire 1

Rules

This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.

Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).

goneBolt pistolBolt pistol

Range
12"
Attacks
1
Ballistic Skill
3+
Strength
4
AP
0
Damage
1

goneBolt pistol — Bolt pistolPistol

Rules

Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).

When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:

  • One or more of its [CLOSE‑QUARTERS] weapons.
  • One or more of its other ranged weapons.

gonePlasma pistolstandard

Range
12"
Attacks
1
Ballistic Skill
3+
Strength
7
AP
-2
Damage
1

gonePlasma pistolsupercharge

Range
12"
Attacks
1
Ballistic Skill
3+
Strength
8
AP
-3
Damage
2

gonePlasma pistol — standardPistol

Rules

Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).

When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:

  • One or more of its [CLOSE‑QUARTERS] weapons.
  • One or more of its other ranged weapons.

gonePlasma pistol — superchargeHazardous

Rules

Each time a unit is selected to shoot or selected to fight, after that unit has resolved all of its attacks, make a number of hazard rolls (06.03) for that unit equal to the number of [HAZARDOUS] weapons you selected in the Select Weapons step.

gonePlasma pistol — superchargePistol

Rules

Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).

When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:

  • One or more of its [CLOSE‑QUARTERS] weapons.
  • One or more of its other ranged weapons.

gonePower fistPower fist

Range
Melee
Attacks
3
Weapon Skill
3+
Strength
8
AP
-2
Damage
2

gonePower weaponPower weapon

Range
Melee
Attacks
4
Weapon Skill
3+
Strength
5
AP
-2
Damage
1

newGrey Hunter Pack Leader: The Grey Hunter Pack Leader can have their Chainsword replaced with one of the following: 1 Power Fist, 1 Power Weapon

newGrey Hunter Pack Leader: The Grey Hunter Pack Leader can have their Bolt Pistol replaced with 1 Plasma Pistol.

goneGrey Hunter Pack Leader: The Grey Hunter Pack Leader’s Astartes chainsword can be replaced with one of the following:

goneGrey Hunter Pack Leader: The Grey Hunter Pack Leader’s bolt carbine can be replaced with 1 plasma pistol.

newThe Grey Hunter Pack Leader can have their Chainsword replaced with one of the following: 1 Power Fist, 1 Power Weapon

newThe Grey Hunter Pack Leader can have their Bolt Pistol replaced with 1 Plasma Pistol.

gone■ The Grey Hunter Pack Leader’s bolt carbine can be replaced with 1 plasma pistol.

gone■ The Grey Hunter Pack Leader’s Astartes Chainsword can be replaced with one of the following: ◦ 1 power fist ◦ 1 power weapon

changed1 Grey Hunter Pack Leader, 9 Grey Hunter

Points
165 pts 180 pts

changedIron Priest

Unit Composition

• 11 Iron PriestPriest model

ThisThis model is equipped with:with: helfrost1 pistol;Helfrost tempestPistol; hammer1 Tempest Hammer and servo‑arm.Servo-arm.

changedIron Priest

Toughness
4 5
Keywords
Infantry, Character, Imperium, Techmarine, Iron Priest Character, Imperium, Infantry, Techmarine
Equipped With
Helfrost pistol, Tempest hammer and servo-arm Helfrost Pistol, Tempest Hammer and Servo-arm

newCombat Doctrines

Rules

-

goneOath of Moment

Rules

-

changedGift of the Iron Wolf

Rules

In your CommandMovement phase, youat canthe start or end of this unit's move, select up to one friendly ADEPTUSSpace ASTARTESWolves VEHICLEVehicle model within 3" of this model. model:

  • That model regainsVehicle upmodel toheals D3 lost woundswounds.
  • That and,VEHICLE untilmodel’s theattacks startcan ofignore yourmodifiers nextto Commandhit phase,rolls selectand onewound rangedrolls weaponuntil equippedthe bystart thatof modelyour tonext haveMovement thephase.

You [RAPIDcannot FIREselect 1]the ability.same EachVEHICLE model can only be selected for this ability or the Blessing of the Omnissiahmore abilitythan once per turn.phase.

changedIron Priest

Rules

While this model is within 3" of one or morea friendly ADEPTUSSpace ASTARTESWolves VEHICLEVehicle units,unit, this model has the Lone Operative ability..

changedJudgement of the Omnissiah

Rules

Each time this model makesThis anmodel's attackattacks that targetstarget an enemy unit within Engagement Range of oneengaged orwith morea friendly ADEPTUS ASTARTES VEHICLESpace units,Wolves youVehicle can re‑roll there-roll Woundwound roll.rolls.

changedLeader

Rules

This model can be attached to the following units:

■ ASSAULT INTERCESSOR SQUAD
■
BLOOD CLAWS
■ GREY HUNTERS
■ INTERCESSOR SQUAD

■ WOLF GUARD HEADTAKERS

newHelfrost Pistol

Type
weapon

newTempest Hammer and Servo-arm

Type
weapon

goneHelfrost pistol

Type
weapon

goneTempest hammer and servo-arm

Type
weapon

newHelfrost PistolDispersed

Range
12"
Attacks
3
Ballistic Skill
7+
Strength
4
AP
-1
Damage
1

newHelfrost PistolFocused

Range
12"
Attacks
1
Ballistic Skill
2+
Strength
6
AP
-3
Damage
3

newHelfrost Pistol — DispersedCLOSE-QUARTERS

Rules

Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).

When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:

  • One or more of its [CLOSE‑QUARTERS] weapons.
  • One or more of its other ranged weapons.

newHelfrost Pistol — DispersedTORRENT

Rules

Each time an attack is made with a [TORRENT] weapon, that attack automatically hits the target.

newHelfrost Pistol — FocusedCLOSE-QUARTERS

Rules

Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).

When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:

  • One or more of its [CLOSE‑QUARTERS] weapons.
  • One or more of its other ranged weapons.

newTempest Hammer and Servo-armTempest Hammer and Servo-arm

Range
Melee
Attacks
4
Weapon Skill
4+
Strength
8
AP
-2
Damage
3

goneHelfrost pistoldispersed

Range
12"
Attacks
D6
Ballistic Skill
-
Strength
4
AP
-1
Damage
1

goneHelfrost pistolfocused

Range
12"
Attacks
1
Ballistic Skill
2+
Strength
6
AP
-3
Damage
3

goneHelfrost pistol — dispersedPistol

Rules

Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).

When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:

  • One or more of its [CLOSE‑QUARTERS] weapons.
  • One or more of its other ranged weapons.

goneHelfrost pistol — dispersedTorrent

Rules

Each time an attack is made with a [TORRENT] weapon, that attack automatically hits the target.

goneHelfrost pistol — focusedPistol

Rules

Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).

When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:

  • One or more of its [CLOSE‑QUARTERS] weapons.
  • One or more of its other ranged weapons.

goneTempest hammer and servo-armTempest hammer and servo-arm

Range
Melee
Attacks
4
Weapon Skill
4+
Strength
8
AP
-2
Damage
3

changed1 Iron Priest

Points
50 pts 60 pts

changedLogan Grimnar

Unit Composition

• Logan Grimnar1 –Logan EPICGrimnar HEROmodel

ThisThis model is equipped with: stormwith: bolter;1 Axe Morkai; 1 Storm Bolter; 1 Tyrnak and Fenrir.

changedLogan Grimnar

Toughness
5 6
Keywords
Infantry, Character, Epic Hero, Imperium, Terminator, Chapter Master, Logan Grimnar Chapter Master, Character, Epic Hero, Imperium, Infantry, Terminator
Equipped With
Tyrnak and Fenrir, Storm bolter, Axe Morkai Tyrnak and Fenrir, Storm Bolter, Axe Morkai

newCombat Doctrines

Rules

-

newHigh King of Fenris (Once per battle round, per unit)

Rules

In your Movement phase, select up to one friendly Space Wolves unit in strategic reserves. If you do, when that unit makes an ingress move, treat the current battle round number as being one higher than it actually is.

newTranshuman Strategist

Rules

-

goneOath of Moment

Rules

-

goneHigh King of Fenris

Rules

Once per battle round, in your Movement phase, you can select one friendly SPACE WOLVES unit that is in Reserves. If you do, until the end of the phase, for the purpose of setting up that unit on the battlefield, treat the current battle round number as being one higher than it actually is.

changedGuile of the Wolf

Rules

Once per turn, when your opponent targets a unit from their armyAt withinthe 12”start of this model with a stratagem, you can use this ability. Ifeach youphase, dothe increaseassault thedoctrine, CPdevastator costdoctrine ofand thattactical usedoctrine ofare thatactive stratagemfor bythis 1CP.unit.

goneEmbarking Within Transports

Rules

This model can embark within friendly ADEPTUS ASTARTES TRANSPORT models that can transport TERMINATOR models. When doing so, it takes up the space of 4 Infantry models.

changedLeader

Rules

This model can be attached to the following units:

■ TERMINATOR ASSAULT SQUAD
■ TERMINATOR SQUAD
■
WOLF GUARD TERMINATORS

newStorm Bolter

Type
weapon

goneStorm bolter

Type
weapon

newStorm BolterStorm Bolter

Range
Melee
Attacks
2
Weapon Skill
3+
Strength
5
AP
-1
Damage
1

newStorm Bolter — Storm BolterRAPID FIRE 2

Rules

This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.

Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).

goneStorm bolterStorm bolter

Range
24"
Attacks
2
Ballistic Skill
2+
Strength
4
AP
0
Damage
1

goneStorm bolter — Storm bolterRapid Fire 2

Rules

This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.

Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).

newAxe MorkaiStrike

Range
Melee
Attacks
6
Weapon Skill
2+
Strength
10
AP
-2
Damage
3

newAxe MorkaiSweep

Range
Melee
Attacks
10
Weapon Skill
2+
Strength
6
AP
-2
Damage
1

goneAxe Morkaistrike

Range
Melee
Attacks
6
Weapon Skill
2+
Strength
8
AP
-2
Damage
3

goneAxe Morkaisweep

Range
Melee
Attacks
10
Weapon Skill
2+
Strength
6
AP
-2
Damage
1

newAxe Morkai — SweepCLEAVE 1

Rules

This ability always takes the form [CLEAVE X]. Each time you gather attack dice for a [CLEAVE] weapon, if you only selected one target for all of that weapon’s attacks, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).

Example: If a [CLEAVE 1] weapon with an A characteristic of 3 targets one unit containing 16 models, you would gather three additional attack dice for that weapon (for a total of six for that weapon).

newTyrnak and Fenrir — Tyrnak and FenrirEXTRA ATTACKS

Rules

Each time a unit containing one or more models with an [EXTRA ATTACKS] weapon fights, those models will make attacks with those weapons in addition to any others. In the Select Weapons step (04.01), for each of those models, you must select:

  • All of that model’s [EXTRA ATTACKS] weapons.
  • One of that model’s other melee weapons, if possible.

goneTyrnak and Fenrir — Tyrnak and FenrirExtra Attacks

Rules

Each time a unit containing one or more models with an [EXTRA ATTACKS] weapon fights, those models will make attacks with those weapons in addition to any others. In the Select Weapons step (04.01), for each of those models, you must select:

  • All of that model’s [EXTRA ATTACKS] weapons.
  • One of that model’s other melee weapons, if possible.

changed1 Logan Grimnar

Points
100 pts 150 pts

changedMurderfang

Unit Composition

• Murderfang –1 EPICMurderfang HEROmodel

ThisThis model is equipped with:with: heavy1 flamer;Heavy stormFlamer; bolter;1 Murderclaws.Murderclaws; 1 Storm Bolter.

changedMurderfang

Keywords
Vehicle, Walker, Character, Epic Hero, Imperium, Dreadnought, Wulfen, Murderfang Character, Dreadnought, Epic Hero, Imperium, Vehicle, Walker, Wulfen
Equipped With
Heavy flamer, Storm bolter, Murderclaws Heavy Flamer, Storm Bolter, Murderclaws

newCombat Doctrines

Rules

-

goneOath of Moment

Rules

-

changedMurder-maker

Rules

In the Fight phase, each time an attack targetswhen a friendly WULFENWulfen unitmodel within 6" of this model, if a model in that unit is destroyed as a result of that attack,, if that modelmodel's unit has not foughtbeen selected to fight this phase, roll one D6: on

  • On a 4+, do not remove the destroyedthat model from play;the itbattlefield. canWhen fightyour afterunit has fought, or at the attackingend unitof hasthe finishedphase making(whichever itscomes attacks,first), andthat ismodel thenis removed from play.the battlefield.

changedBestial Fury

Rules

You canThis re‑rollunit: Advance

  • Can andre-roll Chargeadvance rolls made.
  • Can forre-roll thischarge model.rolls.

changedForce of Untamed Destruction

Rules

This model cannot be your WARLORD.Warlord.

newHeavy Flamer

Type
weapon

newStorm Bolter

Type
weapon

goneHeavy flamer

Type
weapon

goneStorm bolter

Type
weapon

newHeavy FlamerHeavy Flamer

Range
12"
Attacks
3
Ballistic Skill
7+
Strength
5
AP
-1
Damage
1

newHeavy Flamer — Heavy FlamerBLAST 2

Rules

Each time you gather attack dice for a [BLAST] weapon, add one additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).

If this ability takes the form [BLAST X], each time you gather attack dice for such a weapon, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down) instead.

Example: If a [BLAST 2] weapon with an A characteristic of 3 targets a unit containing 12 models, you would gather four additional attack dice for that weapon (for a total of seven for that weapon).

newHeavy Flamer — Heavy FlamerTORRENT

Rules

Each time an attack is made with a [TORRENT] weapon, that attack automatically hits the target.

newStorm BolterStorm Bolter

Range
24"
Attacks
2
Ballistic Skill
3+
Strength
5
AP
-1
Damage
1

newStorm Bolter — Storm BolterRAPID FIRE 2

Rules

This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.

Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).

goneHeavy flamerHeavy flamer

Range
12"
Attacks
D6
Ballistic Skill
-
Strength
5
AP
-1
Damage
1

goneHeavy flamer — Heavy flamerIgnores Cover

Rules

Each time an attack is made with an [IGNORES COVER] weapon, the target cannot have the benefit of cover against that attack (13.08), including from rules that give a model or unit the benefit of cover (e.g. Stealth).

goneHeavy flamer — Heavy flamerTorrent

Rules

Each time an attack is made with a [TORRENT] weapon, that attack automatically hits the target.

goneStorm bolterStorm bolter

Range
24"
Attacks
2
Ballistic Skill
3+
Strength
4
AP
0
Damage
1

goneStorm bolter — Storm bolterRapid Fire 2

Rules

This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.

Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).

newMurderclaws — MurderclawsSUSTAINED HITS 1

Rules

This ability always takes the form [SUSTAINED HITS X]. Each time an attack made with a [SUSTAINED HITS] weapon results in a critical hit, that attack results in a number of additional hits on the target as denoted by X.

Example: An attack made with a [SUSTAINED HITS 2] weapon results in a critical hit. That attack therefore hits the target three times (once from the critical hit, and twice more from the [SUSTAINED HITS 2] ability).

newMurderclaws — MurderclawsTWIN-LINKED

Rules

Each time an attack is made with a [TWIN‑LINKED] weapon, you can re‑roll the wound roll.

goneMurderclaws — MurderclawsSustained Hits 1

Rules

This ability always takes the form [SUSTAINED HITS X]. Each time an attack made with a [SUSTAINED HITS] weapon results in a critical hit, that attack results in a number of additional hits on the target as denoted by X.

Example: An attack made with a [SUSTAINED HITS 2] weapon results in a critical hit. That attack therefore hits the target three times (once from the critical hit, and twice more from the [SUSTAINED HITS 2] ability).

goneMurderclaws — MurderclawsTwin-linked

Rules

Each time an attack is made with a [TWIN‑LINKED] weapon, you can re‑roll the wound roll.

changedNjal Stormcaller

Unit Composition

• 11 Njal Stormcaller – EPIC HEROmodel

ThisThis model is equipped with:with: bolt1 pistol;Bolt Pistol; 1 Living Lightning; 1 Staff of the Stormcaller.

changedNjal Stormcaller

Toughness
4 5
Keywords
Infantry, Character, Epic Hero, Psyker, Imperium, Tacticus, Njal Stormcaller Character, Epic Hero, Imperium, Infantry, Psyker, Tacticus
Equipped With
Bolt pistol, Living Lightning, Staff of the Stormcaller Bolt Pistol, Living Lightning, Staff of the Stormcaller

newCombat Doctrines

Rules

-

newHigh Rune Priest (psyker level 3)

Rules

This model has the psychic abilities listed in the Runic Abilities section.

goneOath of Moment

Rules

-

goneTempest’s Wrath

Rules

In your Shooting phase, after this model’s unit has shot, select one enemy unit (excluding MONSTERS and VEHICLES) hit by one or more of those attacks made with this model’s Living Lightning weapon. Until the start of your next turn, that enemy unit is stormwracked. While a unit is stormwracked, subtract 6" from the Range characteristic of ranged weapons equipped by models in that unit (to a minimum of 12").

newHigh Rune Priest (psyker level 3)Murderous Hurricane (psychic level 1)

Rules

In your Movement phase, if this unit is not battle-shocked, you can make a psychic roll for this unit by rolling one D6. If you do:

  • On a 1, this unit is battle-shocked.
  • Select one visible enemy unit within 12". That enemy unit cannot make Snap shooting attacks.

newHigh Rune Priest (psyker level 3)Storm Caller (psychic level 1)

Rules

When an enemy unit targets this unit, if this unit is not battle-shocked, you can make a psychic roll for this unit by rolling one D6. If you do:

  • On a 1, this unit is battle-shocked.
  • This unit has -3" detection range until the end of the phase.

newHigh Rune Priest (psyker level 3)Tempest's Wrath (psychic level 1)

Rules

In your Shooting phase, if this unit is not battle-shocked, you can make a psychic roll for this unit by rolling one D6. If you do:

  • On a 1, this unit is battle-shocked.
  • Select one visible enemy unit within 18". That enemy unit is suppressed until the start of your next turn:
    • While a unit is suppressed, that unit’s attacks have -1 to hit rolls.

changedWind Walker

Rules

While this model is leading a

  • This unit,unit's ranged weapons equipped by models in that unitattacks have the [ASSAULT] ability and each time[ASSAULT].
  • When thatthis unit Advances,is doselected notto make an Advance roll. Instead, untiladvance themove, endthis ofunit thecan phase,change addadvance 6"rolls to the Move characteristic of models in thisa unit.6.

changedLeader

Rules

This model can be attached to the following units:

■ ASSAULT INTERCESSOR SQUAD
■ BLADEGUARD VETERAN SQUAD
■
BLOOD CLAWS
■ GREY HUNTERS
■ INTERCESSOR SQUAD

■ WOLF GUARD HEADTAKERS

newBolt Pistol

Type
weapon

goneBolt pistol

Type
weapon

newBolt PistolBolt Pistol

Range
12"
Attacks
1
Ballistic Skill
3+
Strength
5
AP
-1
Damage
1

newBolt Pistol — Bolt PistolCLOSE-QUARTERS

Rules

Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).

When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:

  • One or more of its [CLOSE‑QUARTERS] weapons.
  • One or more of its other ranged weapons.

goneBolt pistolBolt pistol

Range
12"
Attacks
1
Ballistic Skill
3+
Strength
4
AP
0
Damage
1

goneBolt pistol — Bolt pistolPistol

Rules

Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).

When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:

  • One or more of its [CLOSE‑QUARTERS] weapons.
  • One or more of its other ranged weapons.

newLiving LightningFocused Witchfire

Range
24"
Attacks
D6+6
Ballistic Skill
3+
Strength
7
AP
-2
Damage
1

newLiving LightningWitchfire

Range
24"
Attacks
D3+3
Ballistic Skill
3+
Strength
7
AP
-1
Damage
1

goneLiving Lightningwitchfire

Range
24"
Attacks
D6
Ballistic Skill
3+
Strength
7
AP
-1
Damage
1

goneLiving Lightningfocused witchfire

Range
24"
Attacks
2D6
Ballistic Skill
3+
Strength
7
AP
-1
Damage
1

newLiving Lightning — Focused WitchfireHAZARDOUS

Rules

Each time a unit is selected to shoot or selected to fight, after that unit has resolved all of its attacks, make a number of hazard rolls (06.03) for that unit equal to the number of [HAZARDOUS] weapons you selected in the Select Weapons step.

newLiving Lightning — Focused WitchfirePSYCHIC

Rules

Each time an attack is made with a [PSYCHIC] weapon, you can ignore any or all modifiers to that attack’s BS or WS characteristic and any or all modifiers to the hit roll. Attacks made with [PSYCHIC] weapons are known as psychic attacks (this can be important for the triggering of other rules).

newLiving Lightning — Focused WitchfireSUSTAINED HITS 2

Rules

This ability always takes the form [SUSTAINED HITS X]. Each time an attack made with a [SUSTAINED HITS] weapon results in a critical hit, that attack results in a number of additional hits on the target as denoted by X.

Example: An attack made with a [SUSTAINED HITS 2] weapon results in a critical hit. That attack therefore hits the target three times (once from the critical hit, and twice more from the [SUSTAINED HITS 2] ability).

newLiving Lightning — WitchfirePSYCHIC

Rules

Each time an attack is made with a [PSYCHIC] weapon, you can ignore any or all modifiers to that attack’s BS or WS characteristic and any or all modifiers to the hit roll. Attacks made with [PSYCHIC] weapons are known as psychic attacks (this can be important for the triggering of other rules).

newLiving Lightning — WitchfireSUSTAINED HITS 2

Rules

This ability always takes the form [SUSTAINED HITS X]. Each time an attack made with a [SUSTAINED HITS] weapon results in a critical hit, that attack results in a number of additional hits on the target as denoted by X.

Example: An attack made with a [SUSTAINED HITS 2] weapon results in a critical hit. That attack therefore hits the target three times (once from the critical hit, and twice more from the [SUSTAINED HITS 2] ability).

goneLiving Lightning — witchfirePsychic

Rules

Each time an attack is made with a [PSYCHIC] weapon, you can ignore any or all modifiers to that attack’s BS or WS characteristic and any or all modifiers to the hit roll. Attacks made with [PSYCHIC] weapons are known as psychic attacks (this can be important for the triggering of other rules).

goneLiving Lightning — witchfireSustained Hits 2

Rules

This ability always takes the form [SUSTAINED HITS X]. Each time an attack made with a [SUSTAINED HITS] weapon results in a critical hit, that attack results in a number of additional hits on the target as denoted by X.

Example: An attack made with a [SUSTAINED HITS 2] weapon results in a critical hit. That attack therefore hits the target three times (once from the critical hit, and twice more from the [SUSTAINED HITS 2] ability).

goneLiving Lightning — focused witchfireHazardous

Rules

Each time a unit is selected to shoot or selected to fight, after that unit has resolved all of its attacks, make a number of hazard rolls (06.03) for that unit equal to the number of [HAZARDOUS] weapons you selected in the Select Weapons step.

goneLiving Lightning — focused witchfirePsychic

Rules

Each time an attack is made with a [PSYCHIC] weapon, you can ignore any or all modifiers to that attack’s BS or WS characteristic and any or all modifiers to the hit roll. Attacks made with [PSYCHIC] weapons are known as psychic attacks (this can be important for the triggering of other rules).

goneLiving Lightning — focused witchfireSustained Hits 2

Rules

This ability always takes the form [SUSTAINED HITS X]. Each time an attack made with a [SUSTAINED HITS] weapon results in a critical hit, that attack results in a number of additional hits on the target as denoted by X.

Example: An attack made with a [SUSTAINED HITS 2] weapon results in a critical hit. That attack therefore hits the target three times (once from the critical hit, and twice more from the [SUSTAINED HITS 2] ability).

changedStaff of the StormcallerStaff of the Stormcaller

Damage
D3 2

newStaff of the Stormcaller — Staff of the StormcallerPSYCHIC

Rules

Each time an attack is made with a [PSYCHIC] weapon, you can ignore any or all modifiers to that attack’s BS or WS characteristic and any or all modifiers to the hit roll. Attacks made with [PSYCHIC] weapons are known as psychic attacks (this can be important for the triggering of other rules).

newStaff of the Stormcaller — Staff of the StormcallerSUSTAINED HITS 2

Rules

This ability always takes the form [SUSTAINED HITS X]. Each time an attack made with a [SUSTAINED HITS] weapon results in a critical hit, that attack results in a number of additional hits on the target as denoted by X.

Example: An attack made with a [SUSTAINED HITS 2] weapon results in a critical hit. That attack therefore hits the target three times (once from the critical hit, and twice more from the [SUSTAINED HITS 2] ability).

goneStaff of the Stormcaller — Staff of the StormcallerPsychic

Rules

Each time an attack is made with a [PSYCHIC] weapon, you can ignore any or all modifiers to that attack’s BS or WS characteristic and any or all modifiers to the hit roll. Attacks made with [PSYCHIC] weapons are known as psychic attacks (this can be important for the triggering of other rules).

goneStaff of the Stormcaller — Staff of the StormcallerSustained Hits 2

Rules

This ability always takes the form [SUSTAINED HITS X]. Each time an attack made with a [SUSTAINED HITS] weapon results in a critical hit, that attack results in a number of additional hits on the target as denoted by X.

Example: An attack made with a [SUSTAINED HITS 2] weapon results in a critical hit. That attack therefore hits the target three times (once from the critical hit, and twice more from the [SUSTAINED HITS 2] ability).

changed1 Njal Stormcaller

Points
75 pts 100 pts

changedRagnar Blackmane

Unit Composition

• 11 Ragnar Blackmane – EPIC HEROmodel

ThisThis model is equipped with:with: bolt1 pistol;Bolt Pistol; 1 Frostfang.

changedRagnar Blackmane

Toughness
4 5
Keywords
Infantry, Character, Epic Hero, Imperium, Grenades, Tacticus, Captain, Ragnar Blackmane Captain, Character, Epic Hero, Explosives, Imperium, Infantry, Tacticus

newCombat Doctrines

Rules

-

newTranshuman Strategist

Rules

-

goneOath of Moment

Rules

-

changedWar Howl

Rules
  • While this model is leading a BLOOD CLAWS unit, eachattached timeto a model inBlood thatClaws unitunit, makesthis aunit's melee attack,attacks youhave can+1 re‑rollS theand Wound[SUSTAINED roll.HITS 1].
  • While this model is leadingattached to a WOLFWolf GUARDGuard HEADTAKERSHeadtakers unit, thatwhen this unit is eligibleselected to declaremake aan chargeadvance inmove, athat turnadvance inmove whichdoes itnot Advanced.prevent this unit from being eligible to declare a charge.

changedBattle-lust

Rules

Each timeIf this modelunit endsmade a Charge move, until the endcharge ofmove thethis turn, add 2 to the Attacksthis characteristicmodel's ofmelee thisattacks model’shave Frostfang+2 weapon.A.

changedBolt PistolBolt Pistol

Strength
4 5
AP
0 -1

goneBolt Pistol — Bolt PistolPistol

Rules

Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).

When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:

  • One or more of its [CLOSE‑QUARTERS] weapons.
  • One or more of its other ranged weapons.

newFrostfang — FrostfangSUSTAINED HITS 1

Rules

This ability always takes the form [SUSTAINED HITS X]. Each time an attack made with a [SUSTAINED HITS] weapon results in a critical hit, that attack results in a number of additional hits on the target as denoted by X.

Example: An attack made with a [SUSTAINED HITS 2] weapon results in a critical hit. That attack therefore hits the target three times (once from the critical hit, and twice more from the [SUSTAINED HITS 2] ability).

goneFrostfang — FrostfangSustained Hits 1

Rules

This ability always takes the form [SUSTAINED HITS X]. Each time an attack made with a [SUSTAINED HITS] weapon results in a critical hit, that attack results in a number of additional hits on the target as denoted by X.

Example: An attack made with a [SUSTAINED HITS 2] weapon results in a critical hit. That attack therefore hits the target three times (once from the critical hit, and twice more from the [SUSTAINED HITS 2] ability).

changed1 Ragnar Blackmane

Points
90 pts 100 pts

changedThunderwolf Cavalry

Unit Composition

• 11 Thunderwolf Cavalry Pack LeaderLeader model
• 2-52-5 Thunderwolf CavalryCavalry models

EveryEvery model is equipped with:with: bolt1 pistol;Bolt teethPistol; 1 Teeth and claws;Claws; 1 Wolf Guard weapon.Weapon.

changedThunderwolf Cavalry Pack Leader

Keywords
Mounted, Grenades, Imperium, Thunderwolf Cavalry Explosives, Imperium, Mounted
Equipped With
Bolt pistol, Teeth and Claws, Wolf Guard weapon Bolt Pistol, Teeth and Claws, Wolf Guard Weapon

changedThunderwolf Cavalry

Keywords
Mounted, Grenades, Imperium, Thunderwolf Cavalry Explosives, Imperium, Mounted
Equipped With
Bolt pistol, Teeth and Claws, Wolf Guard weapon Bolt Pistol, Teeth and Claws, Wolf Guard Weapon

newCombat Doctrines

Rules

-

goneOath of Moment

Rules

-

changedThunderous Charge

Rules

Each time a model inIf this unit makes a melee attack with its Wolf Guard weapon, if it made a Chargecharge move this turn, add 1 tothis theunit's Damagemelee characteristicattacks ofhave:

  • +1 thatS.
  • +1 attack.D.

newBolt Pistol

Type
weapon

newPlasma Pistol

Type
weapon

newWolf Guard Weapon

Type
weapon

goneBolt pistol

Type
weapon

gonePlasma pistol

Type
weapon

goneWolf Guard weapon

Type
weapon

newBolt PistolBolt Pistol

Range
12"
Attacks
1
Ballistic Skill
3+
Strength
5
AP
-1
Damage
1

newBolt Pistol — Bolt PistolCLOSE-QUARTERS

Rules

Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).

When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:

  • One or more of its [CLOSE‑QUARTERS] weapons.
  • One or more of its other ranged weapons.

newPlasma PistolStandard

Range
12"
Attacks
1
Ballistic Skill
3+
Strength
7
AP
-2
Damage
1

newPlasma PistolSupercharge

Range
12"
Attacks
1
Ballistic Skill
3+
Strength
8
AP
-3
Damage
2

newPlasma Pistol — StandardCLOSE-QUARTERS

Rules

Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).

When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:

  • One or more of its [CLOSE‑QUARTERS] weapons.
  • One or more of its other ranged weapons.

newPlasma Pistol — SuperchargeCLOSE-QUARTERS

Rules

Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).

When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:

  • One or more of its [CLOSE‑QUARTERS] weapons.
  • One or more of its other ranged weapons.

newPlasma Pistol — SuperchargeHAZARDOUS

Rules

Each time a unit is selected to shoot or selected to fight, after that unit has resolved all of its attacks, make a number of hazard rolls (06.03) for that unit equal to the number of [HAZARDOUS] weapons you selected in the Select Weapons step.

newWolf Guard WeaponWolf Guard Weapon

Range
Melee
Attacks
4
Weapon Skill
3+
Strength
5
AP
-2
Damage
2

goneBolt pistolBolt pistol

Range
12"
Attacks
1
Ballistic Skill
3+
Strength
4
AP
0
Damage
1

goneBolt pistol — Bolt pistolPistol

Rules

Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).

When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:

  • One or more of its [CLOSE‑QUARTERS] weapons.
  • One or more of its other ranged weapons.

gonePlasma pistolstandard

Range
12"
Attacks
1
Ballistic Skill
3+
Strength
7
AP
-2
Damage
1

gonePlasma pistolsupercharge

Range
12"
Attacks
1
Ballistic Skill
3+
Strength
8
AP
-3
Damage
2

gonePlasma pistol — standardPistol

Rules

Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).

When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:

  • One or more of its [CLOSE‑QUARTERS] weapons.
  • One or more of its other ranged weapons.

gonePlasma pistol — superchargeHazardous

Rules

Each time a unit is selected to shoot or selected to fight, after that unit has resolved all of its attacks, make a number of hazard rolls (06.03) for that unit equal to the number of [HAZARDOUS] weapons you selected in the Select Weapons step.

gonePlasma pistol — superchargePistol

Rules

Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).

When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:

  • One or more of its [CLOSE‑QUARTERS] weapons.
  • One or more of its other ranged weapons.

goneWolf Guard weaponWolf Guard weapon

Range
Melee
Attacks
4
Weapon Skill
3+
Strength
5
AP
-2
Damage
2

changedStorm Shield

Rule Text

TheThis bearermodel has a 4+ invulnerable save.InSv.

changedBoltgunBoltgun

Attacks
2 1
Strength
4 5
AP
0 -1

newBoltgun — BoltgunRAPID FIRE 1

Rules

This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.

Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).

newTeeth and Claws — Teeth and ClawsEXTRA ATTACKS

Rules

Each time a unit containing one or more models with an [EXTRA ATTACKS] weapon fights, those models will make attacks with those weapons in addition to any others. In the Select Weapons step (04.01), for each of those models, you must select:

  • All of that model’s [EXTRA ATTACKS] weapons.
  • One of that model’s other melee weapons, if possible.

goneTeeth and Claws — Teeth and ClawsExtra Attacks

Rules

Each time a unit containing one or more models with an [EXTRA ATTACKS] weapon fights, those models will make attacks with those weapons in addition to any others. In the Select Weapons step (04.01), for each of those models, you must select:

  • All of that model’s [EXTRA ATTACKS] weapons.
  • One of that model’s other melee weapons, if possible.

newThunderwolf Cavalry Pack Leader: For every 3 models in this unit, 1 model can have their Bolt Pistol replaced with 1 Plasma Pistol.

newThunderwolf Cavalry Pack Leader: Any number of models can each have their Bolt Pistol replaced with 1 Boltgun and 1 Storm Shield.

newThunderwolf Cavalry: For every 3 models in this unit, 1 model can have their Bolt Pistol replaced with 1 Plasma Pistol.

newThunderwolf Cavalry: Any number of models can each have their Bolt Pistol replaced with 1 Boltgun and 1 Storm Shield.

goneThunderwolf Cavalry Pack Leader: Any number of models can each have their bolt pistol replaced with one of the following:

goneThunderwolf Cavalry Pack Leader: For every 3 models in this unit, one model’s bolt pistol can be replaced with 1 plasma pistol.

goneThunderwolf Cavalry: Any number of models can each have their bolt pistol replaced with one of the following:

goneThunderwolf Cavalry: For every 3 models in this unit, one model’s bolt pistol can be replaced with 1 plasma pistol.

newFor every 3 models in this unit, 1 model can have their Bolt Pistol replaced with 1 Plasma Pistol.

newAny number of models can each have their Bolt Pistol replaced with 1 Boltgun and 1 Storm Shield.

gone■ Any number of models can each have their bolt pistol replaced with one of the following: ◦ 1 boltgun ◦ 1 storm shield

gone■ For every 3 models in this unit, one model’s bolt pistol can be replaced with 1 plasma pistol.

new1 Thunderwolf Cavalry Pack Leader, 5 Thunderwolf Cavalry

Points
230 pts
Thunderwolf Cavalry Pack Leader count
1
Thunderwolf Cavalry count
5

gone1 Thunderwolf Cavalry Pack Leader, 2 Thunderwolf Cavalry

Points
100 pts
Thunderwolf Cavalry Pack Leader count
1
Thunderwolf Cavalry count
2

changed1 Thunderwolf Cavalry Pack Leader, 2 Thunderwolf Cavalry

Points
200 pts 115 pts
Thunderwolf Cavalry count
3-5 2

changedUlrik the Slayer

Unit Composition

• 11 Ulrik the Slayer – EPIC HEROmodel

ThisThis model is equipped with:with: plasma1 pistol;Artificer artificerCrozius croziusArcanum; arcanum.1 Plasma Pistol.

changedUlrik the Slayer

Toughness
4 5
Keywords
Infantry, Character, Epic Hero, Grenades, Imperium, Wolf Priest, Ulrik the Slayer Character, Epic Hero, Explosives, Imperium, Infantry, Wolf Priest
Equipped With
Plasma pistol, Artificer crozius arcanum Plasma Pistol, Artificer Crozius Arcanum

newSlayer's Oath

Rules

At the start of the first battle round, you select up to one enemy Character/Monster/Vehicle unit to be this unit's slayer's oath:

  • This unit's attacks that target this unit's slayer's oath can ignore modifiers to your unit's:
    • BS and WS.
    • Hit rolls.

newCombat Doctrines

Rules

-

goneOath of Moment

Rules

-

goneSlayer’s Oath

Rules

At the start of the battle, select one of the following keywords to be this model’s Slayer’s Oath: CHARACTER; MONSTER; VEHICLE. The first time this model’s unit destroys a unit with this model’s Slayer’s Oath keyword, if your Detachment rule has a Saga, until the end of the battle, this model’s unit receives the benefits of that Detachment rule as if that Saga had been completed.

changedOathbound

Rules

While this model is leading a unit, each time a model in that unit makes

  • This aunit's melee attack,attacks addhave 1+1 to the Hit roll. Ifhit thatrolls.
  • Or: attackThis targetsunit's amelee unitattacks that hastarget this model’s Slayer’s Oath keyword (seeunit's Slayer’sslayer's Oath),oath addhave 1+1 to thehit Woundrolls rolland aswound well.rolls.

changedLeader

Rules

This model can be attached to the following units:

■ ASSAULT INTERCESSOR SQUAD
■ BLADEGUARD VETERAN SQUAD
■
BLOOD CLAWS
■ GREY HUNTERS
■ INTERCESSOR SQUAD

■ WOLF GUARD HEADTAKERS

newArtificer Crozius Arcanum

Type
weapon

newPlasma Pistol

Type
weapon

goneArtificer crozius arcanum

Type
weapon

gonePlasma pistol

Type
weapon

newArtificer Crozius ArcanumArtificer Crozius Arcanum

Range
Melee
Attacks
5
Weapon Skill
2+
Strength
6
AP
-2
Damage
2

newArtificer Crozius Arcanum — Artificer Crozius ArcanumANTI-MONSTER/VEHICLE 4+

Rules

This ability always takes the form [ANTI‑X Y+]. Each time an attack is made with an [ANTI] weapon, if the target unit has the keyword denoted by X, an unmodified wound roll of Y+ is a critical wound.
Example: An attack made with an [ANTI‑VEHICLE 4+] weapon against a VEHICLE unit will result in a critical wound on an unmodified wound roll of 4+, while an attack made with an [ANTI‑PSYKER 2+] weapon against a PSYKER unit will result in a critical wound on an unmodified wound roll of 2+.

newPlasma PistolStandard

Range
12"
Attacks
1
Ballistic Skill
2+
Strength
7
AP
-2
Damage
1

newPlasma PistolSupercharge

Range
12"
Attacks
1
Ballistic Skill
2+
Strength
8
AP
-3
Damage
2

newPlasma Pistol — StandardCLOSE-QUARTERS

Rules

Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).

When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:

  • One or more of its [CLOSE‑QUARTERS] weapons.
  • One or more of its other ranged weapons.

newPlasma Pistol — SuperchargeCLOSE-QUARTERS

Rules

Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).

When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:

  • One or more of its [CLOSE‑QUARTERS] weapons.
  • One or more of its other ranged weapons.

newPlasma Pistol — SuperchargeHAZARDOUS

Rules

Each time a unit is selected to shoot or selected to fight, after that unit has resolved all of its attacks, make a number of hazard rolls (06.03) for that unit equal to the number of [HAZARDOUS] weapons you selected in the Select Weapons step.

goneArtificer crozius arcanumArtificer crozius arcanum

Range
Melee
Attacks
5
Weapon Skill
2+
Strength
6
AP
-2
Damage
2

goneArtificer crozius arcanum — Artificer crozius arcanumAnti-monster 4+

Rules

This ability always takes the form [ANTI‑X Y+]. Each time an attack is made with an [ANTI] weapon, if the target unit has the keyword denoted by X, an unmodified wound roll of Y+ is a critical wound.
Example: An attack made with an [ANTI‑VEHICLE 4+] weapon against a VEHICLE unit will result in a critical wound on an unmodified wound roll of 4+, while an attack made with an [ANTI‑PSYKER 2+] weapon against a PSYKER unit will result in a critical wound on an unmodified wound roll of 2+.

goneArtificer crozius arcanum — Artificer crozius arcanumAnti-vehicle 4+

Rules

This ability always takes the form [ANTI‑X Y+]. Each time an attack is made with an [ANTI] weapon, if the target unit has the keyword denoted by X, an unmodified wound roll of Y+ is a critical wound.
Example: An attack made with an [ANTI‑VEHICLE 4+] weapon against a VEHICLE unit will result in a critical wound on an unmodified wound roll of 4+, while an attack made with an [ANTI‑PSYKER 2+] weapon against a PSYKER unit will result in a critical wound on an unmodified wound roll of 2+.

gonePlasma pistolstandard

Range
12"
Attacks
1
Ballistic Skill
2+
Strength
7
AP
-2
Damage
1

gonePlasma pistolsupercharge

Range
12"
Attacks
1
Ballistic Skill
2+
Strength
8
AP
-3
Damage
2

gonePlasma pistol — standardPistol

Rules

Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).

When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:

  • One or more of its [CLOSE‑QUARTERS] weapons.
  • One or more of its other ranged weapons.

gonePlasma pistol — superchargeHazardous

Rules

Each time a unit is selected to shoot or selected to fight, after that unit has resolved all of its attacks, make a number of hazard rolls (06.03) for that unit equal to the number of [HAZARDOUS] weapons you selected in the Select Weapons step.

gonePlasma pistol — superchargePistol

Rules

Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).

When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:

  • One or more of its [CLOSE‑QUARTERS] weapons.
  • One or more of its other ranged weapons.

changed1 Ulrik the Slayer

Points
70 pts 90 pts

changedWolf Guard Battle Leader

Unit Composition

• 11 Wolf Guard Battle LeaderLeader model

ThisThis model is equipped with:with: master‑crafted1 powerMaster-crafted weapon;Power stormWeapon; shield.1 Plasma Pistol.

changedWolf Guard Battle Leader

Toughness
4 5
Keywords
Infantry, Character, Imperium, Tacticus, Wolf Guard, Battle Leader Character, Imperium, Infantry, Tacticus
Equipped With
Master-crafted power weapon, Storm Shield Master-crafted Power Weapon, Plasma Pistol

newCombat Doctrines

Rules

-

goneOath of Moment

Rules

-

changedTempered Ferocity

Rules

While this model is leading a unit, weapons equipped by models in

  • This thatunit's unitattacks have the [SUSTAINED[SUSTAINED HITS 1] ability and, each time a model in that unit makes1].
  • This anunit's attackattacks that targetstarget an enemy unit within 6",6" re‑rollof athis Hitunit rollcan re-roll hit rolls of 1.

changedHeroic Last Stand

Rules

IfIn the Fight phase, when this model is destroyed, byif athis meleeunit attack,has ifnot itbeen hasselected notto foughtfight this phase, roll one D6: on

  • On a 2+, do not remove itthis model from play.the Thebattlefield. destroyedWhen modelyour canunit fighthas afterfought, or at the attackingend unitof hasthe finishedphase making(whichever itscomes attacks,first), andthis ismodel thenis removed from play.the battlefield.

changedLeader

Rules

This model can be attached to the following units:

■ ASSAULT INTERCESSOR SQUAD
■ BLADEGUARD VETERAN SQUAD
■
BLOOD CLAWS
■ GREY HUNTERS
■ INTERCESSOR SQUAD

■ WOLF GUARD HEADTAKERS

newMaster-crafted Power Weapon

Type
weapon

newPlasma Pistol

Type
weapon

newThunder Hammer

Type
weapon

goneMaster-crafted power weapon

Type
weapon

goneMaster‑crafted bolt carbine

Type
weapon

goneMaster‑crafted heavy bolt pistol

Type
weapon

gonePlasma pistol

Type
weapon

goneThunder hammer

Type
weapon

newMaster-crafted Power WeaponMaster-crafted Power Weapon

Range
Melee
Attacks
7
Weapon Skill
2+
Strength
6
AP
-2
Damage
2

newPlasma PistolStandard

Range
12"
Attacks
1
Ballistic Skill
3+
Strength
7
AP
-2
Damage
1

newPlasma PistolSupercharge

Range
12"
Attacks
1
Ballistic Skill
3+
Strength
8
AP
-3
Damage
2

newPlasma Pistol — StandardCLOSE-QUARTERS

Rules

Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).

When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:

  • One or more of its [CLOSE‑QUARTERS] weapons.
  • One or more of its other ranged weapons.

newPlasma Pistol — SuperchargeCLOSE-QUARTERS

Rules

Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).

When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:

  • One or more of its [CLOSE‑QUARTERS] weapons.
  • One or more of its other ranged weapons.

newPlasma Pistol — SuperchargeHAZARDOUS

Rules

Each time a unit is selected to shoot or selected to fight, after that unit has resolved all of its attacks, make a number of hazard rolls (06.03) for that unit equal to the number of [HAZARDOUS] weapons you selected in the Select Weapons step.

newThunder HammerThunder Hammer

Range
Melee
Attacks
5
Weapon Skill
3+
Strength
8
AP
-2
Damage
3

newThunder Hammer — Thunder HammerDEVASTATING WOUNDS

Rules

Each time an attack made with a [DEVASTATING WOUNDS] weapon results in a critical wound, the attack sequence for that attack ends and the target unit suffers a number of mortal wounds equal to the D characteristic of that weapon. These are inflicted after resolving any normal damage inflicted by those attacks.

Mortal wounds inflicted by [DEVASTATING WOUNDS] weapons can damage a maximum of one model for each critical wound; any remaining mortal wounds inflicted by that attack are lost.

Example: An attack made with a [DEVASTATING WOUNDS] weapon with a D characteristic of 3 results in a critical wound against an Intercessor Squad, so inflicts 3 mortal wounds. The first 2 mortal wounds are sufficient to destroy 1 Intercessor model, so the remaining mortal wound is lost.

goneMaster-crafted power weaponMaster‑crafted power weapon

Range
Melee
Attacks
7
Weapon Skill
2+
Strength
5
AP
-2
Damage
2

goneMaster‑crafted bolt carbineMaster‑crafted bolt carbine

Range
24"
Attacks
2
Ballistic Skill
3+
Strength
4
AP
0
Damage
2

goneMaster‑crafted heavy bolt pistolMaster‑crafted heavy bolt pistol

Range
18"
Attacks
1
Ballistic Skill
3+
Strength
4
AP
-1
Damage
2

goneMaster‑crafted heavy bolt pistol — Master‑crafted heavy bolt pistolPistol

Rules

Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).

When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:

  • One or more of its [CLOSE‑QUARTERS] weapons.
  • One or more of its other ranged weapons.

gonePlasma pistolstandard

Range
12"
Attacks
1
Ballistic Skill
3+
Strength
7
AP
-2
Damage
1

gonePlasma pistolsupercharge

Range
12"
Attacks
1
Ballistic Skill
3+
Strength
8
AP
-3
Damage
2

gonePlasma pistol — standardPistol

Rules

Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).

When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:

  • One or more of its [CLOSE‑QUARTERS] weapons.
  • One or more of its other ranged weapons.

gonePlasma pistol — superchargeHazardous

Rules

Each time a unit is selected to shoot or selected to fight, after that unit has resolved all of its attacks, make a number of hazard rolls (06.03) for that unit equal to the number of [HAZARDOUS] weapons you selected in the Select Weapons step.

gonePlasma pistol — superchargePistol

Rules

Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).

When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:

  • One or more of its [CLOSE‑QUARTERS] weapons.
  • One or more of its other ranged weapons.

goneThunder hammerThunder hammer

Range
Melee
Attacks
5
Weapon Skill
3+
Strength
8
AP
-2
Damage
2

goneThunder hammer — Thunder hammerDevastating Wounds

Rules

Each time an attack made with a [DEVASTATING WOUNDS] weapon results in a critical wound, the attack sequence for that attack ends and the target unit suffers a number of mortal wounds equal to the D characteristic of that weapon. These are inflicted after resolving any normal damage inflicted by those attacks.

Mortal wounds inflicted by [DEVASTATING WOUNDS] weapons can damage a maximum of one model for each critical wound; any remaining mortal wounds inflicted by that attack are lost.

Example: An attack made with a [DEVASTATING WOUNDS] weapon with a D characteristic of 3 results in a critical wound against an Intercessor Squad, so inflicts 3 mortal wounds. The first 2 mortal wounds are sufficient to destroy 1 Intercessor model, so the remaining mortal wound is lost.

changedStorm Shield

Rule Text

TheThis bearermodel has a Wounds characteristic of+1 6.W.

newWolf Guard Battle Leader: This model's Master-crafted Power Weapon can be replaced with 1 Thunder Hammer.

newWolf Guard Battle Leader: This model's Plasma Pistol can be replaced with 1 Storm Shield.

goneWolf Guard Battle Leader: This model’s master‑crafted power weapon can be replaced with 1 thunder hammer.

goneWolf Guard Battle Leader: This model’s storm shield can be replaced with one of the following:

newThis model's Master-crafted Power Weapon can be replaced with 1 Thunder Hammer.

newThis model's Plasma Pistol can be replaced with 1 Storm Shield.

gone■ This model’s master‑crafted power weapon can be replaced with 1 thunder hammer.

gone■ This model’s storm shield can be replaced with one of the following: ◦ 1 master‑crafted bolt carbine ◦ 1 master‑crafted heavy bolt pistol ◦ 1 plasma pistol

changed1 Wolf Guard Battle Leader

Points
65 pts 80 pts

changedWolf Guard Headtakers

Unit Composition

• 3‑63-6 WolfHunting GuardWolf Headtakersmodels
■ 0‑6 Hunting• WolvesEvery3-6 Wolf Guard Headtaker ismodels

Every equippedHunting with:Wolf heavyis boltpistol;equipped master‑craftedwith: power1 weapon;Teeth stormand shield.Claws.
Every HuntingEvery Wolf Guard Headtaker is equipped with:with: teeth1 andHeavy claws.Bolt Pistol; 1 Paired Master-crafted Power Weapons.

Base Size
Wolf Guard Headtakers: 40mm Hunting Wolves: 60x35.5mm Oval Base 40mm, 60x35.5mm Oval Base

changedWolf Guard Headtaker

Toughness
4 5
Keywords
Infantry, Imperium, Tacticus, Wolf Guard, Headtakers Imperium
Equipped With
Heavy bolt pistol, Master-crafted power weapon, Storm Shield Heavy Bolt Pistol, Paired Master-crafted Power Weapons

changedHunting Wolf

Keywords
Beasts, Imperium, Hunting Wolves Imperium
Equipped With
Teeth and claws Teeth and Claws

newCombat Doctrines

Rules

-

goneOath of Moment

Rules

-

changedLet Loose the Wolves

Rules

At the start of the Declare Battle Formations step, you can split this unit into two units, one containing all ofWolf itsGuard HEADTAKERSHeadtaker models and oneall containingleader/support allmodels, ofthe itsother HUNTINGcontaining WOLVESall Hunting Wolves models, with new Startingstarting Strengthsstrengths accordingly.

changedHunting Hounds

Rules

While this unit is within 6" of one or morea friendly SPACESpace WOLVESWolves CHARACTERCharacter modelsmodel (excluding WULFEN models),Wulfen), if this unit is not Battle‑shocked,battle-shocked, HUNTINGHunting WOLVESWolf models in it have an Objective Control characteristic of+1 1.OC.

changedHeadhunters

Rules

At the start of the battle,first selectbattle oneround, unitselect fromup yourto opponent’sone armyenemy unit to be this unit’s quarry. Weaponsunit's equippedquarry:

  • This byunit's HEADTAKERSattacks modelsthat intarget this unitunit's havequarry thehave [DEVASTATING[DEVASTATING WOUNDS]WOUNDS] and [PRECISION] abilities while targeting its quarry. [PRECISION].
  • Each time this unit’sunit's quarry is destroyed, select one new enemy unit to be this unit’s quarry. This ability can be used even if this unit is embarked within aunit's TRANSPORT.quarry.

newHeavy Bolt Pistol

Type
weapon

newMaster-crafted Power Weapon

Type
weapon

newPaired Master-crafted Power Weapons

Type
weapon

newTeeth and Claws

Type
weapon

goneHeavy bolt pistol

Type
weapon

goneMaster-crafted power weapon

Type
weapon

gonePaired master‑crafted power weapons

Type
weapon

goneTeeth and claws

Type
weapon

newHeavy Bolt PistolHeavy Bolt Pistol

Range
18"
Attacks
1
Ballistic Skill
3+
Strength
5
AP
-1
Damage
1

newHeavy Bolt Pistol — Heavy Bolt PistolCLOSE-QUARTERS

Rules

Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).

When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:

  • One or more of its [CLOSE‑QUARTERS] weapons.
  • One or more of its other ranged weapons.

newMaster-crafted Power WeaponMaster-crafted Power Weapon

Range
Melee
Attacks
4
Weapon Skill
3+
Strength
5
AP
-2
Damage
2

newPaired Master-crafted Power WeaponsPaired Master-crafted Power Weapons

Range
Melee
Attacks
6
Weapon Skill
3+
Strength
5
AP
-2
Damage
2

newTeeth and ClawsTeeth and Claws

Range
Melee
Attacks
3
Weapon Skill
4+
Strength
4
AP
0
Damage
1

goneHeavy bolt pistolHeavy bolt pistol

Range
18"
Attacks
1
Ballistic Skill
3+
Strength
4
AP
-1
Damage
1

goneHeavy bolt pistol — Heavy bolt pistolPistol

Rules

Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).

When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:

  • One or more of its [CLOSE‑QUARTERS] weapons.
  • One or more of its other ranged weapons.

goneMaster-crafted power weaponMaster-crafted power weapon

Range
Melee
Attacks
4
Weapon Skill
3+
Strength
5
AP
-2
Damage
2

gonePaired master‑crafted power weaponsPaired master‑crafted power weapons

Range
Melee
Attacks
6
Weapon Skill
3+
Strength
5
AP
-2
Damage
2

goneTeeth and clawsTeeth and claws

Range
Melee
Attacks
3
Weapon Skill
4+
Strength
4
AP
0
Damage
1

changedStorm Shield

Rule Text

TheThis bearermodel has a 4+ invulnerable save.InSv.

newWolf Guard Headtaker: Any number of Wolf Guard Headtaker models can each have their Paired Master-crafted Power Weapons replaced with 1 Master-crafted Power Weapon and 1 Storm Shield.

goneWolf Guard Headtaker: All of the models in this unit can each have their master‑crafted power weapon and storm shield replaced with 1 paired master‑crafted power weapons.

changedHunting Wolf: Wargear Option

Instruction

Default Wargear

newAny number of Wolf Guard Headtaker models can each have their Paired Master-crafted Power Weapons replaced with 1 Master-crafted Power Weapon and 1 Storm Shield.

gone■ All of the models in this unit can each have their master‑crafted power weapon and storm shield replaced with 1 paired master‑crafted power weapons.

new3 Wolf Guard Headtaker, 0 Hunting Wolf

Points
115 pts
Wolf Guard Headtaker count
3
Hunting Wolf count
0

new6 Wolf Guard Headtaker, 0 Hunting Wolf

Points
170 pts
Wolf Guard Headtaker count
6
Hunting Wolf count
0

new3 Wolf Guard Headtaker, 3 Hunting Wolf

Points
170 pts
Wolf Guard Headtaker count
3
Hunting Wolf count
3

new6 Wolf Guard Headtaker, 6 Hunting Wolf

Points
230 pts
Wolf Guard Headtaker count
6
Hunting Wolf count
6

gone0 Hunting Wolves, 3 Wolf Guard Headtaker

Points
85 pts
Hunting Wolves count
0
Wolf Guard Headtaker count
3

gone3 Hunting Wolves, 3 Wolf Guard Headtaker

Points
115 pts
Hunting Wolves count
3
Wolf Guard Headtaker count
3

gone0 Hunting Wolves, 6 Wolf Guard Headtaker

Points
170 pts
Hunting Wolves count
0
Wolf Guard Headtaker count
6

gone6 Hunting Wolves, 6 Wolf Guard Headtaker

Points
230 pts
Hunting Wolves count
6
Wolf Guard Headtaker count
6

changedWolf Guard Terminators

Unit Composition

• 11 Wolf Guard Terminator Pack Leader
■ 4-9 WolfLeader Guardmodel
•
Terminators
The4-9 Wolf Guard Terminator Packmodels

Every Leadermodel is equipped with: storm bolter; master‑crafted power weapon.
Every Wolf Guard Terminator iswith: equipped1 with:Master-crafted stormPower bolter;Weapon; master‑crafted1 powerStorm weapon.Bolter.

changedWolf Guard Terminator Pack Leader

Toughness
5 6
Keywords
Infantry, Imperium, Terminator, Wolf Guard, Wolf Guard Terminators Imperium, Infantry, Terminator
Equipped With
Storm bolter, Master-crafted power weapon Storm Bolter, Master-crafted Power Weapon

changedWolf Guard Terminator

Toughness
5 6
Keywords
Infantry, Imperium, Terminator, Wolf Guard, Wolf Guard Terminators Imperium, Infantry, Terminator
Equipped With
Storm bolter, Master-crafted power weapon Storm Bolter, Master-crafted Power Weapon

newCombat Doctrines

Rules

-

goneOath of Moment

Rules

-

changedRugged Resilience

Rules

Each time anAttacks attackthat targetstarget this unit, if the Strength characteristic ofunit thatwith attacka isS greater than the Toughness characteristic of this unit,unit's subtractT 1have from-1 theto Woundwound roll.rolls.

newAssault Cannon

Type
weapon

newMaster-crafted Power Weapon

Type
weapon

newPower Fist

Type
weapon

newRelic Greataxe

Type
weapon

newStorm Bolter

Type
weapon

newTwin Lightning Claws

Type
weapon

goneAssault cannon

Type
weapon

goneMaster-crafted power weapon

Type
weapon

gonePower fist

Type
weapon

goneRelic greataxe

Type
weapon

goneStorm bolter

Type
weapon

goneTwin lightning claws

Type
weapon

newAssault CannonAssault Cannon

Range
24"
Attacks
6
Ballistic Skill
3+
Strength
6
AP
-2
Damage
1

newAssault Cannon — Assault CannonSUSTAINED HITS 1

Rules

This ability always takes the form [SUSTAINED HITS X]. Each time an attack made with a [SUSTAINED HITS] weapon results in a critical hit, that attack results in a number of additional hits on the target as denoted by X.

Example: An attack made with a [SUSTAINED HITS 2] weapon results in a critical hit. That attack therefore hits the target three times (once from the critical hit, and twice more from the [SUSTAINED HITS 2] ability).

newMaster-crafted Power WeaponMaster-crafted Power Weapon

Range
Melee
Attacks
4
Weapon Skill
3+
Strength
5
AP
-2
Damage
2

newPower FistPower Fist

Range
Melee
Attacks
3
Weapon Skill
3+
Strength
8
AP
-2
Damage
2

newRelic GreataxeRelic Greataxe

Range
Melee
Attacks
3
Weapon Skill
3+
Strength
8
AP
-2
Damage
3

newRelic Greataxe — Relic GreataxeDEVASTATING WOUNDS

Rules

Each time an attack made with a [DEVASTATING WOUNDS] weapon results in a critical wound, the attack sequence for that attack ends and the target unit suffers a number of mortal wounds equal to the D characteristic of that weapon. These are inflicted after resolving any normal damage inflicted by those attacks.

Mortal wounds inflicted by [DEVASTATING WOUNDS] weapons can damage a maximum of one model for each critical wound; any remaining mortal wounds inflicted by that attack are lost.

Example: An attack made with a [DEVASTATING WOUNDS] weapon with a D characteristic of 3 results in a critical wound against an Intercessor Squad, so inflicts 3 mortal wounds. The first 2 mortal wounds are sufficient to destroy 1 Intercessor model, so the remaining mortal wound is lost.

newStorm BolterStorm Bolter

Range
24"
Attacks
2
Ballistic Skill
3+
Strength
5
AP
-1
Damage
1

newStorm Bolter — Storm BolterRAPID FIRE 2

Rules

This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.

Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).

newTwin Lightning ClawsTwin Lightning Claws

Range
Melee
Attacks
6
Weapon Skill
3+
Strength
5
AP
-2
Damage
1

newTwin Lightning Claws — Twin Lightning ClawsTWIN-LINKED

Rules

Each time an attack is made with a [TWIN‑LINKED] weapon, you can re‑roll the wound roll.

goneAssault cannonAssault cannon

Range
24"
Attacks
6
Ballistic Skill
2+
Strength
6
AP
0
Damage
1

goneAssault cannon — Assault cannonDevastating Wounds

Rules

Each time an attack made with a [DEVASTATING WOUNDS] weapon results in a critical wound, the attack sequence for that attack ends and the target unit suffers a number of mortal wounds equal to the D characteristic of that weapon. These are inflicted after resolving any normal damage inflicted by those attacks.

Mortal wounds inflicted by [DEVASTATING WOUNDS] weapons can damage a maximum of one model for each critical wound; any remaining mortal wounds inflicted by that attack are lost.

Example: An attack made with a [DEVASTATING WOUNDS] weapon with a D characteristic of 3 results in a critical wound against an Intercessor Squad, so inflicts 3 mortal wounds. The first 2 mortal wounds are sufficient to destroy 1 Intercessor model, so the remaining mortal wound is lost.

goneMaster-crafted power weaponMaster-crafted power weapon

Range
Melee
Attacks
4
Weapon Skill
3+
Strength
5
AP
-2
Damage
2

gonePower fistPower fist

Range
Melee
Attacks
3
Weapon Skill
3+
Strength
8
AP
-2
Damage
2

goneRelic greataxeRelic greataxe

Range
Melee
Attacks
3
Weapon Skill
3+
Strength
7
AP
-2
Damage
3

goneRelic greataxe — Relic greataxeDevastating Wounds

Rules

Each time an attack made with a [DEVASTATING WOUNDS] weapon results in a critical wound, the attack sequence for that attack ends and the target unit suffers a number of mortal wounds equal to the D characteristic of that weapon. These are inflicted after resolving any normal damage inflicted by those attacks.

Mortal wounds inflicted by [DEVASTATING WOUNDS] weapons can damage a maximum of one model for each critical wound; any remaining mortal wounds inflicted by that attack are lost.

Example: An attack made with a [DEVASTATING WOUNDS] weapon with a D characteristic of 3 results in a critical wound against an Intercessor Squad, so inflicts 3 mortal wounds. The first 2 mortal wounds are sufficient to destroy 1 Intercessor model, so the remaining mortal wound is lost.

goneStorm bolterStorm bolter

Range
24"
Attacks
2
Ballistic Skill
2+
Strength
4
AP
0
Damage
1

goneStorm bolter — Storm bolterRapid Fire 2

Rules

This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.

Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).

goneTwin lightning clawsTwin lightning claws

Range
Melee
Attacks
6
Weapon Skill
3+
Strength
5
AP
-2
Damage
1

goneTwin lightning claws — Twin lightning clawsTwin-linked

Rules

Each time an attack is made with a [TWIN‑LINKED] weapon, you can re‑roll the wound roll.

changedStorm Shield

Rule Text

TheThis bearermodel has a Wounds characteristic of+1 4.W.

newWolf Guard Terminator Pack Leader: The Wolf Guard Terminator Pack Leader can have their Storm Bolter and Master-crafted Power Weapon replaced with one of the following: 1 Relic Greataxe, 1 Twin Lightning Claws

newWolf Guard Terminator Pack Leader: Any number of models can each have their Storm Bolter replaced with 1 Storm Shield.

newWolf Guard Terminator: For every 5 models in this unit, 1 Wolf Guard Terminator model can have their Storm Bolter and Master-crafted Power Weapon replaced with 1 Assault Cannon and 1 Power Fist.

newWolf Guard Terminator: Any number of models can each have their Storm Bolter replaced with 1 Storm Shield.

goneWolf Guard Terminator Pack Leader: Any number of models can each have their storm bolter replaced with 1 storm shield.

goneWolf Guard Terminator Pack Leader: The Wolf Guard Terminator Pack Leader’s storm bolter and master‑crafted power weapon can be replaced with 1 of the following:

goneWolf Guard Terminator: Any number of models can each have their storm bolter replaced with 1 storm shield.

goneWolf Guard Terminator: For every 5 models in this unit, 1 Wolf Guard Terminator can replace its storm bolter and master‑crafted power weapon with 1 assault cannon and 1 power fist.

newThe Wolf Guard Terminator Pack Leader can have their Storm Bolter and Master-crafted Power Weapon replaced with one of the following: 1 Relic Greataxe, 1 Twin Lightning Claws

newFor every 5 models in this unit, 1 Wolf Guard Terminator model can have their Storm Bolter and Master-crafted Power Weapon replaced with 1 Assault Cannon and 1 Power Fist.

newAny number of models can each have their Storm Bolter replaced with 1 Storm Shield.

gone■ Any number of models can each have their storm bolter replaced with 1 storm shield.

gone■ For every 5 models in this unit, 1 Wolf Guard Terminator can replace its storm bolter and master‑crafted power weapon with 1 assault cannon and 1 power fist.

gone■ The Wolf Guard Terminator Pack Leader’s storm bolter and master‑crafted power weapon can be replaced with 1 of the following: ◦ 1 relic greataxe ◦ 1 twin lightning claws

new1 Wolf Guard Terminator Pack Leader, 9 Wolf Guard Terminator

Points
365 pts
Wolf Guard Terminator Pack Leader count
1
Wolf Guard Terminator count
9

gone4 Wolf Guard Terminator, 1 Wolf Guard Terminator Pack Leader

Points
155 pts
Wolf Guard Terminator count
4
Wolf Guard Terminator Pack Leader count
1

changed1 Wolf Guard Terminator Pack Leader, 4 Wolf Guard Terminator

Points
310 pts 180 pts
Wolf Guard Terminator count
5-9 4

changedWolf Priest

Unit Composition

• 11 Wolf PriestPriest model

ThisThis model is equipped with:with: absolvor1 boltAbsolvor pistol;Bolt croziusPistol; arcanum.1 Crozius Arcanum.

changedWolf Priest

Toughness
4 5
Keywords
Infantry, Character, Imperium, Tacticus, Wolf Priest Character, Imperium, Infantry, Tacticus
Equipped With
Absolvor bolt pistol, Crozius arcanum Absolvor Bolt Pistol, Crozius Arcanum

newCombat Doctrines

Rules

-

goneOath of Moment

Rules

-

changedLitany of Hate

Rules

While this model is leading a unit, each time a model in that unit makesThis aunit's melee attack, add 1 to theattacks Woundhave roll.[LANCE].

changedHealing Balms

Rules

While this model is leading a unit, inIn your Command phase, you can return 1 destroyed model (excluding CHARACTERthis models)unit toheals thatD3+1 unit.wounds.

changedLeader

Rules

This model can be attached to the following units:

■ ASSAULT INTERCESSOR SQUAD
■ BLADEGUARD VETERAN SQUAD
■
BLOOD CLAWS
■ GREY HUNTERS
■ INTERCESSOR SQUAD

■ WOLF GUARD HEADTAKERS

newAbsolvor Bolt Pistol

Type
weapon

newCrozius Arcanum

Type
weapon

goneAbsolvor bolt pistol

Type
weapon

goneCrozius arcanum

Type
weapon

newAbsolvor Bolt PistolAbsolvor Bolt Pistol

Range
18"
Attacks
1
Ballistic Skill
3+
Strength
5
AP
-2
Damage
2

newAbsolvor Bolt Pistol — Absolvor Bolt PistolCLOSE-QUARTERS

Rules

Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).

When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:

  • One or more of its [CLOSE‑QUARTERS] weapons.
  • One or more of its other ranged weapons.

newCrozius ArcanumCrozius Arcanum

Range
Melee
Attacks
5
Weapon Skill
2+
Strength
6
AP
-1
Damage
2

goneAbsolvor bolt pistolAbsolvor bolt pistol

Range
18"
Attacks
1
Ballistic Skill
3+
Strength
5
AP
-1
Damage
2

goneAbsolvor bolt pistol — Absolvor bolt pistolPistol

Rules

Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).

When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:

  • One or more of its [CLOSE‑QUARTERS] weapons.
  • One or more of its other ranged weapons.

goneCrozius arcanumCrozius arcanum

Range
Melee
Attacks
5
Weapon Skill
2+
Strength
6
AP
-1
Damage
2

changed1 Wolf Priest

Points
70 pts 75 pts

changedWolf Scouts

Unit Composition

• 11 Wolf Scout Pack Leader
■ 4 WolfLeader Scoutsmodel
• 11-2 Hunting WolfOR■ 1 Wolf Scout Pack Leadermodels
• 94-9 Wolf Scouts
■ 2 HuntingScout Wolvesmodels

TheThe Wolf Scout Pack Leader model is equipped with:with: plasma1 pistol;Plasma powerPistol; weapon.
Every
1 WolfPower ScoutWeapon.
Every
modelHunting Wolf is equipped with:
with: plasma1 pistol;Teeth combatand blade.Claws.
Every HuntingEvery Wolf modelScout is equipped with:with: teeth1 andCombat claws.Knife; 1 Plasma Pistol.

Base Size
Wolf Scouts: 32mm Hunting Wolves: 60x35.5mm Oval Base 32mm, 60x35.5mm Oval Base
Points Scaling
+10 pts per 3 models

changedWolf Scout Pack Leader

Movement
7" 8"
Keywords
Infantry, Grenades, Smoke, Imperium, Phobos, Wolf Scouts Explosives, Imperium, Infantry, Phobos, Smoke
Equipped With
Plasma pistol, Power weapon Plasma Pistol, Power Weapon

changedWolf Scout

Movement
7" 8"
Keywords
Infantry, Grenades, Smoke, Imperium, Phobos, Wolf Scouts Explosives, Imperium, Infantry, Phobos, Smoke
Equipped With
Plasma pistol, Combat blade Plasma Pistol, Combat Knife

changedHunting Wolf

Keywords
Infantry, Grenades, Smoke, Imperium, Phobos, Wolf Scouts Explosives, Imperium, Infantry, Phobos, Smoke
Equipped With
Teeth and claws Teeth and Claws

newCombat Doctrines

Rules

-

newScouts 8"

goneScouts 7"

goneOath of Moment

Rules

-

changedHunting Hounds

Rules

While this unit is within 6" of one or morea friendly SPACESpace WOLVESWolves CHARACTERCharacter modelsmodel (excluding WULFEN models),Wulfen), if this unit is not Battle-shocked,battle-shocked, Hunting WolvesWolf models in this unit have an Objective Control characteristic of+1 1.OC.

changedDeadly Stalkers

Rules

Each time a model in this unit makesThis anunit's attackattacks that targetstarget an enemy unit, if there areunit nomore otherthan units6" from your opponent’s army within 6"any ofother thatenemy target,units addhave 1+1 to the Woundwound roll.rolls.

newHaywire Mine (Once per battle, per unit)

Type
wargear
Rule Text

In your Shooting phase, select up to one visible enemy unit within 6" of this unit and roll one D6. On a 2+:

  • That enemy unit suffers D3 mortal wounds.
  • Or: If that enemy unit is a Vehicle unit, that enemy unit suffers 2D3 mortal wounds.

newBolt Pistol

Type
weapon

newCombat Knife

Type
weapon

newInstigator Bolt Carbine

Type
weapon

newPlasma Gun

Type
weapon

newPlasma Pistol

Type
weapon

newPower Weapon

Type
weapon

newRunic Stave

Type
weapon

newTeeth and Claws

Type
weapon

goneHaywire Mine

Type
wargear
Rule Text

Once per battle, at the start of any phase, you can select one enemy unit within 3" of the bearer and roll one D6: on a 2+, that enemy unit suffers D3 mortal wounds, or 2D3 mortal wounds instead if it is a VEHICLE unit.

goneBolt pistol

Type
weapon

goneCombat blade

Type
weapon

goneInstigator bolt carbine

Type
weapon

gonePlasma gun

Type
weapon

gonePlasma pistol

Type
weapon

gonePower weapon

Type
weapon

goneRunic stave

Type
weapon

goneTeeth and claws

Type
weapon

newBolt PistolBolt Pistol

Range
12"
Attacks
1
Ballistic Skill
3+
Strength
5
AP
-1
Damage
1

newBolt Pistol — Bolt PistolCLOSE-QUARTERS

Rules

Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).

When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:

  • One or more of its [CLOSE‑QUARTERS] weapons.
  • One or more of its other ranged weapons.

newCombat KnifeCombat Knife

Range
Melee
Attacks
4
Weapon Skill
3+
Strength
4
AP
-1
Damage
1

newInstigator Bolt CarbineInstigator Bolt Carbine

Range
24"
Attacks
2
Ballistic Skill
3+
Strength
5
AP
-2
Damage
2

newInstigator Bolt Carbine — Instigator Bolt CarbineLETHAL HITS: non-MONSTER/VEHICLE

Rules

Each time an attack made with a [LETHAL HITS] weapon results in a critical hit, you can choose for that attack to automatically wound the target.

Designer’s Note: Choosing to automatically wound the target means that no wound roll is made for that attack. You may decide against this, as it means that attack cannot result in a critical wound and so cannot trigger other abilities such as [DEVASTATING WOUNDS].

newInstigator Bolt Carbine — Instigator Bolt CarbinePRECISION

Rules

While resolving attacks made with one or more [PRECISION] weapons, at the start of the Allocation Order step (05.03), if the target unit contains one or more CHARACTER models visible to one or more of the attacking models, the active player can select one allocation group that contains one of those visible CHARACTER models. If they do, until those attacks are resolved, or until that CHARACTER group is destroyed (whichever happens first), that CHARACTER group is the current allocation group.

newPlasma GunStandard

Range
24"
Attacks
1
Ballistic Skill
3+
Strength
7
AP
-2
Damage
1

newPlasma GunSupercharge

Range
24"
Attacks
1
Ballistic Skill
3+
Strength
8
AP
-3
Damage
2

newPlasma Gun — StandardRAPID FIRE 1

Rules

This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.

Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).

newPlasma Gun — SuperchargeHAZARDOUS

Rules

Each time a unit is selected to shoot or selected to fight, after that unit has resolved all of its attacks, make a number of hazard rolls (06.03) for that unit equal to the number of [HAZARDOUS] weapons you selected in the Select Weapons step.

newPlasma Gun — SuperchargeRAPID FIRE 1

Rules

This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.

Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).

newPlasma PistolStandard

Range
12"
Attacks
1
Ballistic Skill
3+
Strength
7
AP
-2
Damage
1

newPlasma PistolSupercharge

Range
12"
Attacks
1
Ballistic Skill
3+
Strength
8
AP
-3
Damage
2

newPlasma Pistol — StandardCLOSE-QUARTERS

Rules

Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).

When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:

  • One or more of its [CLOSE‑QUARTERS] weapons.
  • One or more of its other ranged weapons.

newPlasma Pistol — SuperchargeCLOSE-QUARTERS

Rules

Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).

When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:

  • One or more of its [CLOSE‑QUARTERS] weapons.
  • One or more of its other ranged weapons.

newPlasma Pistol — SuperchargeHAZARDOUS

Rules

Each time a unit is selected to shoot or selected to fight, after that unit has resolved all of its attacks, make a number of hazard rolls (06.03) for that unit equal to the number of [HAZARDOUS] weapons you selected in the Select Weapons step.

newPower WeaponPower Weapon

Range
Melee
Attacks
4
Weapon Skill
3+
Strength
5
AP
-2
Damage
1

newRunic StaveRunic Stave

Range
Melee
Attacks
3
Weapon Skill
3+
Strength
6
AP
-1
Damage
2

newRunic Stave — Runic StavePSYCHIC

Rules

Each time an attack is made with a [PSYCHIC] weapon, you can ignore any or all modifiers to that attack’s BS or WS characteristic and any or all modifiers to the hit roll. Attacks made with [PSYCHIC] weapons are known as psychic attacks (this can be important for the triggering of other rules).

newTeeth and ClawsTeeth and Claws

Range
Melee
Attacks
2
Weapon Skill
4+
Strength
4
AP
0
Damage
1

goneBolt pistolBolt pistol

Range
12"
Attacks
1
Ballistic Skill
3+
Strength
4
AP
0
Damage
1

goneBolt pistol — Bolt pistolPistol

Rules

Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).

When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:

  • One or more of its [CLOSE‑QUARTERS] weapons.
  • One or more of its other ranged weapons.

goneCombat bladeCombat blade

Range
Melee
Attacks
4
Weapon Skill
3+
Strength
4
AP
-1
Damage
1

goneInstigator bolt carbineInstigator bolt carbine

Range
24"
Attacks
1
Ballistic Skill
3+
Strength
4
AP
-2
Damage
2

goneInstigator bolt carbine — Instigator bolt carbinePrecision

Rules

While resolving attacks made with one or more [PRECISION] weapons, at the start of the Allocation Order step (05.03), if the target unit contains one or more CHARACTER models visible to one or more of the attacking models, the active player can select one allocation group that contains one of those visible CHARACTER models. If they do, until those attacks are resolved, or until that CHARACTER group is destroyed (whichever happens first), that CHARACTER group is the current allocation group.

gonePlasma gunstandard

Range
24"
Attacks
1
Ballistic Skill
3+
Strength
7
AP
-2
Damage
1

gonePlasma gunsupercharge

Range
24"
Attacks
1
Ballistic Skill
3+
Strength
8
AP
-3
Damage
2

gonePlasma gun — standardRapid Fire 1

Rules

This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.

Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).

gonePlasma gun — superchargeHazardous

Rules

Each time a unit is selected to shoot or selected to fight, after that unit has resolved all of its attacks, make a number of hazard rolls (06.03) for that unit equal to the number of [HAZARDOUS] weapons you selected in the Select Weapons step.

gonePlasma gun — superchargeRapid Fire 1

Rules

This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.

Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).

gonePlasma pistolstandard

Range
12"
Attacks
1
Ballistic Skill
3+
Strength
7
AP
-2
Damage
1

gonePlasma pistolsupercharge

Range
12"
Attacks
1
Ballistic Skill
3+
Strength
8
AP
-3
Damage
2

gonePlasma pistol — standardPistol

Rules

Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).

When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:

  • One or more of its [CLOSE‑QUARTERS] weapons.
  • One or more of its other ranged weapons.

gonePlasma pistol — superchargeHazardous

Rules

Each time a unit is selected to shoot or selected to fight, after that unit has resolved all of its attacks, make a number of hazard rolls (06.03) for that unit equal to the number of [HAZARDOUS] weapons you selected in the Select Weapons step.

gonePlasma pistol — superchargePistol

Rules

Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).

When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:

  • One or more of its [CLOSE‑QUARTERS] weapons.
  • One or more of its other ranged weapons.

gonePower weaponPower weapon

Range
Melee
Attacks
4
Weapon Skill
3+
Strength
5
AP
-2
Damage
1

goneRunic staveRunic stave

Range
Melee
Attacks
3
Weapon Skill
3+
Strength
6
AP
-1
Damage
D3

goneRunic stave — Runic stavePsychic

Rules

Each time an attack is made with a [PSYCHIC] weapon, you can ignore any or all modifiers to that attack’s BS or WS characteristic and any or all modifiers to the hit roll. Attacks made with [PSYCHIC] weapons are known as psychic attacks (this can be important for the triggering of other rules).

goneTeeth and clawsTeeth and claws

Range
Melee
Attacks
2
Weapon Skill
4+
Strength
4
AP
0
Damage
1

changedThunderclapThunderclap

Attacks
D3 2

newThunderclap — ThunderclapBLAST 1

Rules

Each time you gather attack dice for a [BLAST] weapon, add one additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).

If this ability takes the form [BLAST X], each time you gather attack dice for such a weapon, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down) instead.

Example: If a [BLAST 2] weapon with an A characteristic of 3 targets a unit containing 12 models, you would gather four additional attack dice for that weapon (for a total of seven for that weapon).

newThunderclap — ThunderclapPSYCHIC

Rules

Each time an attack is made with a [PSYCHIC] weapon, you can ignore any or all modifiers to that attack’s BS or WS characteristic and any or all modifiers to the hit roll. Attacks made with [PSYCHIC] weapons are known as psychic attacks (this can be important for the triggering of other rules).

goneThunderclap — ThunderclapBlast

Rules

Each time you gather attack dice for a [BLAST] weapon, add one additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).

If this ability takes the form [BLAST X], each time you gather attack dice for such a weapon, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down) instead.

Example: If a [BLAST 2] weapon with an A characteristic of 3 targets a unit containing 12 models, you would gather four additional attack dice for that weapon (for a total of seven for that weapon).

goneThunderclap — ThunderclapPsychic

Rules

Each time an attack is made with a [PSYCHIC] weapon, you can ignore any or all modifiers to that attack’s BS or WS characteristic and any or all modifiers to the hit roll. Attacks made with [PSYCHIC] weapons are known as psychic attacks (this can be important for the triggering of other rules).

newWolf Scout Pack Leader: 1 model equipped with 1 Plasma Pistol can be equipped with 1 Haywire Mine

newWolf Scout: For every 12 models in this unit, 1 Wolf Scout model can have their Plasma Pistol replaced with 1 Instigator Bolt Carbine.

newWolf Scout: 1 model equipped with 1 Plasma Pistol can be equipped with 1 Haywire Mine

newWolf Scout: 1 Wolf Scout model can have their Plasma Pistol replaced with 1 Plasma Gun.

goneWolf Scout: 1 Wolf Scout’s plasma pistol can be replaced with 1 plasma gun.

goneWolf Scout: 1 Wolf Scout equipped with a plasma pistol can be equipped with 1 haywire mine (That model’s plasma pistol cannot be replaced).

goneWolf Scout: If this unit contains 12 models, 1 Wolf Scout’s plasma pistol can be replaced with 1 instigator bolt carbine.

new1 Wolf Scout model can have their Plasma Pistol and Combat Knife replaced with one of the following: 1 Bolt Pistol, 1 Runic Stave, 1 Thunderclap

newFor every 12 models in this unit, 1 Wolf Scout model can have their Plasma Pistol replaced with 1 Instigator Bolt Carbine.

new1 model equipped with 1 Plasma Pistol can be equipped with 1 Haywire Mine

new1 Wolf Scout model can have their Plasma Pistol replaced with 1 Plasma Gun.

gone■ 1 Wolf Scout’s plasma pistol can be replaced with 1 plasma gun.

gone■ 1 Wolf Scout equipped with a plasma pistol can be equipped with 1 haywire mine (That model’s plasma pistol cannot be replaced).

gone■ 1 Wolf Scout’s plasma pistol and combat blade can be replaced with 1 bolt pistol, 1 Thunderclap and 1 runic stave.

gone■ If this unit contains 12 models, 1 Wolf Scout’s plasma pistol can be replaced with 1 instigator bolt carbine.

new1 Wolf Scout Pack Leader, 2 Hunting Wolf, 9 Wolf Scout

Points
190 pts
Wolf Scout Pack Leader count
1
Hunting Wolf count
2
Wolf Scout count
9

gone4 Wolf Scout, 1 Hunting Wolf, 1 Wolf Scout Pack Leader

Points
90 pts
Wolf Scout count
4
Hunting Wolf count
1
Wolf Scout Pack Leader count
1

changed1 Wolf Scout Pack Leader, 1 Hunting Wolf, 4 Wolf Scout

Points
180 pts 95 pts
Hunting Wolf count
2 1
Wolf Scout count
9 4

changedWulfen

Unit Composition

• 5-105-10 WulfenWulfen models

EveryEvery model is equipped with:with: WulfenDeath weapons;Totem; death1 totem.Wulfen Weapons.

Points Scaling
+10 pts per 3 models +15 pts per 3 models

changedWulfen

Keywords
Infantry, Imperium, Wulfen Imperium, Infantry, Wulfen
Equipped With
Death Totem, Wulfen weapons Death Totem, Wulfen Weapons

newCombat Doctrines

Rules

-

goneOath of Moment

Rules

-

changedSavage Frenzy

Rules

Each timeWhen an enemy unit (excluding MONSTERS and VEHICLES) withinengaged Engagementwith Rangeyour ofunit this(excluding unitMonster/Vehicle Fallsunits) Back,makes alla modelsfall-back inmove that enemy unit must take a Desperate Escapeuse test.the Whendesperate doingescape so,mode. ifIf that enemy unit is Battle‑shocked, subtractbattle-shocked, 1-1 from each of those tests.hazard rolls.

newStormfrag Auto-launcher

Type
weapon

newWulfen Weapons

Type
weapon

goneStormfrag auto-launcher

Type
weapon

goneWulfen weapons

Type
weapon

newStormfrag Auto-launcherStormfrag Auto-launcher

Range
12"
Attacks
2
Ballistic Skill
4+
Strength
4
AP
-1
Damage
1

newStormfrag Auto-launcher — Stormfrag Auto-launcherASSAULT

Rules

Units containing one or more models with an [ASSAULT] weapon can shoot using assault shooting (10.05).

newStormfrag Auto-launcher — Stormfrag Auto-launcherBLAST 1

Rules

Each time you gather attack dice for a [BLAST] weapon, add one additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).

If this ability takes the form [BLAST X], each time you gather attack dice for such a weapon, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down) instead.

Example: If a [BLAST 2] weapon with an A characteristic of 3 targets a unit containing 12 models, you would gather four additional attack dice for that weapon (for a total of seven for that weapon).

newWulfen WeaponsWulfen Weapons

Range
Melee
Attacks
3
Weapon Skill
3+
Strength
6
AP
-2
Damage
2

newWulfen Weapons — Wulfen WeaponsSUSTAINED HITS 1

Rules

This ability always takes the form [SUSTAINED HITS X]. Each time an attack made with a [SUSTAINED HITS] weapon results in a critical hit, that attack results in a number of additional hits on the target as denoted by X.

Example: An attack made with a [SUSTAINED HITS 2] weapon results in a critical hit. That attack therefore hits the target three times (once from the critical hit, and twice more from the [SUSTAINED HITS 2] ability).

goneStormfrag auto-launcherStormfrag auto-launcher

Range
12"
Attacks
D3
Ballistic Skill
4+
Strength
4
AP
0
Damage
1

goneStormfrag auto-launcher — Stormfrag auto-launcherAssault

Rules

Units containing one or more models with an [ASSAULT] weapon can shoot using assault shooting (10.05).

goneStormfrag auto-launcher — Stormfrag auto-launcherBlast

Rules

Each time you gather attack dice for a [BLAST] weapon, add one additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).

If this ability takes the form [BLAST X], each time you gather attack dice for such a weapon, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down) instead.

Example: If a [BLAST 2] weapon with an A characteristic of 3 targets a unit containing 12 models, you would gather four additional attack dice for that weapon (for a total of seven for that weapon).

goneWulfen weaponsWulfen weapons

Range
Melee
Attacks
3
Weapon Skill
3+
Strength
5
AP
-2
Damage
2

goneWulfen weapons — Wulfen weaponsSustained Hits 1

Rules

This ability always takes the form [SUSTAINED HITS X]. Each time an attack made with a [SUSTAINED HITS] weapon results in a critical hit, that attack results in a number of additional hits on the target as denoted by X.

Example: An attack made with a [SUSTAINED HITS 2] weapon results in a critical hit. That attack therefore hits the target three times (once from the critical hit, and twice more from the [SUSTAINED HITS 2] ability).

changedDeath Totem

Rule Text

Each time the bearer makesThis aunit's melee attack,attacks re‑rollcan are-roll Hithit rollrolls of 1.

gone■ Any number of models can each have their death totem replaced with 1 stormfrag auto‑launcher.

new10 Wulfen

Points
180 pts
Wulfen count
10

gone5 Wulfen

Points
85 pts
Wulfen count
5

changed5 Wulfen

Points
170 pts 90 pts
Wulfen count
6-10 5

changedWulfen with Storm Shields

Unit Composition

• 5-105-10 WulfenWulfen with Storm Shield models

EveryEvery model is equipped with:with: thunder1 hammer;Stormfrag deathAuto-launcher; totem.1 Thunder Hammer.

Points Scaling
+10 pts per 3 models +30 pts per 3 models

changedWulfen with Storm Shield

Keywords
Infantry, Imperium, Wulfen, Wulfen with Storm Shields Imperium, Infantry, Wulfen
Equipped With
Death Totem, Thunder hammer Thunder Hammer, Stormfrag Auto-launcher

newCombat Doctrines

Rules

-

goneOath of Moment

Rules

-

changedHammer Blow

Rules

In the Fight phase, afterwhen this unit has fought, select oneup enemyto MONSTERone orenemy VEHICLEMonster/Vehicle unit hit by one or more of those attacks. Until the end of theIf nextyou turn,do, that enemy unit is suppressed.suppressed Whileuntil athe unitstart isof suppressed,your eachnext timeturn:

  • While a model in that unit makesis ansuppressed, attack,that subtractunit's 1attacks fromhave the-1 Hitto roll.hit rolls.

newStormfrag Auto-launcher

Type
weapon

newThunder Hammer

Type
weapon

goneStormfrag auto-launcher

Type
weapon

goneThunder hammer

Type
weapon

newStormfrag Auto-launcherStormfrag Auto-launcher

Range
12"
Attacks
2
Ballistic Skill
4+
Strength
4
AP
-1
Damage
1

newStormfrag Auto-launcher — Stormfrag Auto-launcherASSAULT

Rules

Units containing one or more models with an [ASSAULT] weapon can shoot using assault shooting (10.05).

newStormfrag Auto-launcher — Stormfrag Auto-launcherBLAST 1

Rules

Each time you gather attack dice for a [BLAST] weapon, add one additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).

If this ability takes the form [BLAST X], each time you gather attack dice for such a weapon, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down) instead.

Example: If a [BLAST 2] weapon with an A characteristic of 3 targets a unit containing 12 models, you would gather four additional attack dice for that weapon (for a total of seven for that weapon).

newThunder HammerThunder Hammer

Range
Melee
Attacks
2
Weapon Skill
3+
Strength
8
AP
-2
Damage
3

newThunder HammerHunter

Range
Melee
Attacks
3
Weapon Skill
3+
Strength
10
AP
-3
Damage
3

newThunder Hammer — Thunder HammerDEVASTATING WOUNDS

Rules

Each time an attack made with a [DEVASTATING WOUNDS] weapon results in a critical wound, the attack sequence for that attack ends and the target unit suffers a number of mortal wounds equal to the D characteristic of that weapon. These are inflicted after resolving any normal damage inflicted by those attacks.

Mortal wounds inflicted by [DEVASTATING WOUNDS] weapons can damage a maximum of one model for each critical wound; any remaining mortal wounds inflicted by that attack are lost.

Example: An attack made with a [DEVASTATING WOUNDS] weapon with a D characteristic of 3 results in a critical wound against an Intercessor Squad, so inflicts 3 mortal wounds. The first 2 mortal wounds are sufficient to destroy 1 Intercessor model, so the remaining mortal wound is lost.

newThunder Hammer — HunterDEVASTATING WOUNDS

Rules

Each time an attack made with a [DEVASTATING WOUNDS] weapon results in a critical wound, the attack sequence for that attack ends and the target unit suffers a number of mortal wounds equal to the D characteristic of that weapon. These are inflicted after resolving any normal damage inflicted by those attacks.

Mortal wounds inflicted by [DEVASTATING WOUNDS] weapons can damage a maximum of one model for each critical wound; any remaining mortal wounds inflicted by that attack are lost.

Example: An attack made with a [DEVASTATING WOUNDS] weapon with a D characteristic of 3 results in a critical wound against an Intercessor Squad, so inflicts 3 mortal wounds. The first 2 mortal wounds are sufficient to destroy 1 Intercessor model, so the remaining mortal wound is lost.

goneStormfrag auto-launcherStormfrag auto-launcher

Range
12"
Attacks
D3
Ballistic Skill
4+
Strength
4
AP
0
Damage
1

goneStormfrag auto-launcher — Stormfrag auto-launcherAssault

Rules

Units containing one or more models with an [ASSAULT] weapon can shoot using assault shooting (10.05).

goneStormfrag auto-launcher — Stormfrag auto-launcherBlast

Rules

Each time you gather attack dice for a [BLAST] weapon, add one additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).

If this ability takes the form [BLAST X], each time you gather attack dice for such a weapon, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down) instead.

Example: If a [BLAST 2] weapon with an A characteristic of 3 targets a unit containing 12 models, you would gather four additional attack dice for that weapon (for a total of seven for that weapon).

goneThunder hammerThunder hammer

Range
Melee
Attacks
2
Weapon Skill
3+
Strength
5
AP
-2
Damage
3

goneThunder hammer — Thunder hammerAnti-monster 3+

Rules

This ability always takes the form [ANTI‑X Y+]. Each time an attack is made with an [ANTI] weapon, if the target unit has the keyword denoted by X, an unmodified wound roll of Y+ is a critical wound.
Example: An attack made with an [ANTI‑VEHICLE 4+] weapon against a VEHICLE unit will result in a critical wound on an unmodified wound roll of 4+, while an attack made with an [ANTI‑PSYKER 2+] weapon against a PSYKER unit will result in a critical wound on an unmodified wound roll of 2+.

goneThunder hammer — Thunder hammerAnti-vehicle 3+

Rules

This ability always takes the form [ANTI‑X Y+]. Each time an attack is made with an [ANTI] weapon, if the target unit has the keyword denoted by X, an unmodified wound roll of Y+ is a critical wound.
Example: An attack made with an [ANTI‑VEHICLE 4+] weapon against a VEHICLE unit will result in a critical wound on an unmodified wound roll of 4+, while an attack made with an [ANTI‑PSYKER 2+] weapon against a PSYKER unit will result in a critical wound on an unmodified wound roll of 2+.

changedDeath Totem

Rule Text

Each time the bearer makesThis aunit's melee attack,attacks re‑rollcan are-roll Hithit rollrolls of 1.

changedWulfen with Storm Shield: Wargear Option

Instruction

Default Wargear

changedWulfen with Storm Shield: Wargear Option

Instruction

Any number of models can each have their deathStormfrag totemAuto-launcher replaced with 1 stormfragDeath auto‑launcher.Totem.

newAny number of models can each have their Stormfrag Auto-launcher replaced with 1 Death Totem.

gone■ Any number of models can each have their death totem replaced with 1 stormfrag auto‑launcher.

new5 Wulfen with Storm Shield

Points
125 pts
Wulfen with Storm Shield count
5

new10 Wulfen with Storm Shield

Points
250 pts
Wulfen with Storm Shield count
10

gone5 Wulfen

Points
100 pts
Wulfen count
5

gone6-10 Wulfen

Points
200 pts
Wulfen count
6-10

changedWulfen Dreadnought

Unit Composition

• 11 Wulfen DreadnoughtDreadnought model

ThisThis model is equipped with: stormwith: bolter;1 Fenrisian greataxe;Great greatAxe; wolf1 claw.Great Wolf Claw; 1 Storm Bolter.

changedWulfen Dreadnought

Keywords
Vehicle, Walker, Imperium, Wulfen, Dreadnought Dreadnought, Imperium, Vehicle, Walker, Wulfen
Equipped With
Storm bolter, Fenrisian great axe, Great wolf claw Storm Bolter, Fenrisian Great Axe, Great Wolf Claw

newCombat Doctrines

Rules

-

goneOath of Moment

Rules

-

changedBestial Rage

Rules

In your opponent’sopponent's Shooting phase, when an enemy unit has shot, if this modelunit lost a wound as a result of those attacks, this unit can make a surgesurge movemove of up to D6+2".D6+1".

changedViolent Fury

Rules

If this model is equipped with two melee weapons, thosemelee weaponattacks profilesmade haveby thethis [TWIN-LINKED]unit ability.have [TWIN-LINKED].

newFenrisian Great Axe

Type
weapon

newGreat Wolf Claw

Type
weapon

newHeavy Flamer

Type
weapon

newStorm Bolter

Type
weapon

goneFenrisian great axe

Type
weapon

goneGreat wolf claw

Type
weapon

goneHeavy flamer

Type
weapon

goneStorm bolter

Type
weapon

newFenrisian Great AxeStrike

Range
Melee
Attacks
6
Weapon Skill
3+
Strength
10
AP
-2
Damage
D3+3

newFenrisian Great AxeSweep

Range
Melee
Attacks
12
Weapon Skill
3+
Strength
6
AP
-2
Damage
1

newGreat Wolf ClawGreat Wolf Claw

Range
Melee
Attacks
6
Weapon Skill
3+
Strength
10
AP
-3
Damage
3

newHeavy FlamerHeavy Flamer

Range
12"
Attacks
3
Ballistic Skill
7+
Strength
5
AP
-1
Damage
1

newHeavy Flamer — Heavy FlamerBLAST 2

Rules

Each time you gather attack dice for a [BLAST] weapon, add one additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).

If this ability takes the form [BLAST X], each time you gather attack dice for such a weapon, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down) instead.

Example: If a [BLAST 2] weapon with an A characteristic of 3 targets a unit containing 12 models, you would gather four additional attack dice for that weapon (for a total of seven for that weapon).

newHeavy Flamer — Heavy FlamerTORRENT

Rules

Each time an attack is made with a [TORRENT] weapon, that attack automatically hits the target.

newStorm BolterStorm Bolter

Range
24"
Attacks
2
Ballistic Skill
3+
Strength
5
AP
-1
Damage
1

newStorm Bolter — Storm BolterRAPID FIRE 2

Rules

This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.

Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).

goneFenrisian great axestrike

Range
Melee
Attacks
6
Weapon Skill
3+
Strength
10
AP
-2
Damage
D6+1

goneFenrisian great axesweep

Range
Melee
Attacks
12
Weapon Skill
3+
Strength
6
AP
-2
Damage
1

goneGreat wolf clawGreat wolf claw

Range
Melee
Attacks
6
Weapon Skill
3+
Strength
10
AP
-3
Damage
3

goneHeavy flamerHeavy flamer

Range
12"
Attacks
D6
Ballistic Skill
-
Strength
5
AP
-1
Damage
1

goneHeavy flamer — Heavy flamerIgnores Cover

Rules

Each time an attack is made with an [IGNORES COVER] weapon, the target cannot have the benefit of cover against that attack (13.08), including from rules that give a model or unit the benefit of cover (e.g. Stealth).

goneHeavy flamer — Heavy flamerTorrent

Rules

Each time an attack is made with a [TORRENT] weapon, that attack automatically hits the target.

goneStorm bolterStorm bolter

Range
24"
Attacks
2
Ballistic Skill
3+
Strength
4
AP
0
Damage
1

goneStorm bolter — Storm bolterRapid Fire 2

Rules

This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.

Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).

changedBlizzard Shield

Rule Text

TheThis bearermodel has a 4+ invulnerable save.InSv

newWulfen Dreadnought: This model's Storm Bolter can be replaced with 1 Heavy Flamer.

newWulfen Dreadnought: This model's Fenrisian Great Axe can be replaced with 1 Blizzard Shield.

goneWulfen Dreadnought: This model’s Fenrisian great axe or great wolf claw and storm bolter can be replaced with 1 blizzard shield and 1 heavy flamer.

goneWulfen Dreadnought: If this model is not equipped with a storm bolter, its heavy flamer can be replaced with 1 storm bolter.

newThis model's Storm Bolter can be replaced with 1 Heavy Flamer.

newThis model's Fenrisian Great Axe can be replaced with 1 Blizzard Shield.

gone■ This model’s Fenrisian great axe or great wolf claw and storm bolter can be replaced with 1 blizzard shield and 1 heavy flamer.

gone■ If this model is not equipped with a storm bolter, its heavy flamer can be replaced with 1 storm bolter.

changed1 Wulfen Dreadnought

Points
135 pts 140 pts

Imperial Armour: Orks

changedGargantuan Squiggoth

Unit Composition

• 11 Gargantuan SquiggothSquiggoth model

ThisThis model is equipped with:with: huge1 tusks.Huge Tusks; 1 Kannon - Shell.

Points Scaling
+50 pts per 2 models +100 pts per 2 models

changedGargantuan Squiggoth

Keywords
Monster, Titanic, Towering, Transport, Gargantuan Squiggoth, Frame Frame, Monster, Titanic, Towering, Transport
Equipped With
Huge tusks Huge Tusks, Kannon

newSuper-heavy Walker

newDamaged 10

newFiring Deck 11

goneFiring Deck 20

goneGargantuan

Rules

Each time this model makes a Normal, Advance or Fall Back move, it can move over models (excluding TITANIC models) and terrain features that are 4" or less in height as if they were not there.

changedWalking Bastion

Rules

This model does not sufferunit's theattacks penaltycan toignore itsmodifiers to:

  • BS/WS.
  • Hit rolls for making ranged attacks while enemy units are within Engagement Range of it..

changedTransport

Rules

This model has a transport capacity of 2022 ORKSOrks INFANTRYInfantry models. Each MEGA ARMOURMega orArmour, JUMPJump PACKPack model takes up the space of 2 models. GHAZGHKULLEach THRAKAGhazghkull Thraka model takes up the space of 18 models. If this model is equipped with a supa-kannon, it has a transport capacity of 15 ORKS INFANTRY4 models.

newHuge Tusks

Type
weapon

goneHuge tusks

Type
weapon

newHuge TusksHuge Tusks

Range
Melee
Attacks
6
Weapon Skill
3+
Strength
14
AP
-3
Damage
12

newHuge Tusks — Huge TusksCLEAVE 2

Rules

This ability always takes the form [CLEAVE X]. Each time you gather attack dice for a [CLEAVE] weapon, if you only selected one target for all of that weapon’s attacks, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).

Example: If a [CLEAVE 1] weapon with an A characteristic of 3 targets one unit containing 16 models, you would gather three additional attack dice for that weapon (for a total of six for that weapon).

goneHuge tusksstrike

Range
Melee
Attacks
6
Weapon Skill
3+
Strength
14
AP
-3
Damage
12

goneHuge tuskssweep

Range
Melee
Attacks
18
Weapon Skill
3+
Strength
9
AP
-2
Damage
3

goneHuge tusks — strikeLance

Rules

Each time an attack is made with a [LANCE] weapon, if the attacking model’s unit made a charge move this turn, add 1 to the wound roll.

newKannonFrag

Range
36"
Attacks
6
Ballistic Skill
5+
Strength
5
AP
0
Damage
1

newKannonShell

Range
36"
Attacks
2
Ballistic Skill
5+
Strength
10
AP
-2
Damage
D6+1

goneKannonfrag

Range
36"
Attacks
D6
Ballistic Skill
5+
Strength
5
AP
0
Damage
1

goneKannonshell

Range
36"
Attacks
1
Ballistic Skill
5+
Strength
9
AP
-2
Damage
D6

newKannon — FragBLAST 1

Rules

Each time you gather attack dice for a [BLAST] weapon, add one additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).

If this ability takes the form [BLAST X], each time you gather attack dice for such a weapon, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down) instead.

Example: If a [BLAST 2] weapon with an A characteristic of 3 targets a unit containing 12 models, you would gather four additional attack dice for that weapon (for a total of seven for that weapon).

newKannon — FragRAPID FIRE 6

Rules

This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.

Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).

newKannon — ShellRAPID FIRE 2

Rules

This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.

Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).

goneKannon — fragBlast

Rules

Each time you gather attack dice for a [BLAST] weapon, add one additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).

If this ability takes the form [BLAST X], each time you gather attack dice for such a weapon, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down) instead.

Example: If a [BLAST 2] weapon with an A characteristic of 3 targets a unit containing 12 models, you would gather four additional attack dice for that weapon (for a total of seven for that weapon).

changedSupa-kannonSupa-kannon

Attacks
2D6 8

newSupa-kannon — Supa-kannonBLAST 1

Rules

Each time you gather attack dice for a [BLAST] weapon, add one additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).

If this ability takes the form [BLAST X], each time you gather attack dice for such a weapon, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down) instead.

Example: If a [BLAST 2] weapon with an A characteristic of 3 targets a unit containing 12 models, you would gather four additional attack dice for that weapon (for a total of seven for that weapon).

goneSupa-kannon — Supa-kannonBlast

Rules

Each time you gather attack dice for a [BLAST] weapon, add one additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).

If this ability takes the form [BLAST X], each time you gather attack dice for such a weapon, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down) instead.

Example: If a [BLAST 2] weapon with an A characteristic of 3 targets a unit containing 12 models, you would gather four additional attack dice for that weapon (for a total of seven for that weapon).

newGargantuan Squiggoth: This model's Kannon can be replaced with 1 Supa-kannon.

goneGargantuan Squiggoth: This model can be equipped with one of the following:

newThis model's Kannon can be replaced with 1 Supa-kannon.

gone1 Gargantuan Squiggoth

Points
500 pts
Gargantuan Squiggoth count
1

changed1 Gargantuan Squiggoth

Points
440 pts 500 pts

Imperial Armour: Imperial Knights

Codex: Adeptus Mechanicus

changedCorpuscarii Electro-Priests

changed5 Corpuscarii Electro-Priest

Points
65 pts 60 pts

changed6-10 Corpuscarii Electro-Priest

Points
130 pts 120 pts

changedFulgurite Electro-Priests

changed5 Fulgurite Electro-Priest

Points
70 pts 65 pts

changed6-10 Fulgurite Electro-Priest

Points
140 pts 130 pts

changedHastarii Exterminators

changed1 Hastarii Exterminator Alpha, 4 Hastarii Exterminator

Points
105 pts 100 pts

changedHastarii Fusiliers

changed1 Hastarii Fusilier Alpha, 4 Hastarii Fusilier

Points
115 pts 105 pts

changedKastelan Robots

Points Scaling
+30 pts per 2 models +30 pts per 3 models

changedKataphron Breachers

changed3 Kataphron Breacher

Points
150 pts 140 pts

changed4-6 Kataphron Breacher

Points
310 pts 290 pts

changedSerberys Raiders

changed1 Serberys Raider Alpha, 3-5 Serberys Raider

Points
110 pts 105 pts

changedSerberys Sulphurhounds

changed3-5 Serberys Sulphurhound, 1 Serberys Sulphurhound Alpha

Points
100 pts 95 pts

changedServitor Battleclade

changed1 Servitor Underseer, 6 Combat Servitor, 2 Gun Servitor

Points
65 pts 75 pts

Index: Chaos Daemons

changedBloodcrushers

changed3-5 Bloodcrusher, 1 Bloodhunter

Points
200 pts 210 pts

changedFiends

Points Scaling
+15 pts per 3 models +25 pts per 3 models

changedFlesh Hounds

changed4 Flesh Hound, 1 Gore Hound

Points
75 pts 80 pts

changedSkarbrand

changed1 Skarbrand

Points
315 pts 330 pts

Codex: Necrons

changedDoomsday Ark

Points Scaling
+20 pts per 3 models +30 pts per 3 models

changed1 Doomsday Ark

Points
210 pts 200 pts

changedImmortals

changed5 Immortal

Points
70 pts 65 pts

changed6-10 Immortal

Points
140 pts 130 pts

changedTesseract Vault

Points Scaling
+20 pts per 2 models +40 pts per 2 models

Codex: Tyranids

changedBarbgaunts

changed5 Barbgaunt

Points
55 pts 50 pts

changed6-10 Barbgaunt

Points
110 pts 100 pts

changedGargoyles

changed10 Gargoyle

Points
80 pts 75 pts

changed11-20 Gargoyle

Points
155 pts 150 pts

changedMawloc

changed1 Mawloc

Points
135 pts 130 pts

changedNeurotyrant

changed1 Neurotyrant

Points
130 pts 120 pts

changedOld One Eye

changed1 Old One Eye

Points
140 pts 130 pts

changedTermagants

changed10 Termagant

Points
60 pts 55 pts

changedTervigon

changed1 Tervigon

Points
160 pts 150 pts

changedTrygon

changed1 Trygon

Points
140 pts 135 pts

Codex: Adeptus Custodes

changedAllarus Custodians

Points Scaling
+30 pts per 3 models +40 pts per 3 models

changedCastellan axeranged

Strength
4 5

changedGuardian spearranged

Strength
4 5

changed2 Allarus Custodian

Points
110 pts 120 pts

changed3 Allarus Custodian

Points
165 pts 180 pts

changed4-5 Allarus Custodian

Points
280 pts 300 pts

changed6 Allarus Custodian

Points
340 pts 360 pts

changedAnathema Psykana Rhino

changedAnathema Psykana Rhino

Equipped With
Storm bolter, Armoured tracks Storm Bolter, Armoured tracks

newStorm Bolter

Type
weapon

goneStorm bolter

Type
weapon

newStorm BolterStorm Bolter

Range
24"
Attacks
3
Ballistic Skill
3+
Strength
5
AP
-1
Damage
1

newStorm Bolter — Storm BolterRapid Fire 2

Rules

This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.

Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).

goneStorm bolterStorm bolter

Range
24"
Attacks
2
Ballistic Skill
3+
Strength
4
AP
0
Damage
1

goneStorm bolter — Storm bolterRapid Fire 2

Rules

This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.

Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).

changedCustodian Guard

changedGuardian spearranged

Strength
4 5

changedSentinel bladeranged

Strength
4 5

changed4 Custodian Guard

Points
170 pts 180 pts

changed5 Custodian Guard

Points
215 pts 225 pts

changedCustodian Wardens

changedCastellan axeranged

Strength
4 5

changedGuardian spearranged

Strength
4 5

changed4 Custodian Warden

Points
200 pts 210 pts

changed5 Custodian Warden

Points
250 pts 260 pts

changedKnight-Centura

changedMaster-crafted boltgunMaster-crafted boltgun

Strength
4 5
AP
0 -1

changedProsecutors

changedBoltgunBoltgun

Strength
4 5
AP
0 -1

newBoltgun — BoltgunRAPID FIRE 1

Rules

This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.

Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).

goneBoltgun — BoltgunRapid Fire 1

Rules

This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.

Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).

changed3 Prosecutor, 1 Prosecutor Sister Superior

Points
45 pts 50 pts

changed4 Prosecutor, 1 Prosecutor Sister Superior

Points
50 pts 55 pts

changed5-8 Prosecutor, 1 Prosecutor Sister Superior

Points
75 pts 80 pts

changed9 Prosecutor, 1 Prosecutor Sister Superior

Points
85 pts 90 pts

changedShield-Captain

changedCastellan axeRanged

Strength
4 5

changedGuardian spearRanged

Strength
4 5

changedSentinel bladeRanged

Strength
4 5

changedValerian

changedLeader

Rules

This model can be attached to the following units:

■ CUSTODIAN GUARD
■ CUSTODIAN GUARD SODALITY WITH ADRASITE SPEARS
■ CUSTODIAN GUARD SODALITY WITH PYRITHITE SPEARS
■ CUSTODIAN GUARD WITH ADRASITE AND PYRITHITE SPEARS
■ CUSTODIAN WARDENS
■ SAGITTARUM CUSTODIANS
■ SAGITTARUM CUSTODIANS SODALITY

changedGnosisranged

Strength
4 5

changed1 Valerian

Points
110 pts 120 pts

changedVenerable Land Raider

newStorm Bolter

Type
weapon

goneStorm bolter

Type
weapon

newStorm BolterStorm Bolter

Range
24"
Attacks
2
Ballistic Skill
2+
Strength
5
AP
-1
Damage
1

newStorm Bolter — Storm BolterRapid Fire 2

Rules

This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.

Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).

goneStorm bolterStorm bolter

Range
24"
Attacks
2
Ballistic Skill
2+
Strength
4
AP
0
Damage
1

goneStorm bolter — Storm bolterRapid Fire 2

Rules

This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.

Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).

changedVertus Praetors

changedVertus hurricane bolterVertus hurricane bolter

Strength
4 5

changed2 Vertus Praetor

Points
145 pts 155 pts

changed3 Vertus Praetor

Points
215 pts 230 pts

Codex: T’au Empire

changedBreacher Team

changed1 Breacher Fire Warrior Shas’ui, 9 Breacher Fire Warrior

Points
90 pts 80 pts

changedThe Twin Lance

changed1 Ri’Locai, 1 Ri’Lantar

Points
230 pts 240 pts

Codex: Chaos Space Marines

changedAbaddon the Despoiler

changedAbaddon the Despoiler

Toughness
5 6

changed1 Abaddon the Despoiler

Points
295 pts 300 pts

changedAccursed Cultists

changed6-10 Mutant, 3-6 Torment

Points
195 pts 185 pts

changed4-6 Torment, 5-10 Mutant

Points
195 pts 185 pts

changedChaos Bikers

changedBiker Champion

Toughness
5 6
Equipped With
Bolt pistol, Combi-bolter, Close combat weapon Bolt pistol, Combi-bolter, Close Combat Weapon

changedChaos Biker

Toughness
5 6
Equipped With
Bolt pistol, Combi-bolter, Close combat weapon Bolt pistol, Combi-bolter, Close Combat Weapon

newClose Combat Weapon

Type
weapon

goneClose combat weapon

Type
weapon

newClose Combat WeaponClose Combat Weapon

Range
Melee
Attacks
3
Weapon Skill
3+
Strength
5
AP
0
Damage
1

goneClose combat weaponClose combat weapon

Range
Melee
Attacks
3
Weapon Skill
3+
Strength
4
AP
0
Damage
1

changedAstartes chainswordAstartes chainsword

Strength
4 5

changedBolt pistolBolt pistol

Strength
4 5
AP
0 -1

changedCombi-bolterCombi-bolter

Strength
4 5
AP
0 -1

newCombi-bolter — Combi-bolterRAPID FIRE 2

Rules

This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.

Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).

goneCombi-bolter — Combi-bolterRapid Fire 2

Rules

This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.

Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).

changed2 Chaos Biker, 1 Biker Champion

Points
70 pts 80 pts

changed3-5 Chaos Biker, 1 Biker Champion

Points
130 pts 150 pts

changedChaos Land Raider

changedCombi-bolterCombi-bolter

Strength
4 5
AP
0 -1

newCombi-bolter — Combi-bolterRAPID FIRE 2

Rules

This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.

Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).

goneCombi-bolter — Combi-bolterRapid Fire 2

Rules

This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.

Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).

changedCombi-weaponCombi-weapon

Strength
4 5
AP
0 1

newCombi-weapon — Combi-weaponANTI-INFANTRY 4+

Rules

This ability always takes the form [ANTI‑X Y+]. Each time an attack is made with an [ANTI] weapon, if the target unit has the keyword denoted by X, an unmodified wound roll of Y+ is a critical wound.
Example: An attack made with an [ANTI‑VEHICLE 4+] weapon against a VEHICLE unit will result in a critical wound on an unmodified wound roll of 4+, while an attack made with an [ANTI‑PSYKER 2+] weapon against a PSYKER unit will result in a critical wound on an unmodified wound roll of 2+.

newCombi-weapon — Combi-weaponDEVASTATING WOUNDS

Rules

Each time an attack made with a [DEVASTATING WOUNDS] weapon results in a critical wound, the attack sequence for that attack ends and the target unit suffers a number of mortal wounds equal to the D characteristic of that weapon. These are inflicted after resolving any normal damage inflicted by those attacks.

Mortal wounds inflicted by [DEVASTATING WOUNDS] weapons can damage a maximum of one model for each critical wound; any remaining mortal wounds inflicted by that attack are lost.

Example: An attack made with a [DEVASTATING WOUNDS] weapon with a D characteristic of 3 results in a critical wound against an Intercessor Squad, so inflicts 3 mortal wounds. The first 2 mortal wounds are sufficient to destroy 1 Intercessor model, so the remaining mortal wound is lost.

newCombi-weapon — Combi-weaponRAPID FIRE 1

Rules

This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.

Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).

goneCombi-weapon — Combi-weaponAnti-infantry 4+

Rules

This ability always takes the form [ANTI‑X Y+]. Each time an attack is made with an [ANTI] weapon, if the target unit has the keyword denoted by X, an unmodified wound roll of Y+ is a critical wound.
Example: An attack made with an [ANTI‑VEHICLE 4+] weapon against a VEHICLE unit will result in a critical wound on an unmodified wound roll of 4+, while an attack made with an [ANTI‑PSYKER 2+] weapon against a PSYKER unit will result in a critical wound on an unmodified wound roll of 2+.

goneCombi-weapon — Combi-weaponDevastating Wounds

Rules

Each time an attack made with a [DEVASTATING WOUNDS] weapon results in a critical wound, the attack sequence for that attack ends and the target unit suffers a number of mortal wounds equal to the D characteristic of that weapon. These are inflicted after resolving any normal damage inflicted by those attacks.

Mortal wounds inflicted by [DEVASTATING WOUNDS] weapons can damage a maximum of one model for each critical wound; any remaining mortal wounds inflicted by that attack are lost.

Example: An attack made with a [DEVASTATING WOUNDS] weapon with a D characteristic of 3 results in a critical wound against an Intercessor Squad, so inflicts 3 mortal wounds. The first 2 mortal wounds are sufficient to destroy 1 Intercessor model, so the remaining mortal wound is lost.

goneCombi-weapon — Combi-weaponRapid Fire 1

Rules

This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.

Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).

changedChaos Lord

changedChaos Lord

Toughness
4 5

changedAstartes chainswordAstartes chainsword

Strength
4 5

changed1 Chaos Lord

Points
90 pts 95 pts

changedChaos Lord in Terminator Armour

changedChaos Lord in Terminator Armour

Toughness
5 6
Equipped With
Combi-bolter, Exalted weapon

changedCombi-weaponCombi-weapon

Strength
4 5
AP
0 -1

changedCombi-bolterCombi-bolter

Strength
4 5
AP
0 -1

changed1 Chaos Lord in Terminator Armour

Points
85 pts 90 pts

changedChaos Lord with Jump Pack

changedChaos Lord with Jump Pack

Toughness
4 5

changedBolt PistolBolt Pistol

Strength
4 5
AP
0 -1

changed1 Chaos Lord with Jump Pack

Points
80 pts 85 pts

changedChaos Predator Annihilator

changedCombi-bolterCombi-bolter

Strength
4 5
AP
0 -1

newCombi-bolter — Combi-bolterRAPID FIRE 2

Rules

This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.

Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).

goneCombi-bolter — Combi-bolterRapid Fire 2

Rules

This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.

Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).

changedCombi-weaponCombi-weapon

Strength
4 5
AP
0 1

newCombi-weapon — Combi-weaponANTI-INFANTRY 4+

Rules

This ability always takes the form [ANTI‑X Y+]. Each time an attack is made with an [ANTI] weapon, if the target unit has the keyword denoted by X, an unmodified wound roll of Y+ is a critical wound.
Example: An attack made with an [ANTI‑VEHICLE 4+] weapon against a VEHICLE unit will result in a critical wound on an unmodified wound roll of 4+, while an attack made with an [ANTI‑PSYKER 2+] weapon against a PSYKER unit will result in a critical wound on an unmodified wound roll of 2+.

newCombi-weapon — Combi-weaponDEVASTATING WOUNDS

Rules

Each time an attack made with a [DEVASTATING WOUNDS] weapon results in a critical wound, the attack sequence for that attack ends and the target unit suffers a number of mortal wounds equal to the D characteristic of that weapon. These are inflicted after resolving any normal damage inflicted by those attacks.

Mortal wounds inflicted by [DEVASTATING WOUNDS] weapons can damage a maximum of one model for each critical wound; any remaining mortal wounds inflicted by that attack are lost.

Example: An attack made with a [DEVASTATING WOUNDS] weapon with a D characteristic of 3 results in a critical wound against an Intercessor Squad, so inflicts 3 mortal wounds. The first 2 mortal wounds are sufficient to destroy 1 Intercessor model, so the remaining mortal wound is lost.

newCombi-weapon — Combi-weaponRAPID FIRE 1

Rules

This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.

Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).

goneCombi-weapon — Combi-weaponAnti-infantry 4+

Rules

This ability always takes the form [ANTI‑X Y+]. Each time an attack is made with an [ANTI] weapon, if the target unit has the keyword denoted by X, an unmodified wound roll of Y+ is a critical wound.
Example: An attack made with an [ANTI‑VEHICLE 4+] weapon against a VEHICLE unit will result in a critical wound on an unmodified wound roll of 4+, while an attack made with an [ANTI‑PSYKER 2+] weapon against a PSYKER unit will result in a critical wound on an unmodified wound roll of 2+.

goneCombi-weapon — Combi-weaponDevastating Wounds

Rules

Each time an attack made with a [DEVASTATING WOUNDS] weapon results in a critical wound, the attack sequence for that attack ends and the target unit suffers a number of mortal wounds equal to the D characteristic of that weapon. These are inflicted after resolving any normal damage inflicted by those attacks.

Mortal wounds inflicted by [DEVASTATING WOUNDS] weapons can damage a maximum of one model for each critical wound; any remaining mortal wounds inflicted by that attack are lost.

Example: An attack made with a [DEVASTATING WOUNDS] weapon with a D characteristic of 3 results in a critical wound against an Intercessor Squad, so inflicts 3 mortal wounds. The first 2 mortal wounds are sufficient to destroy 1 Intercessor model, so the remaining mortal wound is lost.

goneCombi-weapon — Combi-weaponRapid Fire 1

Rules

This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.

Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).

changed1 Chaos Predator Annihilator

Points
145 pts 140 pts

changedChaos Predator Destructor

changedCombi-bolterCombi-bolter

Strength
4 5
AP
0 -1

newCombi-bolter — Combi-bolterRAPID FIRE 2

Rules

This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.

Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).

goneCombi-bolter — Combi-bolterRapid Fire 2

Rules

This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.

Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).

changedCombi-weaponCombi-weapon

Strength
4 5
AP
0 1

newCombi-weapon — Combi-weaponANTI-INFANTRY 4+

Rules

This ability always takes the form [ANTI‑X Y+]. Each time an attack is made with an [ANTI] weapon, if the target unit has the keyword denoted by X, an unmodified wound roll of Y+ is a critical wound.
Example: An attack made with an [ANTI‑VEHICLE 4+] weapon against a VEHICLE unit will result in a critical wound on an unmodified wound roll of 4+, while an attack made with an [ANTI‑PSYKER 2+] weapon against a PSYKER unit will result in a critical wound on an unmodified wound roll of 2+.

newCombi-weapon — Combi-weaponDEVASTATING WOUNDS

Rules

Each time an attack made with a [DEVASTATING WOUNDS] weapon results in a critical wound, the attack sequence for that attack ends and the target unit suffers a number of mortal wounds equal to the D characteristic of that weapon. These are inflicted after resolving any normal damage inflicted by those attacks.

Mortal wounds inflicted by [DEVASTATING WOUNDS] weapons can damage a maximum of one model for each critical wound; any remaining mortal wounds inflicted by that attack are lost.

Example: An attack made with a [DEVASTATING WOUNDS] weapon with a D characteristic of 3 results in a critical wound against an Intercessor Squad, so inflicts 3 mortal wounds. The first 2 mortal wounds are sufficient to destroy 1 Intercessor model, so the remaining mortal wound is lost.

newCombi-weapon — Combi-weaponRAPID FIRE 1

Rules

This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.

Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).

goneCombi-weapon — Combi-weaponAnti-infantry 4+

Rules

This ability always takes the form [ANTI‑X Y+]. Each time an attack is made with an [ANTI] weapon, if the target unit has the keyword denoted by X, an unmodified wound roll of Y+ is a critical wound.
Example: An attack made with an [ANTI‑VEHICLE 4+] weapon against a VEHICLE unit will result in a critical wound on an unmodified wound roll of 4+, while an attack made with an [ANTI‑PSYKER 2+] weapon against a PSYKER unit will result in a critical wound on an unmodified wound roll of 2+.

goneCombi-weapon — Combi-weaponDevastating Wounds

Rules

Each time an attack made with a [DEVASTATING WOUNDS] weapon results in a critical wound, the attack sequence for that attack ends and the target unit suffers a number of mortal wounds equal to the D characteristic of that weapon. These are inflicted after resolving any normal damage inflicted by those attacks.

Mortal wounds inflicted by [DEVASTATING WOUNDS] weapons can damage a maximum of one model for each critical wound; any remaining mortal wounds inflicted by that attack are lost.

Example: An attack made with a [DEVASTATING WOUNDS] weapon with a D characteristic of 3 results in a critical wound against an Intercessor Squad, so inflicts 3 mortal wounds. The first 2 mortal wounds are sufficient to destroy 1 Intercessor model, so the remaining mortal wound is lost.

goneCombi-weapon — Combi-weaponRapid Fire 1

Rules

This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.

Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).

changed1 Chaos Predator Destructor

Points
150 pts 145 pts

changedChaos Rhino

changedCombi-bolterCombi-bolter

Strength
4 5
AP
0 -1

newCombi-bolter — Combi-bolterRAPID FIRE 2

Rules

This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.

Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).

goneCombi-bolter — Combi-bolterRapid Fire 2

Rules

This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.

Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).

changedCombi-weaponCombi-weapon

Strength
4 5
AP
0 1

newCombi-weapon — Combi-weaponANTI-INFANTRY 4+

Rules

This ability always takes the form [ANTI‑X Y+]. Each time an attack is made with an [ANTI] weapon, if the target unit has the keyword denoted by X, an unmodified wound roll of Y+ is a critical wound.
Example: An attack made with an [ANTI‑VEHICLE 4+] weapon against a VEHICLE unit will result in a critical wound on an unmodified wound roll of 4+, while an attack made with an [ANTI‑PSYKER 2+] weapon against a PSYKER unit will result in a critical wound on an unmodified wound roll of 2+.

newCombi-weapon — Combi-weaponDEVASTATING WOUNDS

Rules

Each time an attack made with a [DEVASTATING WOUNDS] weapon results in a critical wound, the attack sequence for that attack ends and the target unit suffers a number of mortal wounds equal to the D characteristic of that weapon. These are inflicted after resolving any normal damage inflicted by those attacks.

Mortal wounds inflicted by [DEVASTATING WOUNDS] weapons can damage a maximum of one model for each critical wound; any remaining mortal wounds inflicted by that attack are lost.

Example: An attack made with a [DEVASTATING WOUNDS] weapon with a D characteristic of 3 results in a critical wound against an Intercessor Squad, so inflicts 3 mortal wounds. The first 2 mortal wounds are sufficient to destroy 1 Intercessor model, so the remaining mortal wound is lost.

newCombi-weapon — Combi-weaponRAPID FIRE 1

Rules

This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.

Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).

goneCombi-weapon — Combi-weaponAnti-infantry 4+

Rules

This ability always takes the form [ANTI‑X Y+]. Each time an attack is made with an [ANTI] weapon, if the target unit has the keyword denoted by X, an unmodified wound roll of Y+ is a critical wound.
Example: An attack made with an [ANTI‑VEHICLE 4+] weapon against a VEHICLE unit will result in a critical wound on an unmodified wound roll of 4+, while an attack made with an [ANTI‑PSYKER 2+] weapon against a PSYKER unit will result in a critical wound on an unmodified wound roll of 2+.

goneCombi-weapon — Combi-weaponDevastating Wounds

Rules

Each time an attack made with a [DEVASTATING WOUNDS] weapon results in a critical wound, the attack sequence for that attack ends and the target unit suffers a number of mortal wounds equal to the D characteristic of that weapon. These are inflicted after resolving any normal damage inflicted by those attacks.

Mortal wounds inflicted by [DEVASTATING WOUNDS] weapons can damage a maximum of one model for each critical wound; any remaining mortal wounds inflicted by that attack are lost.

Example: An attack made with a [DEVASTATING WOUNDS] weapon with a D characteristic of 3 results in a critical wound against an Intercessor Squad, so inflicts 3 mortal wounds. The first 2 mortal wounds are sufficient to destroy 1 Intercessor model, so the remaining mortal wound is lost.

goneCombi-weapon — Combi-weaponRapid Fire 1

Rules

This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.

Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).

changedChaos Terminator Squad

Points Scaling
+30 pts per 3 models

changedTerminator Champion

Toughness
5 6

changedChaos Terminator

Toughness
5 6

changedCombi-bolterCombi-bolter

Strength
4 5
AP
0 -1

newCombi-bolter — Combi-bolterRAPID FIRE 2

Rules

This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.

Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).

goneCombi-bolter — Combi-bolterRapid Fire 2

Rules

This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.

Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).

changedCombi-weaponCombi-weapon

Strength
4 5
AP
0 1

newCombi-weapon — Combi-weaponANTI-INFANTRY 4+

Rules

This ability always takes the form [ANTI‑X Y+]. Each time an attack is made with an [ANTI] weapon, if the target unit has the keyword denoted by X, an unmodified wound roll of Y+ is a critical wound.
Example: An attack made with an [ANTI‑VEHICLE 4+] weapon against a VEHICLE unit will result in a critical wound on an unmodified wound roll of 4+, while an attack made with an [ANTI‑PSYKER 2+] weapon against a PSYKER unit will result in a critical wound on an unmodified wound roll of 2+.

newCombi-weapon — Combi-weaponDEVASTATING WOUNDS

Rules

Each time an attack made with a [DEVASTATING WOUNDS] weapon results in a critical wound, the attack sequence for that attack ends and the target unit suffers a number of mortal wounds equal to the D characteristic of that weapon. These are inflicted after resolving any normal damage inflicted by those attacks.

Mortal wounds inflicted by [DEVASTATING WOUNDS] weapons can damage a maximum of one model for each critical wound; any remaining mortal wounds inflicted by that attack are lost.

Example: An attack made with a [DEVASTATING WOUNDS] weapon with a D characteristic of 3 results in a critical wound against an Intercessor Squad, so inflicts 3 mortal wounds. The first 2 mortal wounds are sufficient to destroy 1 Intercessor model, so the remaining mortal wound is lost.

newCombi-weapon — Combi-weaponRAPID FIRE 1

Rules

This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.

Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).

goneCombi-weapon — Combi-weaponAnti-infantry 4+

Rules

This ability always takes the form [ANTI‑X Y+]. Each time an attack is made with an [ANTI] weapon, if the target unit has the keyword denoted by X, an unmodified wound roll of Y+ is a critical wound.
Example: An attack made with an [ANTI‑VEHICLE 4+] weapon against a VEHICLE unit will result in a critical wound on an unmodified wound roll of 4+, while an attack made with an [ANTI‑PSYKER 2+] weapon against a PSYKER unit will result in a critical wound on an unmodified wound roll of 2+.

goneCombi-weapon — Combi-weaponDevastating Wounds

Rules

Each time an attack made with a [DEVASTATING WOUNDS] weapon results in a critical wound, the attack sequence for that attack ends and the target unit suffers a number of mortal wounds equal to the D characteristic of that weapon. These are inflicted after resolving any normal damage inflicted by those attacks.

Mortal wounds inflicted by [DEVASTATING WOUNDS] weapons can damage a maximum of one model for each critical wound; any remaining mortal wounds inflicted by that attack are lost.

Example: An attack made with a [DEVASTATING WOUNDS] weapon with a D characteristic of 3 results in a critical wound against an Intercessor Squad, so inflicts 3 mortal wounds. The first 2 mortal wounds are sufficient to destroy 1 Intercessor model, so the remaining mortal wound is lost.

goneCombi-weapon — Combi-weaponRapid Fire 1

Rules

This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.

Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).

changed4 Chaos Terminator, 1 Terminator Champion

Points
175 pts 185 pts

changed1 Terminator Champion, 5-9 Chaos Terminator

Points
350 pts 370 pts

changedChaos Vindicator

changedCombi-bolterCombi-bolter

Strength
4 5
AP
0 -1

newCombi-bolter — Combi-bolterRAPID FIRE 2

Rules

This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.

Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).

goneCombi-bolter — Combi-bolterRapid Fire 2

Rules

This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.

Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).

changedCombi-weaponCombi-weapon

Strength
4 5
AP
0 1

newCombi-weapon — Combi-weaponANTI-INFANTRY 4+

Rules

This ability always takes the form [ANTI‑X Y+]. Each time an attack is made with an [ANTI] weapon, if the target unit has the keyword denoted by X, an unmodified wound roll of Y+ is a critical wound.
Example: An attack made with an [ANTI‑VEHICLE 4+] weapon against a VEHICLE unit will result in a critical wound on an unmodified wound roll of 4+, while an attack made with an [ANTI‑PSYKER 2+] weapon against a PSYKER unit will result in a critical wound on an unmodified wound roll of 2+.

newCombi-weapon — Combi-weaponDEVASTATING WOUNDS

Rules

Each time an attack made with a [DEVASTATING WOUNDS] weapon results in a critical wound, the attack sequence for that attack ends and the target unit suffers a number of mortal wounds equal to the D characteristic of that weapon. These are inflicted after resolving any normal damage inflicted by those attacks.

Mortal wounds inflicted by [DEVASTATING WOUNDS] weapons can damage a maximum of one model for each critical wound; any remaining mortal wounds inflicted by that attack are lost.

Example: An attack made with a [DEVASTATING WOUNDS] weapon with a D characteristic of 3 results in a critical wound against an Intercessor Squad, so inflicts 3 mortal wounds. The first 2 mortal wounds are sufficient to destroy 1 Intercessor model, so the remaining mortal wound is lost.

newCombi-weapon — Combi-weaponRAPID FIRE 1

Rules

This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.

Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).

goneCombi-weapon — Combi-weaponAnti-infantry 4+

Rules

This ability always takes the form [ANTI‑X Y+]. Each time an attack is made with an [ANTI] weapon, if the target unit has the keyword denoted by X, an unmodified wound roll of Y+ is a critical wound.
Example: An attack made with an [ANTI‑VEHICLE 4+] weapon against a VEHICLE unit will result in a critical wound on an unmodified wound roll of 4+, while an attack made with an [ANTI‑PSYKER 2+] weapon against a PSYKER unit will result in a critical wound on an unmodified wound roll of 2+.

goneCombi-weapon — Combi-weaponDevastating Wounds

Rules

Each time an attack made with a [DEVASTATING WOUNDS] weapon results in a critical wound, the attack sequence for that attack ends and the target unit suffers a number of mortal wounds equal to the D characteristic of that weapon. These are inflicted after resolving any normal damage inflicted by those attacks.

Mortal wounds inflicted by [DEVASTATING WOUNDS] weapons can damage a maximum of one model for each critical wound; any remaining mortal wounds inflicted by that attack are lost.

Example: An attack made with a [DEVASTATING WOUNDS] weapon with a D characteristic of 3 results in a critical wound against an Intercessor Squad, so inflicts 3 mortal wounds. The first 2 mortal wounds are sufficient to destroy 1 Intercessor model, so the remaining mortal wound is lost.

goneCombi-weapon — Combi-weaponRapid Fire 1

Rules

This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.

Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).

changed1 Chaos Vindicator

Points
185 pts 180 pts

changedChosen

changedChosen Champion

Toughness
4 5

changedChosen

Toughness
4 5

newBoltgun

Type
weapon

newCombi-weapon

Type
weapon

newBoltgunBoltgun

Range
24"
Attacks
2
Ballistic Skill
3+
Strength
5
AP
-1
Damage
1

newCombi-weaponCombi-weapon

Range
24"
Attacks
1
Ballistic Skill
4+
Strength
5
AP
1
Damage
1

newCombi-weapon — Combi-weaponANTI-INFANTRY 4+

Rules

This ability always takes the form [ANTI‑X Y+]. Each time an attack is made with an [ANTI] weapon, if the target unit has the keyword denoted by X, an unmodified wound roll of Y+ is a critical wound.
Example: An attack made with an [ANTI‑VEHICLE 4+] weapon against a VEHICLE unit will result in a critical wound on an unmodified wound roll of 4+, while an attack made with an [ANTI‑PSYKER 2+] weapon against a PSYKER unit will result in a critical wound on an unmodified wound roll of 2+.

newCombi-weapon — Combi-weaponDEVASTATING WOUNDS

Rules

Each time an attack made with a [DEVASTATING WOUNDS] weapon results in a critical wound, the attack sequence for that attack ends and the target unit suffers a number of mortal wounds equal to the D characteristic of that weapon. These are inflicted after resolving any normal damage inflicted by those attacks.

Mortal wounds inflicted by [DEVASTATING WOUNDS] weapons can damage a maximum of one model for each critical wound; any remaining mortal wounds inflicted by that attack are lost.

Example: An attack made with a [DEVASTATING WOUNDS] weapon with a D characteristic of 3 results in a critical wound against an Intercessor Squad, so inflicts 3 mortal wounds. The first 2 mortal wounds are sufficient to destroy 1 Intercessor model, so the remaining mortal wound is lost.

newCombi-weapon — Combi-weaponRAPID FIRE 1

Rules

This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.

Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).

changedBolt pistolBolt pistol

Strength
4 5
AP
0 -1

changed1 Chosen Champion, 4 Chosen

Points
135 pts 140 pts

changed5-9 Chosen, 1 Chosen Champion

Points
270 pts 280 pts

changedCypher

changedCypher

Toughness
4 5

changedCypher’s bolt pistolRanged

Strength
4 5

changedCypher’s bolt pistolMelee

Strength
4 5

changed1 Cypher

Points
90 pts 95 pts

changedDark Apostle

changedDark Apostle

Toughness
4 5

changedDark Disciple

Toughness
4 5

changedBolt pistolBolt pistol

Strength
4 5
AP
0 -1

changed2 Dark Disciple, 1 Dark Apostle

Points
65 pts 70 pts

changedFabius Bile

changedFabius Bile

Toughness
4 5

changedSurgeon Acolyte

Toughness
4 5

changed1 Fabius Bile, 1 Surgeon Acolyte

Points
100 pts 110 pts

changedForgefiend

changed1 Forgefiend

Points
160 pts 155 pts

changedHaarken Worldclaimer

changedHaarken Worldclaimer

Toughness
4 5

changed1 Haarken Worldclaimer

Points
90 pts 95 pts

changedHavocs

changedHavoc Champion

Wounds
2 3

changedHavoc

Wounds
2 3
Equipped With
Havoc autocannon, Havoc lascannon, Close combat weapon Havoc autocannon, Close Combat Weapon

newClose Combat Weapon

Type
weapon

goneClose combat weapon

Type
weapon

newClose Combat WeaponClose Combat Weapon

Range
Melee
Attacks
3
Weapon Skill
3+
Strength
5
AP
0
Damage
1

goneClose combat weaponClose combat weapon

Range
Melee
Attacks
3
Weapon Skill
3+
Strength
4
AP
0
Damage
1

changedAstartes chainswordAstartes chainsword

Strength
4 5

changedBoltgunBoltgun

Strength
4 5
AP
0 -1

changed1 Havoc Champion, 4 Havoc

Points
125 pts 135 pts

changedHelbrute

changedCombi-bolterCombi-bolter

Strength
4 5
AP
0 -1

newCombi-bolter — Combi-bolterRAPID FIRE 2

Rules

This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.

Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).

goneCombi-bolter — Combi-bolterRapid Fire 2

Rules

This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.

Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).

changed1 Helbrute

Points
130 pts 125 pts

changedHuron Blackheart

changedHuron Blackheart

Toughness
5 6

changed1 Huron Blackheart

Points
130 pts 135 pts

changedKravek Morne

changedKravek Morne

Toughness
5 6

changedCombi-bolterCombi-bolter

Strength
4 5
AP
0 -1

changed1 Kravek Morne

Points
120 pts 130 pts

changedLegionaries

changedAspiring Champion

Toughness
4 5
Equipped With
Bolt pistol, Boltgun, Close combat weapon Bolt pistol, Boltgun, Close Combat Weapon

changedLegionary

Toughness
4 5
Equipped With
Bolt pistol, Boltgun, Close combat weapon Bolt pistol, Boltgun, Close Combat Weapon

newClose Combat Weapon

Type
weapon

goneClose combat weapon

Type
weapon

newClose Combat WeaponClose Combat Weapon

Range
Melee
Attacks
3
Weapon Skill
3+
Strength
5
AP
0
Damage
1

goneClose combat weaponClose combat weapon

Range
Melee
Attacks
3
Weapon Skill
3+
Strength
4
AP
0
Damage
1

changedAstartes chainswordAstartes chainsword

Strength
4 5

changedBolt pistolBolt pistol

Strength
4 5
AP
0 -1

changedBoltgunBoltgun

Strength
4 5
AP
0 -1

changed1 Aspiring Champion, 4 Legionary

Points
90 pts 95 pts

changed5-9 Legionary, 1 Aspiring Champion

Points
170 pts 180 pts

changedMaster of Executions

changedMaster of Executions

Toughness
4 5

changedBolt pistolBolt pistol

Strength
4 5
AP
0 -1

changed1 Master of Executions

Points
70 pts 75 pts

changedMaster of Possession

changedMaster of Possession

Toughness
4 5

changedBolt pistolBolt pistol

Strength
4 5
AP
0 -1

changed1 Master of Possession

Points
60 pts 65 pts

changedMasters of the Maelstrom

changedGarreon the Corpsemaster

Toughness
4 5

changedGarlon Souleater

Toughness
4 5

changedKatar Garrix

Toughness
4 5

changedBolt pistolBolt pistol

Strength
4 5

changed1 Captain Sargotta, 1 Katar Garrix, 1 The Enforcer, 1 Garreon the Corpsemaster, 1 Garlon Souleater

Points
145 pts 150 pts

changedMaulerfiend

changed1 Maulerfiend

Points
130 pts 125 pts

changedMutilators

Points Scaling
+10 pts per 3 models +20 pts per 3 models

changedNemesis Claw

changedVisionary

Toughness
4 5

changedLegionary

Toughness
4 5

changedAstartes chainswordAstartes chainsword

Strength
4 5

changedNostraman chainbladeNostraman chainblade

Strength
4 5

changedBolt pistolBolt pistol

Strength
4 5
AP
0 -1

changedBoltgunBoltgun

Strength
4 5
AP
0 -1

changed1 Visionary, 4 Legionary

Points
100 pts 105 pts

changed5-9 Legionary, 1 Visionary

Points
180 pts 190 pts

changedPossessed

Points Scaling
+10 pts per 3 models +20 pts per 3 models

changedHideous mutationsHideous mutations

Strength
5 6

changed1 Possessed Champion, 4 Possessed

Points
120 pts 130 pts

changed5-9 Possessed, 1 Possessed Champion

Points
250 pts 260 pts

changedRaptors

changedRaptor Champion

Toughness
4 5

changedRaptor

Toughness
4 5

newClose Combat Weapon

Type
weapon

goneClose combat weapon

Type
weapon

newClose Combat WeaponClose Combat Weapon

Range
Melee
Attacks
3
Weapon Skill
3+
Strength
5
AP
0
Damage
1

goneClose combat weaponClose combat weapon

Range
Melee
Attacks
3
Weapon Skill
3+
Strength
4
AP
0
Damage
1

changedAstartes chainswordAstartes chainsword

Strength
4 5

changedBolt pistolBolt pistol

Strength
4 5
AP
0 -1

changed1 Raptor Champion, 4 Raptor

Points
110 pts 115 pts

changed5-9 Raptor, 1 Raptor Champion

Points
210 pts 225 pts

changedRed Corsairs Raiders

changedRed Corsairs Raider Champion

Toughness
4 5

changedRed Corsairs Raider

Toughness
4 5

changedBolt pistolBolt pistol

Strength
4 5
AP
0 -1

changedBoltgunBoltgun

Strength
4 5
AP
0 -1

changed4 Red Corsairs Raider, 1 Red Corsairs Raider Champion

Points
110 pts 120 pts

changed1 Red Corsairs Raider Champion, 5-9 Red Corsairs Raider

Points
210 pts 220 pts

changedRed Corsairs Reave-Captain

changedRed Corsairs Reave-Captain

Toughness
4 5

changedBolt PistolBolt Pistol

Strength
4 5
AP
0 -1

changed1 Red Corsairs Reave-Captain

Points
60 pts 65 pts

changedSorcerer

changedSorcerer

Toughness
4 5
Equipped With
Bolt pistol, Infernal Gaze, Force weapon

changedBolt pistolBolt pistol

Strength
4 5
AP
0 -1

changed1 Sorcerer

Points
60 pts 65 pts

changedSorcerer in Terminator Armour

changedSorcerer in Terminator Armour

Toughness
5 6

changedCombi-bolterCombi-bolter

Strength
4 5
AP
0 -1

newCombi-bolter — Combi-bolterRAPID FIRE 2

Rules

This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.

Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).

goneCombi-bolter — Combi-bolterRapid Fire 2

Rules

This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.

Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).

changedCombi-weaponCombi-weapon

Strength
4 5
AP
0 1

newCombi-weapon — Combi-weaponANTI-INFANTRY 4+

Rules

This ability always takes the form [ANTI‑X Y+]. Each time an attack is made with an [ANTI] weapon, if the target unit has the keyword denoted by X, an unmodified wound roll of Y+ is a critical wound.
Example: An attack made with an [ANTI‑VEHICLE 4+] weapon against a VEHICLE unit will result in a critical wound on an unmodified wound roll of 4+, while an attack made with an [ANTI‑PSYKER 2+] weapon against a PSYKER unit will result in a critical wound on an unmodified wound roll of 2+.

newCombi-weapon — Combi-weaponDEVASTATING WOUNDS

Rules

Each time an attack made with a [DEVASTATING WOUNDS] weapon results in a critical wound, the attack sequence for that attack ends and the target unit suffers a number of mortal wounds equal to the D characteristic of that weapon. These are inflicted after resolving any normal damage inflicted by those attacks.

Mortal wounds inflicted by [DEVASTATING WOUNDS] weapons can damage a maximum of one model for each critical wound; any remaining mortal wounds inflicted by that attack are lost.

Example: An attack made with a [DEVASTATING WOUNDS] weapon with a D characteristic of 3 results in a critical wound against an Intercessor Squad, so inflicts 3 mortal wounds. The first 2 mortal wounds are sufficient to destroy 1 Intercessor model, so the remaining mortal wound is lost.

newCombi-weapon — Combi-weaponRAPID FIRE 1

Rules

This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.

Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).

goneCombi-weapon — Combi-weaponAnti-infantry 4+

Rules

This ability always takes the form [ANTI‑X Y+]. Each time an attack is made with an [ANTI] weapon, if the target unit has the keyword denoted by X, an unmodified wound roll of Y+ is a critical wound.
Example: An attack made with an [ANTI‑VEHICLE 4+] weapon against a VEHICLE unit will result in a critical wound on an unmodified wound roll of 4+, while an attack made with an [ANTI‑PSYKER 2+] weapon against a PSYKER unit will result in a critical wound on an unmodified wound roll of 2+.

goneCombi-weapon — Combi-weaponDevastating Wounds

Rules

Each time an attack made with a [DEVASTATING WOUNDS] weapon results in a critical wound, the attack sequence for that attack ends and the target unit suffers a number of mortal wounds equal to the D characteristic of that weapon. These are inflicted after resolving any normal damage inflicted by those attacks.

Mortal wounds inflicted by [DEVASTATING WOUNDS] weapons can damage a maximum of one model for each critical wound; any remaining mortal wounds inflicted by that attack are lost.

Example: An attack made with a [DEVASTATING WOUNDS] weapon with a D characteristic of 3 results in a critical wound against an Intercessor Squad, so inflicts 3 mortal wounds. The first 2 mortal wounds are sufficient to destroy 1 Intercessor model, so the remaining mortal wound is lost.

goneCombi-weapon — Combi-weaponRapid Fire 1

Rules

This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.

Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).

changed1 Sorcerer in Terminator Armour

Points
80 pts 85 pts

changedWarpsmith

changedWarpsmith

Toughness
4 5

changed1 Warpsmith

Points
60 pts 65 pts

changedWarp Talons

changedWarp Talon Champion

Toughness
4 5

changedWarp Talon

Toughness
4 5

changed4 Warp Talon, 1 Warp Talon Champion

Points
125 pts 130 pts

changed1 Warp Talon Champion, 5-9 Warp Talon

Points
280 pts 290 pts

Codex: Adepta Sororitas

changedCastigator

Points Scaling
+10 pts per 3 models +20 pts per 3 models

changedCelestian Insidiants

changed1 Celestian Insidiant Superior, 9 Celestian Insidiant

Points
120 pts 115 pts

changedCelestian Sacresants

changedSacresant Superior

Keywords
Infantry, Grenades, Imperium, Celestian Sacresants Infantry, Grenades, Imperium, Celestian Sacresants, Celestian

changedCelestian Sacresant

Keywords
Infantry, Grenades, Imperium, Celestian Sacresants Infantry, Grenades, Imperium, Celestian Sacresants, Celestian

changedExorcist

Points Scaling
+40 pts per 2 models +40 pts per 3 models

changedMorvenn Vahl

changed1 Morvenn Vahl

Points
200 pts 215 pts

changedParagon Warsuits

changed2 Paragon, 1 Paragon Superior

Points
180 pts 165 pts

changedSaint Celestine

changed2 Geminae Superia, 1 Celestine

Points
150 pts 135 pts

Codex: Genestealer Cults

changedAcolyte Hybrids with Autopistols

changed4 Acolyte Hybrid, 1 Acolyte Leader

Points
70 pts 65 pts

changed1 Acolyte Leader, 5-9 Acolyte Hybrid

Points
130 pts 120 pts

changedNexos

changed1 Nexos

Points
60 pts 50 pts

changedPrimus

changed1 Primus

Points
70 pts 60 pts

changedSanctus

changed1 Sanctus

Points
65 pts 60 pts

Codex: Imperial Agents

changedAquila Kill Team

Unit Composition

• 11 KillDeathwatch TeamVeteran Sergeant
■with 1Xenophase GravisBlade Veteran
■and 3Special-issue DeathwatchBolt VeteransOR■Pistol 1model
•
1 Kill Team Sergeant
Sergeant model
• 21-2 GravisDeathwatch Veterans
■Veteran 7with Deathwatch VeteransEachMarksman KillBolt TeamCarbine, SergeantSpecial-issue isBolt equippedPistol with:and plasmaKnives pistol;and powerFists weapon.models
Each• Gravis1-2 Deathwatch Veteran iswith equippedHeavy with:Thunder infernusHammer heavyand bolter;Bolt boltPistol pistol;models
•
close1-2 combatDeathwatch weapon.
For
Veteran everywith 5Stalker Bolt Rifle, Bolt Pistol and Knives and Fists models
•
in1-2 theGravis unit,Veteran onemodels

The Deathwatch Veteran with Xenophase Blade and Special-issue Bolt Pistol is equipped with: stalkerwith: bolt1 rifle;Special-issue boltBolt pistol;Pistol; close1 combatXenophase weapon.Blade.
ForThe everyKill 5Team modelsSergeant inis theequipped unit,with: one1 Plasma Pistol; 1 Power Weapon.
Every
Deathwatch Veteran with Deathwatch Marksman Bolt Carbine, Special-issue Bolt Pistol and Knives and Fists is equipped with:
with: bolt1 pistol;Deathwatch heavyMarksman thunderBolt hammer.
For
Carbine; every1 5Knives modelsand inFists; the1 unit,Special-issue oneBolt Pistol.
Every
Deathwatch Veteran with Heavy Thunder Hammer and Bolt Pistol is equipped with:
with: 1 Bolt Pistol; 1 Heavy Thunder Hammer.
Every
Deathwatch marksmanVeteran boltwith carbine;Stalker special-issueBolt boltRifle, pistol;Bolt closePistol combatand weapon.
If
Knives theand unitFists containsis 10equipped models,with: one1 DeathwatchBolt Pistol; 1 Knives and Fists; 1 Stalker Bolt Rifle.
Every Gravis
Veteran is equipped with:
with: special-issue1 boltBolt pistol;Pistol; xenophase1 blade.Infernus Heavy Bolter; 1 Knives and Fists.

Base Size
Kill Team Sergeant, Deathwatch Veterans: 32mm Gravis Veterans: 40mm 32mm, 40mm

changedKill Team Sergeant

Toughness
4 5
Keywords
Infantry, Battleline, Grenades, Imperium, Ordo Xenos, Retinue, Deathwatch, Aquila Kill Team, Tacticus Battleline, Explosives, Imperium, Infantry, Kill Team, Ordo Xenos, Retinue
Equipped With
Plasma pistol, Power weapon Plasma Pistol, Power Weapon

changedGravis Veteran

Keywords
Infantry, Battleline, Grenades, Imperium, Ordo Xenos, Retinue, Deathwatch, Aquila Kill Team, Gravis Battleline, Explosives, Imperium, Infantry, Kill Team, Ordo Xenos, Retinue
Equipped With
Infernus heavy bolter, Bolt pistol, Close combat weapon Bolt Pistol, Infernus Heavy Bolter, Knives and Fists

changedDeathwatch Veteran with Heavy Thunder Hammer and Bolt Pistol

Toughness
4 5
Keywords
Infantry, Battleline, Grenades, Imperium, Ordo Xenos, Retinue, Deathwatch, Aquila Kill Team, Tacticus Battleline, Explosives, Imperium, Infantry, Kill Team, Ordo Xenos, Retinue
Equipped With
Stalker bolt rifle, Bolt pistol, Close combat weapon Bolt Pistol, Heavy Thunder Hammer

changedDeathwatch Veteran with Deathwatch Marksman Bolt Carbine, Special-issue Bolt Pistol and Knives and Fists

Toughness
4 5
Keywords
Infantry, Battleline, Grenades, Imperium, Ordo Xenos, Retinue, Deathwatch, Aquila Kill Team, Tacticus Battleline, Explosives, Imperium, Infantry, Kill Team, Ordo Xenos, Retinue
Equipped With
Bolt pistol, Heavy thunder hammer Deathwatch Marksman Bolt Carbine, Knives and Fists, Special-issue Bolt Pistol

changedDeathwatch Veteran with Stalker Bolt Rifle, Bolt Pistol and Knives and Fists

Toughness
4 5
Keywords
Infantry, Battleline, Grenades, Imperium, Ordo Xenos, Retinue, Deathwatch, Aquila Kill Team, Tacticus Battleline, Explosives, Imperium, Infantry, Kill Team, Ordo Xenos, Retinue
Equipped With
Special-issue bolt pistol, Xenophase blade Bolt Pistol, Knives and Fists, Stalker Bolt Rifle

changedDeathwatch Veteran with Xenophase Blade and Special-issue Bolt Pistol

Toughness
4 5
Keywords
Infantry, Battleline, Grenades, Imperium, Ordo Xenos, Retinue, Deathwatch, Aquila Kill Team, Tacticus Battleline, Explosives, Imperium, Infantry, Kill Team, Ordo Xenos, Retinue
Equipped With
Deathwatch marksman bolt carbine, Special-issue bolt pistol, Close combat weapon Special-issue Bolt Pistol, Xenophase Blade

goneAssigned Agents

Rules

-

changedDeath to the Alien

Rules

Each time a model in this unit makes anThis attack,unit's re‐rollattacks acan:

  • Re-roll Hithit rollrolls of 1.
  • Or: If the target of thatthose attackattacks does not have the IMPERIUM or CHAOS keywords, you can re‐roll theIMPERIUM/CHAOS, Hitre-roll rollhit instead.rolls.

changedKill Team

Rules

Each time an attack targets this unit, if it contains models with different ToughnessT characteristics, until the attacking unitmodels has finished making itsit's attacks, use the ToughnessT characteristic of the majority of the models in thatthe unit when determining what roll is required for that attack to successfully wound. If two or more ToughnessT characteristics are tied for majority, use the highest value.

For the purposespurpose of determining which models in this unit can embark within a TRANSPORT,Transport, Gravis Veteran models take up the space of 2 models, but can otherwise embark within any TRANSPORTTransport their unit can embark within, even though similar models in other units have the GRAVISGravis keyword.Designer’s Note: *While the abstractions in the above rule cause some models to behave differently to similar models in other units, they are designed to minimise complicated Transport rules.*

goneAttached Unit

Rules

If a Character unit from your army can be attached to a DEATHWATCH KILL TEAM unit, it can be attached to this unit instead.

newStorm Shield

Type
wargear
Rule Text

This model has a 4+ InSv.

newBolt Pistol

Type
weapon

newDeathwatch Marksman Bolt Carbine

Type
weapon

newFrag Cannon

Type
weapon

newGrenade Launcher

Type
weapon

newHeavy Thunder Hammer

Type
weapon

newHellstorm Bolt Rifle

Type
weapon

newInfernus Heavy Bolter

Type
weapon

newKnives and Fists

Type
weapon

newPlasma Incinerator

Type
weapon

newPlasma Pistol

Type
weapon

newPower Weapon

Type
weapon

newSpecial-issue Bolt Pistol

Type
weapon

newStalker Bolt Rifle

Type
weapon

newXenophase Blade

Type
weapon

goneAstartes shield

Type
wargear
Rule Text

The bearer has a 4+ invulnerable save.

goneAstartes grenade launcher

Type
weapon

goneBolt pistol

Type
weapon

goneClose combat weapon

Type
weapon

goneCombat knife

Type
weapon

goneDeathwatch marksman bolt carbine

Type
weapon

goneFrag cannon

Type
weapon

goneHeavy thunder hammer

Type
weapon

goneHellstorm bolt rifle

Type
weapon

goneInfernus heavy bolter

Type
weapon

gonePlasma incinerator

Type
weapon

gonePlasma pistol

Type
weapon

gonePower weapon

Type
weapon

goneSpecial-issue bolt pistol

Type
weapon

goneStalker bolt rifle

Type
weapon

goneXenophase blade

Type
weapon

newBolt PistolBolt Pistol

Range
12"
Attacks
1
Ballistic Skill
3+
Strength
5
AP
-1
Damage
1

newBolt Pistol — Bolt PistolCLOSE-QUARTERS

Rules

Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).

When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:

  • One or more of its [CLOSE‑QUARTERS] weapons.
  • One or more of its other ranged weapons.

newDeathwatch Marksman Bolt CarbineDeathwatch Marksman Bolt Carbine

Range
24"
Attacks
2
Ballistic Skill
3+
Strength
5
AP
-1
Damage
1

newDeathwatch Marksman Bolt Carbine — Deathwatch Marksman Bolt CarbineHEAVY

Rules

In your Shooting phase, each time an attack is made with a [HEAVY] weapon, add 1 to the hit roll if all of the following apply to the attacking unit:

  • That unit is unengaged.
  • That unit was not set up on the battlefield this turn.
  • No model in that unit has moved more than 3" this turn.

newDeathwatch Marksman Bolt Carbine — Deathwatch Marksman Bolt CarbineLETHAL HITS

Rules

Each time an attack made with a [LETHAL HITS] weapon results in a critical hit, you can choose for that attack to automatically wound the target.

Designer’s Note: Choosing to automatically wound the target means that no wound roll is made for that attack. You may decide against this, as it means that attack cannot result in a critical wound and so cannot trigger other abilities such as [DEVASTATING WOUNDS].

newFrag CannonFrag Cannon

Range
18"
Attacks
2
Ballistic Skill
3+
Strength
7
AP
-2
Damage
2

newFrag Cannon — Frag CannonBLAST 1

Rules

Each time you gather attack dice for a [BLAST] weapon, add one additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).

If this ability takes the form [BLAST X], each time you gather attack dice for such a weapon, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down) instead.

Example: If a [BLAST 2] weapon with an A characteristic of 3 targets a unit containing 12 models, you would gather four additional attack dice for that weapon (for a total of seven for that weapon).

newFrag Cannon — Frag CannonHEAVY

Rules

In your Shooting phase, each time an attack is made with a [HEAVY] weapon, add 1 to the hit roll if all of the following apply to the attacking unit:

  • That unit is unengaged.
  • That unit was not set up on the battlefield this turn.
  • No model in that unit has moved more than 3" this turn.

newFrag Cannon — Frag CannonLETHAL HITS

Rules

Each time an attack made with a [LETHAL HITS] weapon results in a critical hit, you can choose for that attack to automatically wound the target.

Designer’s Note: Choosing to automatically wound the target means that no wound roll is made for that attack. You may decide against this, as it means that attack cannot result in a critical wound and so cannot trigger other abilities such as [DEVASTATING WOUNDS].

newFrag Cannon — Frag CannonRAPID FIRE 1

Rules

This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.

Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).

newGrenade LauncherFrag

Range
24"
Attacks
4
Ballistic Skill
3+
Strength
4
AP
-1
Damage
1

newGrenade LauncherKrak

Range
24"
Attacks
1
Ballistic Skill
3+
Strength
10
AP
-2
Damage
3

newGrenade Launcher — FragBLAST 1

Rules

Each time you gather attack dice for a [BLAST] weapon, add one additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).

If this ability takes the form [BLAST X], each time you gather attack dice for such a weapon, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down) instead.

Example: If a [BLAST 2] weapon with an A characteristic of 3 targets a unit containing 12 models, you would gather four additional attack dice for that weapon (for a total of seven for that weapon).

newGrenade Launcher — KrakRAPID FIRE 1

Rules

This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.

Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).

newHeavy Thunder HammerHeavy Thunder Hammer

Range
Melee
Attacks
3
Weapon Skill
4+
Strength
10
AP
-2
Damage
3

newHeavy Thunder Hammer — Heavy Thunder HammerDEVASTATING WOUNDS

Rules

Each time an attack made with a [DEVASTATING WOUNDS] weapon results in a critical wound, the attack sequence for that attack ends and the target unit suffers a number of mortal wounds equal to the D characteristic of that weapon. These are inflicted after resolving any normal damage inflicted by those attacks.

Mortal wounds inflicted by [DEVASTATING WOUNDS] weapons can damage a maximum of one model for each critical wound; any remaining mortal wounds inflicted by that attack are lost.

Example: An attack made with a [DEVASTATING WOUNDS] weapon with a D characteristic of 3 results in a critical wound against an Intercessor Squad, so inflicts 3 mortal wounds. The first 2 mortal wounds are sufficient to destroy 1 Intercessor model, so the remaining mortal wound is lost.

newHellstorm Bolt RifleHellstorm Bolt Rifle

Range
30"
Attacks
2
Ballistic Skill
3+
Strength
5
AP
-2
Damage
2

newHellstorm Bolt Rifle — Hellstorm Bolt RifleASSAULT

Rules

Units containing one or more models with an [ASSAULT] weapon can shoot using assault shooting (10.05).

newHellstorm Bolt Rifle — Hellstorm Bolt RifleHEAVY

Rules

In your Shooting phase, each time an attack is made with a [HEAVY] weapon, add 1 to the hit roll if all of the following apply to the attacking unit:

  • That unit is unengaged.
  • That unit was not set up on the battlefield this turn.
  • No model in that unit has moved more than 3" this turn.

newHellstorm Bolt Rifle — Hellstorm Bolt RifleLETHAL HITS

Rules

Each time an attack made with a [LETHAL HITS] weapon results in a critical hit, you can choose for that attack to automatically wound the target.

Designer’s Note: Choosing to automatically wound the target means that no wound roll is made for that attack. You may decide against this, as it means that attack cannot result in a critical wound and so cannot trigger other abilities such as [DEVASTATING WOUNDS].

newInfernus Heavy BolterBolt

Range
36"
Attacks
3
Ballistic Skill
3+
Strength
5
AP
-1
Damage
2

newInfernus Heavy BolterInfernus

Range
12"
Attacks
3
Ballistic Skill
-
Strength
5
AP
-1
Damage
1

newInfernus Heavy Bolter — BoltHEAVY

Rules

In your Shooting phase, each time an attack is made with a [HEAVY] weapon, add 1 to the hit roll if all of the following apply to the attacking unit:

  • That unit is unengaged.
  • That unit was not set up on the battlefield this turn.
  • No model in that unit has moved more than 3" this turn.

newInfernus Heavy Bolter — BoltRAPID FIRE 2

Rules

This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.

Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).

newInfernus Heavy Bolter — BoltSUSTAINED HITS 1

Rules

This ability always takes the form [SUSTAINED HITS X]. Each time an attack made with a [SUSTAINED HITS] weapon results in a critical hit, that attack results in a number of additional hits on the target as denoted by X.

Example: An attack made with a [SUSTAINED HITS 2] weapon results in a critical hit. That attack therefore hits the target three times (once from the critical hit, and twice more from the [SUSTAINED HITS 2] ability).

newInfernus Heavy Bolter — InfernusBLAST 1

Rules

Each time you gather attack dice for a [BLAST] weapon, add one additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).

If this ability takes the form [BLAST X], each time you gather attack dice for such a weapon, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down) instead.

Example: If a [BLAST 2] weapon with an A characteristic of 3 targets a unit containing 12 models, you would gather four additional attack dice for that weapon (for a total of seven for that weapon).

newInfernus Heavy Bolter — InfernusTORRENT

Rules

Each time an attack is made with a [TORRENT] weapon, that attack automatically hits the target.

newKnives and FistsKnives and Fists

Range
Melee
Attacks
3
Weapon Skill
3+
Strength
5
AP
0
Damage
1

newPlasma IncineratorStandard

Range
24"
Attacks
2
Ballistic Skill
3+
Strength
7
AP
-2
Damage
2

newPlasma IncineratorSupercharge

Range
24"
Attacks
2
Ballistic Skill
3+
Strength
8
AP
-3
Damage
2

newPlasma Incinerator — StandardASSAULT

Rules

Units containing one or more models with an [ASSAULT] weapon can shoot using assault shooting (10.05).

newPlasma Incinerator — StandardRAPID FIRE 1

Rules

This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.

Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).

newPlasma Incinerator — SuperchargeASSAULT

Rules

Units containing one or more models with an [ASSAULT] weapon can shoot using assault shooting (10.05).

newPlasma Incinerator — SuperchargeHAZARDOUS

Rules

Each time a unit is selected to shoot or selected to fight, after that unit has resolved all of its attacks, make a number of hazard rolls (06.03) for that unit equal to the number of [HAZARDOUS] weapons you selected in the Select Weapons step.

newPlasma Incinerator — SuperchargeRAPID FIRE 1

Rules

This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.

Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).

newPlasma PistolStandard

Range
12"
Attacks
1
Ballistic Skill
3+
Strength
7
AP
-2
Damage
1

newPlasma PistolSupercharge

Range
12"
Attacks
1
Ballistic Skill
3+
Strength
8
AP
-3
Damage
2

newPlasma Pistol — StandardCLOSE-QUARTERS

Rules

Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).

When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:

  • One or more of its [CLOSE‑QUARTERS] weapons.
  • One or more of its other ranged weapons.

newPlasma Pistol — SuperchargeCLOSE-QUARTERS

Rules

Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).

When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:

  • One or more of its [CLOSE‑QUARTERS] weapons.
  • One or more of its other ranged weapons.

newPlasma Pistol — SuperchargeHAZARDOUS

Rules

Each time a unit is selected to shoot or selected to fight, after that unit has resolved all of its attacks, make a number of hazard rolls (06.03) for that unit equal to the number of [HAZARDOUS] weapons you selected in the Select Weapons step.

newPower WeaponPower Weapon

Range
Melee
Attacks
4
Weapon Skill
3+
Strength
5
AP
-2
Damage
1

newPower Weapon — Power WeaponSUSTAINED HITS 1

Rules

This ability always takes the form [SUSTAINED HITS X]. Each time an attack made with a [SUSTAINED HITS] weapon results in a critical hit, that attack results in a number of additional hits on the target as denoted by X.

Example: An attack made with a [SUSTAINED HITS 2] weapon results in a critical hit. That attack therefore hits the target three times (once from the critical hit, and twice more from the [SUSTAINED HITS 2] ability).

newSpecial-issue Bolt PistolSpecial-issue Bolt Pistol

Range
18"
Attacks
1
Ballistic Skill
3+
Strength
5
AP
-1
Damage
1

newSpecial-issue Bolt Pistol — Special-issue Bolt PistolCLOSE-QUARTERS

Rules

Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).

When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:

  • One or more of its [CLOSE‑QUARTERS] weapons.
  • One or more of its other ranged weapons.

newSpecial-issue Bolt Pistol — Special-issue Bolt PistolLETHAL HITS

Rules

Each time an attack made with a [LETHAL HITS] weapon results in a critical hit, you can choose for that attack to automatically wound the target.

Designer’s Note: Choosing to automatically wound the target means that no wound roll is made for that attack. You may decide against this, as it means that attack cannot result in a critical wound and so cannot trigger other abilities such as [DEVASTATING WOUNDS].

newSpecial-issue Bolt Pistol — Special-issue Bolt PistolPRECISION

Rules

While resolving attacks made with one or more [PRECISION] weapons, at the start of the Allocation Order step (05.03), if the target unit contains one or more CHARACTER models visible to one or more of the attacking models, the active player can select one allocation group that contains one of those visible CHARACTER models. If they do, until those attacks are resolved, or until that CHARACTER group is destroyed (whichever happens first), that CHARACTER group is the current allocation group.

newStalker Bolt RifleStalker Bolt Rifle

Range
30"
Attacks
2
Ballistic Skill
3+
Strength
5
AP
-2
Damage
2

newStalker Bolt Rifle — Stalker Bolt RifleHEAVY

Rules

In your Shooting phase, each time an attack is made with a [HEAVY] weapon, add 1 to the hit roll if all of the following apply to the attacking unit:

  • That unit is unengaged.
  • That unit was not set up on the battlefield this turn.
  • No model in that unit has moved more than 3" this turn.

newStalker Bolt Rifle — Stalker Bolt RifleLETHAL HITS

Rules

Each time an attack made with a [LETHAL HITS] weapon results in a critical hit, you can choose for that attack to automatically wound the target.

Designer’s Note: Choosing to automatically wound the target means that no wound roll is made for that attack. You may decide against this, as it means that attack cannot result in a critical wound and so cannot trigger other abilities such as [DEVASTATING WOUNDS].

newStalker Bolt Rifle — Stalker Bolt RiflePRECISION

Rules

While resolving attacks made with one or more [PRECISION] weapons, at the start of the Allocation Order step (05.03), if the target unit contains one or more CHARACTER models visible to one or more of the attacking models, the active player can select one allocation group that contains one of those visible CHARACTER models. If they do, until those attacks are resolved, or until that CHARACTER group is destroyed (whichever happens first), that CHARACTER group is the current allocation group.

newXenophase BladeXenophase Blade

Range
Melee
Attacks
4
Weapon Skill
3+
Strength
5
AP
-2
Damage
1

newXenophase Blade — Xenophase BladeDEVASTATING WOUNDS

Rules

Each time an attack made with a [DEVASTATING WOUNDS] weapon results in a critical wound, the attack sequence for that attack ends and the target unit suffers a number of mortal wounds equal to the D characteristic of that weapon. These are inflicted after resolving any normal damage inflicted by those attacks.

Mortal wounds inflicted by [DEVASTATING WOUNDS] weapons can damage a maximum of one model for each critical wound; any remaining mortal wounds inflicted by that attack are lost.

Example: An attack made with a [DEVASTATING WOUNDS] weapon with a D characteristic of 3 results in a critical wound against an Intercessor Squad, so inflicts 3 mortal wounds. The first 2 mortal wounds are sufficient to destroy 1 Intercessor model, so the remaining mortal wound is lost.

goneAstartes grenade launcherfrag

Range
24"
Attacks
D3
Ballistic Skill
3+
Strength
4
AP
0
Damage
1

goneAstartes grenade launcherkrak

Range
24"
Attacks
1
Ballistic Skill
3+
Strength
9
AP
-2
Damage
D3

goneAstartes grenade launcher — fragBlast

Rules

Each time you gather attack dice for a [BLAST] weapon, add one additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).

If this ability takes the form [BLAST X], each time you gather attack dice for such a weapon, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down) instead.

Example: If a [BLAST 2] weapon with an A characteristic of 3 targets a unit containing 12 models, you would gather four additional attack dice for that weapon (for a total of seven for that weapon).

goneBolt pistolBolt pistol

Range
12"
Attacks
1
Ballistic Skill
3+
Strength
4
AP
0
Damage
1

goneBolt pistol — Bolt pistolPistol

Rules

Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).

When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:

  • One or more of its [CLOSE‑QUARTERS] weapons.
  • One or more of its other ranged weapons.

goneBolt pistol — Bolt pistolLethal Hits

Rules

Each time an attack made with a [LETHAL HITS] weapon results in a critical hit, you can choose for that attack to automatically wound the target.

Designer’s Note: Choosing to automatically wound the target means that no wound roll is made for that attack. You may decide against this, as it means that attack cannot result in a critical wound and so cannot trigger other abilities such as [DEVASTATING WOUNDS].

goneClose combat weaponClose combat weapon

Range
Melee
Attacks
3
Weapon Skill
3+
Strength
4
AP
0
Damage
1

goneCombat knifeCombat knife

Range
Melee
Attacks
4
Weapon Skill
3+
Strength
4
AP
-1
Damage
1

goneCombat knife — Combat knifePrecision

Rules

While resolving attacks made with one or more [PRECISION] weapons, at the start of the Allocation Order step (05.03), if the target unit contains one or more CHARACTER models visible to one or more of the attacking models, the active player can select one allocation group that contains one of those visible CHARACTER models. If they do, until those attacks are resolved, or until that CHARACTER group is destroyed (whichever happens first), that CHARACTER group is the current allocation group.

goneDeathwatch marksman bolt carbineDeathwatch marksman bolt carbine

Range
24"
Attacks
2
Ballistic Skill
3+
Strength
5
AP
-1
Damage
1

goneDeathwatch marksman bolt carbine — Deathwatch marksman bolt carbineHeavy

Rules

In your Shooting phase, each time an attack is made with a [HEAVY] weapon, add 1 to the hit roll if all of the following apply to the attacking unit:

  • That unit is unengaged.
  • That unit was not set up on the battlefield this turn.
  • No model in that unit has moved moret han 3" this turn.

goneDeathwatch marksman bolt carbine — Deathwatch marksman bolt carbineLethal Hits

Rules

Each time an attack made with a [LETHAL HITS] weapon results in a critical hit, you can choose for that attack to automatically wound the target.

Designer’s Note: Choosing to automatically wound the target means that no wound roll is made for that attack. You may decide against this, as it means that attack cannot result in a critical wound and so cannot trigger other abilities such as [DEVASTATING WOUNDS].

goneFrag cannonFrag cannon

Range
18"
Attacks
D3
Ballistic Skill
3+
Strength
7
AP
-2
Damage
2

goneFrag cannon — Frag cannonBlast

Rules

Each time you gather attack dice for a [BLAST] weapon, add one additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).

If this ability takes the form [BLAST X], each time you gather attack dice for such a weapon, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down) instead.

Example: If a [BLAST 2] weapon with an A characteristic of 3 targets a unit containing 12 models, you would gather four additional attack dice for that weapon (for a total of seven for that weapon).

goneFrag cannon — Frag cannonHeavy

Rules

In your Shooting phase, each time an attack is made with a [HEAVY] weapon, add 1 to the hit roll if all of the following apply to the attacking unit:

  • That unit is unengaged.
  • That unit was not set up on the battlefield this turn.
  • No model in that unit has moved moret han 3" this turn.

goneFrag cannon — Frag cannonLethal Hits

Rules

Each time an attack made with a [LETHAL HITS] weapon results in a critical hit, you can choose for that attack to automatically wound the target.

Designer’s Note: Choosing to automatically wound the target means that no wound roll is made for that attack. You may decide against this, as it means that attack cannot result in a critical wound and so cannot trigger other abilities such as [DEVASTATING WOUNDS].

goneFrag cannon — Frag cannonRapid Fire D3

Rules

This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.

Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).

goneHeavy thunder hammerHeavy thunder hammer

Range
Melee
Attacks
3
Weapon Skill
4+
Strength
10
AP
-2
Damage
3

goneHeavy thunder hammer — Heavy thunder hammerDevastating Wounds

Rules

Each time an attack made with a [DEVASTATING WOUNDS] weapon results in a critical wound, the attack sequence for that attack ends and the target unit suffers a number of mortal wounds equal to the D characteristic of that weapon. These are inflicted after resolving any normal damage inflicted by those attacks.

Mortal wounds inflicted by [DEVASTATING WOUNDS] weapons can damage a maximum of one model for each critical wound; any remaining mortal wounds inflicted by that attack are lost.

Example: An attack made with a [DEVASTATING WOUNDS] weapon with a D characteristic of 3 results in a critical wound against an Intercessor Squad, so inflicts 3 mortal wounds. The first 2 mortal wounds are sufficient to destroy 1 Intercessor model, so the remaining mortal wound is lost.

goneHellstorm bolt rifleHellstorm bolt rifle

Range
30"
Attacks
2
Ballistic Skill
3+
Strength
5
AP
-2
Damage
2

goneHellstorm bolt rifle — Hellstorm bolt rifleAssault

Rules

Units containing one or more models with an [ASSAULT] weapon can shoot using assault shooting (10.05).

goneHellstorm bolt rifle — Hellstorm bolt rifleHeavy

Rules

In your Shooting phase, each time an attack is made with a [HEAVY] weapon, add 1 to the hit roll if all of the following apply to the attacking unit:

  • That unit is unengaged.
  • That unit was not set up on the battlefield this turn.
  • No model in that unit has moved moret han 3" this turn.

goneHellstorm bolt rifle — Hellstorm bolt rifleLethal Hits

Rules

Each time an attack made with a [LETHAL HITS] weapon results in a critical hit, you can choose for that attack to automatically wound the target.

Designer’s Note: Choosing to automatically wound the target means that no wound roll is made for that attack. You may decide against this, as it means that attack cannot result in a critical wound and so cannot trigger other abilities such as [DEVASTATING WOUNDS].

goneInfernus heavy bolterheavy bolter

Range
36"
Attacks
3
Ballistic Skill
3+
Strength
5
AP
-1
Damage
2

goneInfernus heavy bolterheavy flamer

Range
12"
Attacks
D6
Ballistic Skill
-
Strength
5
AP
-1
Damage
1

goneInfernus heavy bolter — heavy bolterSustained Hits 1

Rules

This ability always takes the form [SUSTAINED HITS X]. Each time an attack made with a [SUSTAINED HITS] weapon results in a critical hit, that attack results in a number of additional hits on the target as denoted by X.

Example: An attack made with a [SUSTAINED HITS 2] weapon results in a critical hit. That attack therefore hits the target three times (once from the critical hit, and twice more from the [SUSTAINED HITS 2] ability).

goneInfernus heavy bolter — heavy flamerIgnores Cover

Rules

Each time an attack is made with an [IGNORES COVER] weapon, the target cannot have the benefit of cover against that attack (13.08), including from rules that give a model or unit the benefit of cover (e.g. Stealth).

goneInfernus heavy bolter — heavy flamerTorrent

Rules

Each time an attack is made with a [TORRENT] weapon, that attack automatically hits the target.

gonePlasma incineratorstandard

Range
24"
Attacks
2
Ballistic Skill
3+
Strength
7
AP
-2
Damage
1

gonePlasma incineratorsupercharge

Range
24"
Attacks
2
Ballistic Skill
3+
Strength
8
AP
-3
Damage
2

gonePlasma incinerator — standardAssault

Rules

Units containing one or more models with an [ASSAULT] weapon can shoot using assault shooting (10.05).

gonePlasma incinerator — standardHeavy

Rules

In your Shooting phase, each time an attack is made with a [HEAVY] weapon, add 1 to the hit roll if all of the following apply to the attacking unit:

  • That unit is unengaged.
  • That unit was not set up on the battlefield this turn.
  • No model in that unit has moved moret han 3" this turn.

gonePlasma incinerator — superchargeAssault

Rules

Units containing one or more models with an [ASSAULT] weapon can shoot using assault shooting (10.05).

gonePlasma incinerator — superchargeHeavy

Rules

In your Shooting phase, each time an attack is made with a [HEAVY] weapon, add 1 to the hit roll if all of the following apply to the attacking unit:

  • That unit is unengaged.
  • That unit was not set up on the battlefield this turn.
  • No model in that unit has moved moret han 3" this turn.

gonePlasma incinerator — superchargeHazardous

Rules

Each time a unit is selected to shoot or selected to fight, after that unit has resolved all of its attacks, make a number of hazard rolls (06.03) for that unit equal to the number of [HAZARDOUS] weapons you selected in the Select Weapons step.

gonePlasma pistolstandard

Range
12"
Attacks
1
Ballistic Skill
3+
Strength
7
AP
-2
Damage
1

gonePlasma pistolsupercharge

Range
12"
Attacks
1
Ballistic Skill
3+
Strength
8
AP
-3
Damage
2

gonePlasma pistol — standardPistol

Rules

Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).

When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:

  • One or more of its [CLOSE‑QUARTERS] weapons.
  • One or more of its other ranged weapons.

gonePlasma pistol — superchargeHazardous

Rules

Each time a unit is selected to shoot or selected to fight, after that unit has resolved all of its attacks, make a number of hazard rolls (06.03) for that unit equal to the number of [HAZARDOUS] weapons you selected in the Select Weapons step.

gonePlasma pistol — superchargePistol

Rules

Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).

When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:

  • One or more of its [CLOSE‑QUARTERS] weapons.
  • One or more of its other ranged weapons.

gonePower weaponPower weapon

Range
Melee
Attacks
4
Weapon Skill
3+
Strength
5
AP
-2
Damage
2

gonePower weapon — Power weaponSustained Hits 1

Rules

This ability always takes the form [SUSTAINED HITS X]. Each time an attack made with a [SUSTAINED HITS] weapon results in a critical hit, that attack results in a number of additional hits on the target as denoted by X.

Example: An attack made with a [SUSTAINED HITS 2] weapon results in a critical hit. That attack therefore hits the target three times (once from the critical hit, and twice more from the [SUSTAINED HITS 2] ability).

goneSpecial-issue bolt pistolSpecial-issue bolt pistol

Range
18"
Attacks
1
Ballistic Skill
3+
Strength
4
AP
-1
Damage
1

goneSpecial-issue bolt pistol — Special-issue bolt pistolPistol

Rules

Units containing one or more models with a [CLOSE‑QUARTERS] weapon can shoot using close‑quarters shooting (10.06).

When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:

  • One or more of its [CLOSE‑QUARTERS] weapons.
  • One or more of its other ranged weapons.

goneSpecial-issue bolt pistol — Special-issue bolt pistolPrecision

Rules

While resolving attacks made with one or more [PRECISION] weapons, at the start of the Allocation Order step (05.03), if the target unit contains one or more CHARACTER models visible to one or more of the attacking models, the active player can select one allocation group that contains one of those visible CHARACTER models. If they do, until those attacks are resolved, or until that CHARACTER group is destroyed (whichever happens first), that CHARACTER group is the current allocation group.

goneSpecial-issue bolt pistol — Special-issue bolt pistolLethal Hits

Rules

Each time an attack made with a [LETHAL HITS] weapon results in a critical hit, you can choose for that attack to automatically wound the target.

Designer’s Note: Choosing to automatically wound the target means that no wound roll is made for that attack. You may decide against this, as it means that attack cannot result in a critical wound and so cannot trigger other abilities such as [DEVASTATING WOUNDS].

goneStalker bolt rifleStalker bolt rifle

Range
30"
Attacks
2
Ballistic Skill
3+
Strength
5
AP
-2
Damage
2

goneStalker bolt rifle — Stalker bolt rifleHeavy

Rules

In your Shooting phase, each time an attack is made with a [HEAVY] weapon, add 1 to the hit roll if all of the following apply to the attacking unit:

  • That unit is unengaged.
  • That unit was not set up on the battlefield this turn.
  • No model in that unit has moved moret han 3" this turn.

goneStalker bolt rifle — Stalker bolt rifleLethal Hits

Rules

Each time an attack made with a [LETHAL HITS] weapon results in a critical hit, you can choose for that attack to automatically wound the target.

Designer’s Note: Choosing to automatically wound the target means that no wound roll is made for that attack. You may decide against this, as it means that attack cannot result in a critical wound and so cannot trigger other abilities such as [DEVASTATING WOUNDS].

goneStalker bolt rifle — Stalker bolt riflePrecision

Rules

While resolving attacks made with one or more [PRECISION] weapons, at the start of the Allocation Order step (05.03), if the target unit contains one or more CHARACTER models visible to one or more of the attacking models, the active player can select one allocation group that contains one of those visible CHARACTER models. If they do, until those attacks are resolved, or until that CHARACTER group is destroyed (whichever happens first), that CHARACTER group is the current allocation group.

goneXenophase bladeXenophase blade

Range
Melee
Attacks
4
Weapon Skill
3+
Strength
5
AP
-2
Damage
1

goneXenophase blade — Xenophase bladeDevastating Wounds

Rules

Each time an attack made with a [DEVASTATING WOUNDS] weapon results in a critical wound, the attack sequence for that attack ends and the target unit suffers a number of mortal wounds equal to the D characteristic of that weapon. These are inflicted after resolving any normal damage inflicted by those attacks.

Mortal wounds inflicted by [DEVASTATING WOUNDS] weapons can damage a maximum of one model for each critical wound; any remaining mortal wounds inflicted by that attack are lost.

Example: An attack made with a [DEVASTATING WOUNDS] weapon with a D characteristic of 3 results in a critical wound against an Intercessor Squad, so inflicts 3 mortal wounds. The first 2 mortal wounds are sufficient to destroy 1 Intercessor model, so the remaining mortal wound is lost.

newDeathwatch Veteran with Stalker Bolt Rifle, Bolt Pistol and Knives and Fists: Default Wargear

newDeathwatch Veteran with Xenophase Blade and Special-issue Bolt Pistol: Default Wargear

newDeathwatch Veteran with Deathwatch Marksman Bolt Carbine, Special-issue Bolt Pistol and Knives and Fists: Default Wargear

newDeathwatch Veteran with Heavy Thunder Hammer and Bolt Pistol: Default Wargear

newDeathwatch Veteran with Stalker Bolt Rifle, Bolt Pistol and Knives and Fists: For every 5 models in this unit, 1 Deathwatch Veteran with Stalker Bolt Rifle, Bolt Pistol and Knives and Fists model can have their Stalker Bolt Rifle replaced with 1 Plasma Incinerator.

newGravis Veteran: For every 5 models in this unit, 1 Gravis Veteran model can have their Infernus Heavy Bolter replaced with one of the following: 1 Frag Cannon, 1 Hellstorm Bolt Rifle and 1 Grenade Launcher

newDeathwatch Veteran with Heavy Thunder Hammer and Bolt Pistol: For every 5 models in this unit, 1 Deathwatch Veteran with Heavy Thunder Hammer and Bolt Pistol model can have their Heavy Thunder Hammer replaced with 1 Power Weapon and 1 Storm Shield.

goneDeathwatch Veteran: Default Wargear

goneDeathwatch Veteran: Default Wargear

goneDeathwatch Veteran: Default Wargear

goneDeathwatch Veteran: Default Wargear

goneGravis Veteran: For every 5 models in the unit, up to one model’s infernus heavy bolter can be replaced with one of the following: ◦ 1 frag cannon. ◦ 1 hellstorm bolt rifle and 1 Astartes grenade launcher.

goneDeathwatch Veteran: For every 5 models in the unit, up to one model’s heavy thunder hammer can be replaced with 1 power weapon and 1 Astartes shield.

goneDeathwatch Veteran: For every 5 models in the unit, up to one model’s stalker bolt rifle can be replaced with 1 plasma incinerator.

goneDeathwatch Veteran: For every 5 models in the unit, up to one model’s Deathwatch marksman bolt carbine can be replaced with 1 combat knife.

newFor every 5 models in this unit, 1 Deathwatch Veteran with Stalker Bolt Rifle, Bolt Pistol and Knives and Fists model can have their Stalker Bolt Rifle replaced with 1 Plasma Incinerator.

newFor every 5 models in this unit, 1 Gravis Veteran model can have their Infernus Heavy Bolter replaced with one of the following: 1 Frag Cannon, 1 Hellstorm Bolt Rifle and 1 Grenade Launcher

newFor every 5 models in this unit, 1 Deathwatch Veteran with Heavy Thunder Hammer and Bolt Pistol model can have their Heavy Thunder Hammer replaced with 1 Power Weapon and 1 Storm Shield.

gone■ For every 5 models in the unit, up to one model’s infernus heavy bolter can be replaced with one of the following: ◦ 1 frag cannon. ◦ 1 hellstorm bolt rifle and 1 Astartes grenade launcher.

gone■ For every 5 models in the unit, up to one model’s heavy thunder hammer can be replaced with 1 power weapon and 1 Astartes shield.

gone■ For every 5 models in the unit, up to one model’s stalker bolt rifle can be replaced with 1 plasma incinerator.

gone■ For every 5 models in the unit, up to one model’s Deathwatch marksman bolt carbine can be replaced with 1 combat knife.

new1 Kill Team Sergeant, 1 Gravis Veteran, 1 Deathwatch Veteran with Heavy Thunder Hammer and Bolt Pistol, 1 Deathwatch Veteran with Deathwatch Marksman Bolt Carbine, Special-issue Bolt Pistol and Knives and Fists, 1 Deathwatch Veteran with Stalker Bolt Rifle, Bolt Pistol and Knives and Fists, 0 Deathwatch Veteran with Xenophase Blade and Special-issue Bolt Pistol

Points
110 pts
Kill Team Sergeant count
1
Gravis Veteran count
1
Deathwatch Veteran with Heavy Thunder Hammer and Bolt Pistol count
1
Deathwatch Veteran with Deathwatch Marksman Bolt Carbine, Special-issue Bolt Pistol and Knives and Fists count
1
Deathwatch Veteran with Stalker Bolt Rifle, Bolt Pistol and Knives and Fists count
1
Deathwatch Veteran with Xenophase Blade and Special-issue Bolt Pistol count
0

new1 Kill Team Sergeant, 2 Gravis Veteran, 2 Deathwatch Veteran with Heavy Thunder Hammer and Bolt Pistol, 2 Deathwatch Veteran with Deathwatch Marksman Bolt Carbine, Special-issue Bolt Pistol and Knives and Fists, 2 Deathwatch Veteran with Stalker Bolt Rifle, Bolt Pistol and Knives and Fists, 1 Deathwatch Veteran with Xenophase Blade and Special-issue Bolt Pistol

Points
210 pts
Kill Team Sergeant count
1
Gravis Veteran count
2
Deathwatch Veteran with Heavy Thunder Hammer and Bolt Pistol count
2
Deathwatch Veteran with Deathwatch Marksman Bolt Carbine, Special-issue Bolt Pistol and Knives and Fists count
2
Deathwatch Veteran with Stalker Bolt Rifle, Bolt Pistol and Knives and Fists count
2
Deathwatch Veteran with Xenophase Blade and Special-issue Bolt Pistol count
1

new1 Kill Team Sergeant, 1 Gravis Veteran, 1 Deathwatch Veteran with Heavy Thunder Hammer and Bolt Pistol, 1 Deathwatch Veteran with Deathwatch Marksman Bolt Carbine, Special-issue Bolt Pistol and Knives and Fists, 1 Deathwatch Veteran with Stalker Bolt Rifle, Bolt Pistol and Knives and Fists, 0 Deathwatch Veteran with Xenophase Blade and Special-issue Bolt Pistol

Points
110 pts
Kill Team Sergeant count
1
Gravis Veteran count
1
Deathwatch Veteran with Heavy Thunder Hammer and Bolt Pistol count
1
Deathwatch Veteran with Deathwatch Marksman Bolt Carbine, Special-issue Bolt Pistol and Knives and Fists count
1
Deathwatch Veteran with Stalker Bolt Rifle, Bolt Pistol and Knives and Fists count
1
Deathwatch Veteran with Xenophase Blade and Special-issue Bolt Pistol count
0

new1 Kill Team Sergeant, 2 Gravis Veteran, 2 Deathwatch Veteran with Heavy Thunder Hammer and Bolt Pistol, 2 Deathwatch Veteran with Deathwatch Marksman Bolt Carbine, Special-issue Bolt Pistol and Knives and Fists, 2 Deathwatch Veteran with Stalker Bolt Rifle, Bolt Pistol and Knives and Fists, 1 Deathwatch Veteran with Xenophase Blade and Special-issue Bolt Pistol

Points
210 pts
Kill Team Sergeant count
1
Gravis Veteran count
2
Deathwatch Veteran with Heavy Thunder Hammer and Bolt Pistol count
2
Deathwatch Veteran with Deathwatch Marksman Bolt Carbine, Special-issue Bolt Pistol and Knives and Fists count
2
Deathwatch Veteran with Stalker Bolt Rifle, Bolt Pistol and Knives and Fists count
2
Deathwatch Veteran with Xenophase Blade and Special-issue Bolt Pistol count
1

gone1 Deathwatch Veteran, 1 Kill Team Sergeant, 1 Gravis Veteran, 1 Deathwatch Veteran, 1 Deathwatch Veteran, 0 Deathwatch Veteran

Points
100 pts
Deathwatch Veteran count
0
Kill Team Sergeant count
1
Gravis Veteran count
1

gone1 Deathwatch Veteran, 2 Deathwatch Veteran, 2 Gravis Veteran, 2 Deathwatch Veteran, 2 Deathwatch Veteran, 1 Kill Team Sergeant

Points
200 pts
Deathwatch Veteran count
2
Gravis Veteran count
2
Kill Team Sergeant count
1

gone1 Deathwatch Veteran, 1 Kill Team Sergeant, 0 Deathwatch Veteran, 1 Deathwatch Veteran, 1 Gravis Veteran, 1 Deathwatch Veteran

Points
100 pts
Deathwatch Veteran count
1
Kill Team Sergeant count
1
Gravis Veteran count
1

gone2 Deathwatch Veteran, 1 Kill Team Sergeant, 1 Deathwatch Veteran, 2 Deathwatch Veteran, 2 Gravis Veteran, 2 Deathwatch Veteran

Points
200 pts
Deathwatch Veteran count
2
Kill Team Sergeant count
1
Gravis Veteran count
2

changedCorvus Blackstar

Unit Composition

• 11 Corvus BlackstarBlackstar model

ThisThis model is equipped with:with: 1 Armoured Hull; Auspex Array; 2 Blackstar rocket launchers;Rocket twinLauncher; assault1 cannon;Twin armouredAssault hull.Cannon.

Base Size
120 x 92mm Oval Base 120x92mm Oval Base

changedCorvus Blackstar

Keywords
Vehicle, Fly, Transport, Imperium, Ordo Xenos, Retinue, Deathwatch, Corvus Blackstar Fly, Imperium, Ordo Xenos, Retinue, Smoke, Transport, Vehicle
Equipped With
Blackstar rocket launcher, Twin assault cannon, Armoured hull Armoured Hull, Auspex Array, Blackstar Rocket Launcher, Twin Assault Cannon

newAuspex Array

Rules

This unit's ranged attacks have [IGNORES COVER].

newDamaged 5

goneAssigned Agents

Rules

-

changedBlackstar Cluster Launcher

Rules

EachIn timeyour Movement phase, when this modelunit ends a Normalnormal move, youselect canup selectto one enemy unit itthis unit moved over during that move and roll six D6: for

  • For each 5+,4+, that unit suffers 1 mortal wound.wound.

changedTransport

Rules

This model has a transport capacity of 12 DEATHWATCHDeathwatch INFANTRYInfantry models.

newArmoured Hull

Type
weapon

newBlackstar Rocket Launcher

Type
weapon

newHurricane Bolter

Type
weapon

newStormstrike Missile Launcher

Type
weapon

newTwin Assault Cannon

Type
weapon

newTwin Lascannon

Type
weapon

goneInfernum Halo-launcher

Type
wargear
Rule Text

The bearer has the SMOKE keyword.

goneArmoured hull

Type
weapon

goneBlackstar rocket launcher

Type
weapon

goneHurricane bolter

Type
weapon

goneStormstrike missile launcher

Type
weapon

goneTwin assault cannon

Type
weapon

goneTwin lascannon

Type
weapon

newArmoured HullArmoured Hull

Range
Melee
Attacks
3
Weapon Skill
4+
Strength
6
AP
0
Damage
1

newBlackstar Rocket LauncherBlackstar Rocket Launcher

Range
30"
Attacks
4
Ballistic Skill
3+
Strength
5
AP
0
Damage
1

newBlackstar Rocket Launcher — Blackstar Rocket LauncherBLAST 1

Rules

Each time you gather attack dice for a [BLAST] weapon, add one additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).

If this ability takes the form [BLAST X], each time you gather attack dice for such a weapon, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down) instead.

Example: If a [BLAST 2] weapon with an A characteristic of 3 targets a unit containing 12 models, you would gather four additional attack dice for that weapon (for a total of seven for that weapon).

newHurricane BolterHurricane Bolter

Range
24"
Attacks
6
Ballistic Skill
3+
Strength
5
AP
-1
Damage
1

newHurricane Bolter — Hurricane BolterRAPID FIRE 6

Rules

This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.

Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).

newHurricane Bolter — Hurricane BolterTWIN-LINKED

Rules

Each time an attack is made with a [TWIN‑LINKED] weapon, you can re‑roll the wound roll.

newStormstrike Missile LauncherStormstrike Missile Launcher

Range
48"
Attacks
1
Ballistic Skill
3+
Strength
10
AP
-2
Damage
3

newTwin Assault CannonTwin Assault Cannon

Range
24"
Attacks
6
Ballistic Skill
3+
Strength
6
AP
-2
Damage
1

newTwin Assault Cannon — Twin Assault CannonSUSTAINED HITS 1

Rules

This ability always takes the form [SUSTAINED HITS X]. Each time an attack made with a [SUSTAINED HITS] weapon results in a critical hit, that attack results in a number of additional hits on the target as denoted by X.

Example: An attack made with a [SUSTAINED HITS 2] weapon results in a critical hit. That attack therefore hits the target three times (once from the critical hit, and twice more from the [SUSTAINED HITS 2] ability).

newTwin Assault Cannon — Twin Assault CannonTWIN-LINKED

Rules

Each time an attack is made with a [TWIN‑LINKED] weapon, you can re‑roll the wound roll.

newTwin LascannonTwin Lascannon

Range
48"
Attacks
1
Ballistic Skill
3+
Strength
12
AP
-3
Damage
D3+3

newTwin Lascannon — Twin LascannonTWIN-LINKED

Rules

Each time an attack is made with a [TWIN‑LINKED] weapon, you can re‑roll the wound roll.

goneArmoured hullArmoured hull

Range
Melee
Attacks
3
Weapon Skill
4+
Strength
6
AP
0
Damage
1

goneBlackstar rocket launcherBlackstar rocket launcher

Range
30"
Attacks
D6+1
Ballistic Skill
3+
Strength
5
AP
0
Damage
1

goneBlackstar rocket launcher — Blackstar rocket launcherBlast

Rules

Each time you gather attack dice for a [BLAST] weapon, add one additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).

If this ability takes the form [BLAST X], each time you gather attack dice for such a weapon, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down) instead.

Example: If a [BLAST 2] weapon with an A characteristic of 3 targets a unit containing 12 models, you would gather four additional attack dice for that weapon (for a total of seven for that weapon).

goneHurricane bolterHurricane bolter

Range
24"
Attacks
6
Ballistic Skill
3+
Strength
4
AP
0
Damage
1

goneHurricane bolter — Hurricane bolterRapid Fire 6

Rules

This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.

Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).

goneHurricane bolter — Hurricane bolterTwin-linked

Rules

Each time an attack is made with a [TWIN‑LINKED] weapon, you can re‑roll the wound roll.

goneStormstrike missile launcherStormstrike missile launcher

Range
48"
Attacks
1
Ballistic Skill
3+
Strength
10
AP
-2
Damage
3

goneTwin assault cannonTwin assault cannon

Range
24"
Attacks
6
Ballistic Skill
3+
Strength
6
AP
0
Damage
1

goneTwin assault cannon — Twin assault cannonDevastating Wounds

Rules

Each time an attack made with a [DEVASTATING WOUNDS] weapon results in a critical wound, the attack sequence for that attack ends and the target unit suffers a number of mortal wounds equal to the D characteristic of that weapon. These are inflicted after resolving any normal damage inflicted by those attacks.

Mortal wounds inflicted by [DEVASTATING WOUNDS] weapons can damage a maximum of one model for each critical wound; any remaining mortal wounds inflicted by that attack are lost.

Example: An attack made with a [DEVASTATING WOUNDS] weapon with a D characteristic of 3 results in a critical wound against an Intercessor Squad, so inflicts 3 mortal wounds. The first 2 mortal wounds are sufficient to destroy 1 Intercessor model, so the remaining mortal wound is lost.

goneTwin assault cannon — Twin assault cannonTwin-linked

Rules

Each time an attack is made with a [TWIN‑LINKED] weapon, you can re‑roll the wound roll.

goneTwin lascannonTwin lascannon

Range
48"
Attacks
1
Ballistic Skill
3+
Strength
12
AP
-3
Damage
D6+1

goneTwin lascannon — Twin lascannonTwin-linked

Rules

Each time an attack is made with a [TWIN‑LINKED] weapon, you can re‑roll the wound roll.

newCorvus Blackstar: This model can be equipped with 1 Hurricane Bolter

newCorvus Blackstar: This model's Twin Assault Cannon can be replaced with 1 Twin Lascannon.

newCorvus Blackstar: This model's 2 Blackstar Rocket Launchers can be replaced with 2 Stormstrike Missile Launchers.

goneCorvus Blackstar: This model’s twin assault cannon can be replaced with 1 twin lascannon.

goneCorvus Blackstar: This model’s 2 Blackstar rocket launchers can be replaced with 2 stormstrike missile launchers.

goneCorvus Blackstar: This model can be equipped with 1 hurricane bolter.

goneCorvus Blackstar: This model can be equipped with one of the following:

newThis model can be equipped with 1 Hurricane Bolter

newThis model's Twin Assault Cannon can be replaced with 1 Twin Lascannon.

newThis model's 2 Blackstar Rocket Launchers can be replaced with 2 Stormstrike Missile Launchers.

gone■ This model’s twin assault cannon can be replaced with 1 twin lascannon.

gone■ This model’s 2 Blackstar rocket launchers can be replaced with 2 stormstrike missile launchers.

gone■ This model can be equipped with 1 hurricane bolter.

gone■ This model can be equipped with one of the following: ◦ 1 auspex array ◦ 1 infernum halo-launcher

new1 Corvus Blackstar

Points
180 pts
Corvus Blackstar count
1

gone1 Corvus Blackstar

Points
180 pts
Corvus Blackstar count
1

changedDeathwatch Kill Team

Unit Composition

• 11 Watch SergeantSergeant model
• 4‐94-9 Deathwatch VeteransVeteran models

EveryEvery model is equipped with:with: boltgun;1 powerBoltgun; weapon.1 Power Weapon.

changedWatch Sergeant

Toughness
4 5
Keywords
Infantry, Battleline, Grenades, Imperium, Ordo Xenos, Retinue, Deathwatch, Kill Team Battleline, Explosives, Imperium, Infantry, Kill Team, Ordo Xenos, Retinue
Equipped With
Boltgun, Power weapon Boltgun, Power Weapon

changedDeathwatch Veteran

Toughness
4 5
Keywords
Infantry, Battleline, Grenades, Imperium, Ordo Xenos, Retinue, Deathwatch, Kill Team Battleline, Explosives, Imperium, Infantry, Kill Team, Ordo Xenos, Retinue
Equipped With
Boltgun, Power weapon Boltgun, Power Weapon

goneAssigned Agents

Rules

-

changedDeath to the Alien

Rules

Each time a model in this unit makes anThis attack,unit's re‐rollattacks acan:

  • Re-roll Hithit rollrolls of 1.
  • Or: If the target of thatthose attackattacks does not have the IMPERIUM or CHAOS keywords, you can re‐roll theIMPERIUM/CHAOS, Hitre-roll rollhit instead.rolls.

newStorm Shield

Type
wargear
Rule Text

This model has a 4+ InSv.

newBlack Shield Blades

Type
weapon

newDeathwatch Shotgun

Type
weapon

newFrag Cannon

Type
weapon

newHeavy Thunder Hammer

Type
weapon

newInfernus Heavy Bolter

Type
weapon

newKnives and Fists

Type
weapon

newPower Weapon

Type
weapon

newStalker-pattern Boltgun

Type
weapon

newXenophase Blade

Type
weapon

goneAstartes shield

Type
wargear
Rule Text

The bearer has a 4+ invulnerable save.

goneBlack Shield blades

Type
weapon

goneClose combat weapon

Type
weapon

goneDeathwatch shotgun

Type
weapon

goneDeathwatch thunder hammer

Type
weapon

goneFrag cannon

Type
weapon

goneInfernus heavy bolter

Type
weapon

gonePower weapon

Type
weapon

goneStalker-pattern boltgun

Type
weapon

goneXenophase blade

Type
weapon

newBlack Shield BladesBlack Shield Blades

Range
Melee
Attacks
4
Weapon Skill
3+
Strength
5
AP
-2
Damage
1

newBlack Shield Blades — Black Shield BladesTWIN-LINKED

Rules

Each time an attack is made with a [TWIN‑LINKED] weapon, you can re‑roll the wound roll.

newDeathwatch ShotgunDeathwatch Shotgun

Range
18"
Attacks
2
Ballistic Skill
3+
Strength
4
AP
-1
Damage
2

newDeathwatch Shotgun — Deathwatch ShotgunASSAULT

Rules

Units containing one or more models with an [ASSAULT] weapon can shoot using assault shooting (10.05).

newFrag CannonFrag Cannon

Range
18"
Attacks
2
Ballistic Skill
3+
Strength
7
AP
-2
Damage
2

newFrag Cannon — Frag CannonBLAST 1

Rules

Each time you gather attack dice for a [BLAST] weapon, add one additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).

If this ability takes the form [BLAST X], each time you gather attack dice for such a weapon, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down) instead.

Example: If a [BLAST 2] weapon with an A characteristic of 3 targets a unit containing 12 models, you would gather four additional attack dice for that weapon (for a total of seven for that weapon).

newFrag Cannon — Frag CannonHEAVY

Rules

In your Shooting phase, each time an attack is made with a [HEAVY] weapon, add 1 to the hit roll if all of the following apply to the attacking unit:

  • That unit is unengaged.
  • That unit was not set up on the battlefield this turn.
  • No model in that unit has moved more than 3" this turn.

newFrag Cannon — Frag CannonLETHAL HITS

Rules

Each time an attack made with a [LETHAL HITS] weapon results in a critical hit, you can choose for that attack to automatically wound the target.

Designer’s Note: Choosing to automatically wound the target means that no wound roll is made for that attack. You may decide against this, as it means that attack cannot result in a critical wound and so cannot trigger other abilities such as [DEVASTATING WOUNDS].

newFrag Cannon — Frag CannonRAPID FIRE 1

Rules

This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.

Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).

newHeavy Thunder HammerHeavy Thunder Hammer

Range
Melee
Attacks
3
Weapon Skill
4+
Strength
10
AP
-2
Damage
3

newHeavy Thunder Hammer — Heavy Thunder HammerDEVASTATING WOUNDS

Rules

Each time an attack made with a [DEVASTATING WOUNDS] weapon results in a critical wound, the attack sequence for that attack ends and the target unit suffers a number of mortal wounds equal to the D characteristic of that weapon. These are inflicted after resolving any normal damage inflicted by those attacks.

Mortal wounds inflicted by [DEVASTATING WOUNDS] weapons can damage a maximum of one model for each critical wound; any remaining mortal wounds inflicted by that attack are lost.

Example: An attack made with a [DEVASTATING WOUNDS] weapon with a D characteristic of 3 results in a critical wound against an Intercessor Squad, so inflicts 3 mortal wounds. The first 2 mortal wounds are sufficient to destroy 1 Intercessor model, so the remaining mortal wound is lost.

newInfernus Heavy BolterBolt

Range
36"
Attacks
3
Ballistic Skill
3+
Strength
5
AP
-1
Damage
2

newInfernus Heavy BolterInfernus

Range
12"
Attacks
3
Ballistic Skill
-
Strength
5
AP
-1
Damage
1

newInfernus Heavy Bolter — BoltHEAVY

Rules

In your Shooting phase, each time an attack is made with a [HEAVY] weapon, add 1 to the hit roll if all of the following apply to the attacking unit:

  • That unit is unengaged.
  • That unit was not set up on the battlefield this turn.
  • No model in that unit has moved more than 3" this turn.

newInfernus Heavy Bolter — BoltRAPID FIRE 2

Rules

This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.

Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).

newInfernus Heavy Bolter — BoltSUSTAINED HITS 1

Rules

This ability always takes the form [SUSTAINED HITS X]. Each time an attack made with a [SUSTAINED HITS] weapon results in a critical hit, that attack results in a number of additional hits on the target as denoted by X.

Example: An attack made with a [SUSTAINED HITS 2] weapon results in a critical hit. That attack therefore hits the target three times (once from the critical hit, and twice more from the [SUSTAINED HITS 2] ability).

newInfernus Heavy Bolter — InfernusBLAST 1

Rules

Each time you gather attack dice for a [BLAST] weapon, add one additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).

If this ability takes the form [BLAST X], each time you gather attack dice for such a weapon, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down) instead.

Example: If a [BLAST 2] weapon with an A characteristic of 3 targets a unit containing 12 models, you would gather four additional attack dice for that weapon (for a total of seven for that weapon).

newInfernus Heavy Bolter — InfernusTORRENT

Rules

Each time an attack is made with a [TORRENT] weapon, that attack automatically hits the target.

newKnives and FistsKnives and Fists

Range
Melee
Attacks
3
Weapon Skill
3+
Strength
5
AP
0
Damage
1

newPower WeaponPower Weapon

Range
Melee
Attacks
3
Weapon Skill
3+
Strength
5
AP
-2
Damage
1

newStalker-pattern BoltgunStalker-pattern Boltgun

Range
24"
Attacks
1
Ballistic Skill
3+
Strength
5
AP
-1
Damage
2

newStalker-pattern Boltgun — Stalker-pattern BoltgunHEAVY

Rules

In your Shooting phase, each time an attack is made with a [HEAVY] weapon, add 1 to the hit roll if all of the following apply to the attacking unit:

  • That unit is unengaged.
  • That unit was not set up on the battlefield this turn.
  • No model in that unit has moved more than 3" this turn.

newStalker-pattern Boltgun — Stalker-pattern BoltgunPRECISION

Rules

While resolving attacks made with one or more [PRECISION] weapons, at the start of the Allocation Order step (05.03), if the target unit contains one or more CHARACTER models visible to one or more of the attacking models, the active player can select one allocation group that contains one of those visible CHARACTER models. If they do, until those attacks are resolved, or until that CHARACTER group is destroyed (whichever happens first), that CHARACTER group is the current allocation group.

newXenophase BladeXenophase Blade

Range
Melee
Attacks
4
Weapon Skill
3+
Strength
5
AP
-2
Damage
1

newXenophase Blade — Xenophase BladeDEVASTATING WOUNDS

Rules

Each time an attack made with a [DEVASTATING WOUNDS] weapon results in a critical wound, the attack sequence for that attack ends and the target unit suffers a number of mortal wounds equal to the D characteristic of that weapon. These are inflicted after resolving any normal damage inflicted by those attacks.

Mortal wounds inflicted by [DEVASTATING WOUNDS] weapons can damage a maximum of one model for each critical wound; any remaining mortal wounds inflicted by that attack are lost.

Example: An attack made with a [DEVASTATING WOUNDS] weapon with a D characteristic of 3 results in a critical wound against an Intercessor Squad, so inflicts 3 mortal wounds. The first 2 mortal wounds are sufficient to destroy 1 Intercessor model, so the remaining mortal wound is lost.

goneBlack Shield bladesBlack Shield blades

Range
Melee
Attacks
4
Weapon Skill
3+
Strength
5
AP
-2
Damage
1

goneBlack Shield blades — Black Shield bladesTwin-linked

Rules

Each time an attack is made with a [TWIN‑LINKED] weapon, you can re‑roll the wound roll.

goneClose combat weaponClose combat weapon

Range
Melee
Attacks
3
Weapon Skill
3+
Strength
4
AP
0
Damage
1

goneDeathwatch shotgunDeathwatch shotgun

Range
18"
Attacks
2
Ballistic Skill
3+
Strength
4
AP
0
Damage
2

goneDeathwatch shotgun — Deathwatch shotgunAssault

Rules

Units containing one or more models with an [ASSAULT] weapon can shoot using assault shooting (10.05).

goneDeathwatch thunder hammerDeathwatch thunder hammer

Range
Melee
Attacks
3
Weapon Skill
4+
Strength
10
AP
-2
Damage
3

goneDeathwatch thunder hammer — Deathwatch thunder hammerDevastating Wounds

Rules

Each time an attack made with a [DEVASTATING WOUNDS] weapon results in a critical wound, the attack sequence for that attack ends and the target unit suffers a number of mortal wounds equal to the D characteristic of that weapon. These are inflicted after resolving any normal damage inflicted by those attacks.

Mortal wounds inflicted by [DEVASTATING WOUNDS] weapons can damage a maximum of one model for each critical wound; any remaining mortal wounds inflicted by that attack are lost.

Example: An attack made with a [DEVASTATING WOUNDS] weapon with a D characteristic of 3 results in a critical wound against an Intercessor Squad, so inflicts 3 mortal wounds. The first 2 mortal wounds are sufficient to destroy 1 Intercessor model, so the remaining mortal wound is lost.

goneFrag cannonFrag cannon

Range
18"
Attacks
D3
Ballistic Skill
4+
Strength
7
AP
-1
Damage
2

goneFrag cannon — Frag cannonBlast

Rules

Each time you gather attack dice for a [BLAST] weapon, add one additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).

If this ability takes the form [BLAST X], each time you gather attack dice for such a weapon, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down) instead.

Example: If a [BLAST 2] weapon with an A characteristic of 3 targets a unit containing 12 models, you would gather four additional attack dice for that weapon (for a total of seven for that weapon).

goneFrag cannon — Frag cannonHeavy

Rules

In your Shooting phase, each time an attack is made with a [HEAVY] weapon, add 1 to the hit roll if all of the following apply to the attacking unit:

  • That unit is unengaged.
  • That unit was not set up on the battlefield this turn.
  • No model in that unit has moved moret han 3" this turn.

goneFrag cannon — Frag cannonRapid Fire D3

Rules

This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.

Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).

goneInfernus heavy bolterheavy bolter

Range
36"
Attacks
3
Ballistic Skill
4+
Strength
5
AP
-1
Damage
2

goneInfernus heavy bolterheavy flamer

Range
12"
Attacks
D6
Ballistic Skill
-
Strength
5
AP
-1
Damage
1

goneInfernus heavy bolter — heavy bolterHeavy

Rules

In your Shooting phase, each time an attack is made with a [HEAVY] weapon, add 1 to the hit roll if all of the following apply to the attacking unit:

  • That unit is unengaged.
  • That unit was not set up on the battlefield this turn.
  • No model in that unit has moved moret han 3" this turn.

goneInfernus heavy bolter — heavy bolterSustained Hits 1

Rules

This ability always takes the form [SUSTAINED HITS X]. Each time an attack made with a [SUSTAINED HITS] weapon results in a critical hit, that attack results in a number of additional hits on the target as denoted by X.

Example: An attack made with a [SUSTAINED HITS 2] weapon results in a critical hit. That attack therefore hits the target three times (once from the critical hit, and twice more from the [SUSTAINED HITS 2] ability).

goneInfernus heavy bolter — heavy flamerIgnores Cover

Rules

Each time an attack is made with an [IGNORES COVER] weapon, the target cannot have the benefit of cover against that attack (13.08), including from rules that give a model or unit the benefit of cover (e.g. Stealth).

goneInfernus heavy bolter — heavy flamerTorrent

Rules

Each time an attack is made with a [TORRENT] weapon, that attack automatically hits the target.

gonePower weaponPower weapon

Range
Melee
Attacks
3
Weapon Skill
3+
Strength
5
AP
-2
Damage
1

goneStalker-pattern boltgunStalker-pattern boltgun

Range
24"
Attacks
1
Ballistic Skill
3+
Strength
4
AP
-1
Damage
2

goneStalker-pattern boltgun — Stalker-pattern boltgunHeavy

Rules

In your Shooting phase, each time an attack is made with a [HEAVY] weapon, add 1 to the hit roll if all of the following apply to the attacking unit:

  • That unit is unengaged.
  • That unit was not set up on the battlefield this turn.
  • No model in that unit has moved moret han 3" this turn.

goneStalker-pattern boltgun — Stalker-pattern boltgunPrecision

Rules

While resolving attacks made with one or more [PRECISION] weapons, at the start of the Allocation Order step (05.03), if the target unit contains one or more CHARACTER models visible to one or more of the attacking models, the active player can select one allocation group that contains one of those visible CHARACTER models. If they do, until those attacks are resolved, or until that CHARACTER group is destroyed (whichever happens first), that CHARACTER group is the current allocation group.

goneXenophase bladeXenophase blade

Range
Melee
Attacks
4
Weapon Skill
3+
Strength
5
AP
-2
Damage
1

goneXenophase blade — Xenophase bladeDevastating Wounds

Rules

Each time an attack made with a [DEVASTATING WOUNDS] weapon results in a critical wound, the attack sequence for that attack ends and the target unit suffers a number of mortal wounds equal to the D characteristic of that weapon. These are inflicted after resolving any normal damage inflicted by those attacks.

Mortal wounds inflicted by [DEVASTATING WOUNDS] weapons can damage a maximum of one model for each critical wound; any remaining mortal wounds inflicted by that attack are lost.

Example: An attack made with a [DEVASTATING WOUNDS] weapon with a D characteristic of 3 results in a critical wound against an Intercessor Squad, so inflicts 3 mortal wounds. The first 2 mortal wounds are sufficient to destroy 1 Intercessor model, so the remaining mortal wound is lost.

changedBoltgunBoltgun

Attacks
2 1
Strength
4 5
AP
0 -1

newBoltgun — BoltgunRAPID FIRE 1

Rules

This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.

Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).

newCombi-weaponDamnatus

Range
12"
Attacks
1
Ballistic Skill
3+
Strength
9
AP
-3
Damage
D3+2

newCombi-weaponInfernus

Range
12"
Attacks
3
Ballistic Skill
-
Strength
4
AP
0
Damage
1

newCombi-weaponPurgatus

Range
24"
Attacks
2
Ballistic Skill
3+
Strength
7
AP
-2
Damage
2

goneCombi-weaponCombi-weapon

Range
24"
Attacks
1
Ballistic Skill
4+
Strength
4
AP
0
Damage
1

newCombi-weapon — DamnatusMELTA 2

Rules

This ability always takes the form [MELTA X]. Each time a model makes an attack with a [MELTA] weapon, if the target unit was within half range of that weapon in the Select Targets step, until the attacking unit’s attacks have been resolved, add X to that weapon’s D characteristic.

Example: A model targets a unit that is within half range of a [MELTA 2] weapon with a D characteristic of D6. While resolving those attacks, that weapon has a D characteristic of D6+2

newCombi-weapon — InfernusBLAST 1

Rules

Each time you gather attack dice for a [BLAST] weapon, add one additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).

If this ability takes the form [BLAST X], each time you gather attack dice for such a weapon, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down) instead.

Example: If a [BLAST 2] weapon with an A characteristic of 3 targets a unit containing 12 models, you would gather four additional attack dice for that weapon (for a total of seven for that weapon).

newCombi-weapon — InfernusTORRENT

Rules

Each time an attack is made with a [TORRENT] weapon, that attack automatically hits the target.

goneCombi-weapon — Combi-weaponAnti-infantry 4+

Rules

This ability always takes the form [ANTI‑X Y+]. Each time an attack is made with an [ANTI] weapon, if the target unit has the keyword denoted by X, an unmodified wound roll of Y+ is a critical wound.
Example: An attack made with an [ANTI‑VEHICLE 4+] weapon against a VEHICLE unit will result in a critical wound on an unmodified wound roll of 4+, while an attack made with an [ANTI‑PSYKER 2+] weapon against a PSYKER unit will result in a critical wound on an unmodified wound roll of 2+.

goneCombi-weapon — Combi-weaponDevastating Wounds

Rules

Each time an attack made with a [DEVASTATING WOUNDS] weapon results in a critical wound, the attack sequence for that attack ends and the target unit suffers a number of mortal wounds equal to the D characteristic of that weapon. These are inflicted after resolving any normal damage inflicted by those attacks.

Mortal wounds inflicted by [DEVASTATING WOUNDS] weapons can damage a maximum of one model for each critical wound; any remaining mortal wounds inflicted by that attack are lost.

Example: An attack made with a [DEVASTATING WOUNDS] weapon with a D characteristic of 3 results in a critical wound against an Intercessor Squad, so inflicts 3 mortal wounds. The first 2 mortal wounds are sufficient to destroy 1 Intercessor model, so the remaining mortal wound is lost.

goneCombi-weapon — Combi-weaponRapid Fire 1

Rules

This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.

Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).

newWatch Sergeant: The Watch Sergeant can have their Boltgun replaced with 1 Combi-weapon.

newWatch Sergeant: The Watch Sergeant can have their Power Weapon replaced with 1 Xenophase Blade.

newDeathwatch Veteran: Default Wargear

newDeathwatch Veteran: For every 5 models in this unit, up to 2 Deathwatch Veteran models can each have their Boltgun and Power Weapon replaced with 1 Heavy Thunder Hammer.

newDeathwatch Veteran: 1 Deathwatch Veteran model can have their Boltgun and Power Weapon replaced with 1 Black Shield Blades.

newDeathwatch Veteran: For every 5 models in this unit, 1 Deathwatch Veteran model can have their Boltgun and Power Weapon replaced with 1 Stalker-pattern Boltgun and 1 Knives and Fists.

newDeathwatch Veteran: For every 5 models in this unit, up to 2 Deathwatch Veteran models can each have their Boltgun and Power Weapon replaced with 1 Deathwatch Shotgun and 1 Knives and Fists.

newDeathwatch Veteran: For every 5 models in this unit, up to 2 Deathwatch Veteran models can each have their Boltgun and Power Weapon replaced with one of the following: 1 Boltgun and 1 Storm Shield, 1 Power Weapon and 1 Storm Shield

newDeathwatch Veteran: For every 5 models in this unit, 1 Deathwatch Veteran model can have their Boltgun and Power Weapon replaced with 1 Infernus Heavy Bolter and 1 Knives and Fists.

newDeathwatch Veteran: For every 5 models in this unit, 1 Deathwatch Veteran model can have their Boltgun and Power Weapon replaced with 1 Frag Cannon and 1 Knives and Fists.

goneWatch Sergeant: For every 5 models in this unit, up to 2 models can each have their boltgun and power weapon replaced with one of the following: ◦ 1 boltgun and 1 Astartes shield ◦ 1 power weapon and 1 Astartes shield

goneWatch Sergeant: For every 5 models in this unit, up to 2 models can each have their boltgun and power weapon replaced with 1 Deathwatch thunder hammer.

goneWatch Sergeant: For every 5 models in this unit, 1 model can have their boltgun and power weapon replaced with 1 stalker‐pattern boltgun and 1 close combat weapon.

goneWatch Sergeant: For every 5 models in this unit, up to 2 models can each have their boltgun and power weapon replaced with 1 Deathwatch shotgun and 1 close combat weapon.

goneWatch Sergeant: For every 5 models in this unit, 1 model can have its boltgun and power weapon replaced with 1 frag cannon and 1 close combat weapon.

goneWatch Sergeant: For every 5 models in this unit, 1 model can have its boltgun and power weapon replaced with 1 infernus heavy bolter and 1 close combat weapon.

goneWatch Sergeant: One model’s boltgun and power weapon can be replaced with 1 Black Shield blades.

goneWatch Sergeant: The Watch Sergeant’s power weapon can be replaced with 1 xenophase blade.

goneWatch Sergeant: The Watch Sergeant’s boltgun can be replaced with 1 combi‐weapon.

goneDeathwatch Veterans: Default Wargear

goneDeathwatch Veterans: For every 5 models in this unit, up to 2 models can each have their boltgun and power weapon replaced with one of the following: ◦ 1 boltgun and 1 Astartes shield ◦ 1 power weapon and 1 Astartes shield

goneDeathwatch Veterans: For every 5 models in this unit, up to 2 models can each have their boltgun and power weapon replaced with 1 Deathwatch thunder hammer.

goneDeathwatch Veterans: For every 5 models in this unit, 1 model can have their boltgun and power weapon replaced with 1 stalker‐pattern boltgun and 1 close combat weapon.

goneDeathwatch Veterans: For every 5 models in this unit, up to 2 models can each have their boltgun and power weapon replaced with 1 Deathwatch shotgun and 1 close combat weapon.

goneDeathwatch Veterans: For every 5 models in this unit, 1 model can have its boltgun and power weapon replaced with 1 frag cannon and 1 close combat weapon.

goneDeathwatch Veterans: For every 5 models in this unit, 1 model can have its boltgun and power weapon replaced with 1 infernus heavy bolter and 1 close combat weapon.

goneDeathwatch Veterans: One model’s boltgun and power weapon can be replaced with 1 Black Shield blades.

newFor every 5 models in this unit, up to 2 Deathwatch Veteran models can each have their Boltgun and Power Weapon replaced with 1 Heavy Thunder Hammer.

new1 Deathwatch Veteran model can have their Boltgun and Power Weapon replaced with 1 Black Shield Blades.

newFor every 5 models in this unit, 1 Deathwatch Veteran model can have their Boltgun and Power Weapon replaced with 1 Stalker-pattern Boltgun and 1 Knives and Fists.

newFor every 5 models in this unit, up to 2 Deathwatch Veteran models can each have their Boltgun and Power Weapon replaced with 1 Deathwatch Shotgun and 1 Knives and Fists.

newFor every 5 models in this unit, up to 2 Deathwatch Veteran models can each have their Boltgun and Power Weapon replaced with one of the following: 1 Boltgun and 1 Storm Shield, 1 Power Weapon and 1 Storm Shield

newThe Watch Sergeant can have their Boltgun replaced with 1 Combi-weapon.

newThe Watch Sergeant can have their Power Weapon replaced with 1 Xenophase Blade.

newFor every 5 models in this unit, 1 Deathwatch Veteran model can have their Boltgun and Power Weapon replaced with 1 Infernus Heavy Bolter and 1 Knives and Fists.

newFor every 5 models in this unit, 1 Deathwatch Veteran model can have their Boltgun and Power Weapon replaced with 1 Frag Cannon and 1 Knives and Fists.

gone■ For every 5 models in this unit, up to 2 models can each have their boltgun and power weapon replaced with one of the following: ◦ 1 boltgun and 1 Astartes shield ◦ 1 power weapon and 1 Astartes shield

gone■ For every 5 models in this unit, up to 2 models can each have their boltgun and power weapon replaced with 1 Deathwatch thunder hammer.

gone■ For every 5 models in this unit, 1 model can have their boltgun and power weapon replaced with 1 stalker‐pattern boltgun and 1 close combat weapon.

gone■ For every 5 models in this unit, up to 2 models can each have their boltgun and power weapon replaced with 1 Deathwatch shotgun and 1 close combat weapon.

gone■ For every 5 models in this unit, 1 model can have its boltgun and power weapon replaced with 1 frag cannon and 1 close combat weapon.

gone■ For every 5 models in this unit, 1 model can have its boltgun and power weapon replaced with 1 infernus heavy bolter and 1 close combat weapon.

gone■ One model’s boltgun and power weapon can be replaced with 1 Black Shield blades.

gone■ The Watch Sergeant’s power weapon can be replaced with 1 xenophase blade.

gone■ The Watch Sergeant’s boltgun can be replaced with 1 combi‐weapon.

new1 Watch Sergeant, 4 Deathwatch Veteran

Points
115 pts
Watch Sergeant count
1
Deathwatch Veteran count
4

new1 Watch Sergeant, 9 Deathwatch Veteran

Points
220 pts
Watch Sergeant count
1
Deathwatch Veteran count
9

new1 Watch Sergeant, 4 Deathwatch Veteran

Points
115 pts
Watch Sergeant count
1
Deathwatch Veteran count
4

new1 Watch Sergeant, 9 Deathwatch Veteran

Points
220 pts
Watch Sergeant count
1
Deathwatch Veteran count
9

gone1 Watch Sergeant, 4 Deathwatch Veterans

Points
100 pts
Watch Sergeant count
1
Deathwatch Veterans count
4

gone5-9 Deathwatch Veterans, 1 Watch Sergeant

Points
190 pts
Deathwatch Veterans count
5-9
Watch Sergeant count
1

gone1 Watch Sergeant, 4 Deathwatch Veterans

Points
100 pts
Watch Sergeant count
1
Deathwatch Veterans count
4

gone5-9 Deathwatch Veterans, 1 Watch Sergeant

Points
190 pts
Deathwatch Veterans count
5-9
Watch Sergeant count
1

changedGrey Knights Terminator Squad

changedTerminator Justicar

Toughness
5 6
Equipped With
Storm bolter, Nemesis force weapon Storm Bolter, Nemesis force weapon

changedGrey Knights Terminators

Toughness
5 6
Equipped With
Storm bolter, Nemesis force weapon Storm Bolter, Nemesis force weapon

newStorm Bolter

Type
weapon

newStorm BolterStorm Bolter

Range
24"
Attacks
3
Ballistic Skill
3+
Strength
5
AP
-1
Damage
1

newStorm Bolter — Storm BolterRapid Fire 2

Rules

This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.

Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).

changedImperial Rhino

changedImperial Rhino

Equipped With
Storm Bolter, Armoured tracks

newStorm Bolter

Type
weapon

goneStorm bolter

Type
weapon

newStorm BolterStorm Bolter

Range
24"
Attacks
3
Ballistic Skill
3+
Strength
5
AP
-1
Damage
1

newStorm Bolter — Storm BolterRapid Fire 2

Rules

This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.

Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).

goneStorm bolterStorm bolter

Range
24"
Attacks
2
Ballistic Skill
3+
Strength
4
AP
0
Damage
1

goneStorm bolter — Storm bolterRapid Fire 2

Rules

This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.

Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).

changedWatch Captain Artemis

Unit Composition

• 11 Watch Captain ArtemisArtemis model

ThisThis model is equipped with:with: 1 Hellfire Extremis; master-crafted1 powerMaster-crafted weapon.Power Weapon.

changedWatch Captain Artemis

Toughness
4 5
Keywords
Infantry, Character, Epic Hero, Grenades, Imperium, Ordo Xenos, Deathwatch, Watch Captain Artemis Captain, Character, Epic Hero, Explosives, Imperium, Infantry, Ordo Xenos
Equipped With
Hellfire Extremis, Master-crafted power weapon Hellfire Extremis, Master-crafted Power Weapon

newUnstoppable Champion (Once per battle, per army)

Rules

At the end of a phase in which this model is destroyed, roll one D6:

  • On a 2+, set this model back up on the battlefield as close as possible to where it was destroyed, unengaged with 3 wounds remaining.

goneAssigned Agents

Rules

-

goneUnstoppable Champion

Rules

The first time this model is destroyed, roll one D6 at the end of the phase. On a 2+, set this model back up on the battlefield, as close as possible to where it was destroyed and not within Engagement Range of any enemy units, with 1 wound remaining.

changedTactical Instinct

Rules

While this model is leading a unit, weapons equipped by models inThis thatunit's unitattacks have the [LETHAL[Sustained HITS]Hits ability.1].

newMaster-crafted Power Weapon

Type
weapon

goneMaster-crafted power weapon

Type
weapon

newMaster-crafted Power WeaponMaster-crafted Power Weapon

Range
Melee
Attacks
6
Weapon Skill
2+
Strength
6
AP
-2
Damage
2

goneMaster-crafted power weaponMaster-crafted power weapon

Range
Melee
Attacks
6
Weapon Skill
2+
Strength
5
AP
-2
Damage
2

changedHellfire ExtremisHellfire Extremis

Attacks
D6 3

newHellfire Extremis — Hellfire ExtremisANTI-INFANTRY 4+

Rules

This ability always takes the form [ANTI‑X Y+]. Each time an attack is made with an [ANTI] weapon, if the target unit has the keyword denoted by X, an unmodified wound roll of Y+ is a critical wound.
Example: An attack made with an [ANTI‑VEHICLE 4+] weapon against a VEHICLE unit will result in a critical wound on an unmodified wound roll of 4+, while an attack made with an [ANTI‑PSYKER 2+] weapon against a PSYKER unit will result in a critical wound on an unmodified wound roll of 2+.

newHellfire Extremis — Hellfire ExtremisDEVASTATING WOUNDS

Rules

Each time an attack made with a [DEVASTATING WOUNDS] weapon results in a critical wound, the attack sequence for that attack ends and the target unit suffers a number of mortal wounds equal to the D characteristic of that weapon. These are inflicted after resolving any normal damage inflicted by those attacks.

Mortal wounds inflicted by [DEVASTATING WOUNDS] weapons can damage a maximum of one model for each critical wound; any remaining mortal wounds inflicted by that attack are lost.

Example: An attack made with a [DEVASTATING WOUNDS] weapon with a D characteristic of 3 results in a critical wound against an Intercessor Squad, so inflicts 3 mortal wounds. The first 2 mortal wounds are sufficient to destroy 1 Intercessor model, so the remaining mortal wound is lost.

newHellfire Extremis — Hellfire ExtremisIGNORES COVER

Rules

Each time an attack is made with an [IGNORES COVER] weapon, the target cannot have the benefit of cover against that attack (13.08), including from rules that give a model or unit the benefit of cover (e.g. Stealth).

newHellfire Extremis — Hellfire ExtremisTORRENT

Rules

Each time an attack is made with a [TORRENT] weapon, that attack automatically hits the target.

goneHellfire Extremis — Hellfire ExtremisAnti-infantry 4+

Rules

This ability always takes the form [ANTI‑X Y+]. Each time an attack is made with an [ANTI] weapon, if the target unit has the keyword denoted by X, an unmodified wound roll of Y+ is a critical wound.
Example: An attack made with an [ANTI‑VEHICLE 4+] weapon against a VEHICLE unit will result in a critical wound on an unmodified wound roll of 4+, while an attack made with an [ANTI‑PSYKER 2+] weapon against a PSYKER unit will result in a critical wound on an unmodified wound roll of 2+.

goneHellfire Extremis — Hellfire ExtremisDevastating Wounds

Rules

Each time an attack made with a [DEVASTATING WOUNDS] weapon results in a critical wound, the attack sequence for that attack ends and the target unit suffers a number of mortal wounds equal to the D characteristic of that weapon. These are inflicted after resolving any normal damage inflicted by those attacks.

Mortal wounds inflicted by [DEVASTATING WOUNDS] weapons can damage a maximum of one model for each critical wound; any remaining mortal wounds inflicted by that attack are lost.

Example: An attack made with a [DEVASTATING WOUNDS] weapon with a D characteristic of 3 results in a critical wound against an Intercessor Squad, so inflicts 3 mortal wounds. The first 2 mortal wounds are sufficient to destroy 1 Intercessor model, so the remaining mortal wound is lost.

goneHellfire Extremis — Hellfire ExtremisIgnores Cover

Rules

Each time an attack is made with an [IGNORES COVER] weapon, the target cannot have the benefit of cover against that attack (13.08), including from rules that give a model or unit the benefit of cover (e.g. Stealth).

goneHellfire Extremis — Hellfire ExtremisTorrent

Rules

Each time an attack is made with a [TORRENT] weapon, that attack automatically hits the target.

new1 Watch Captain Artemis

Points
75 pts
Watch Captain Artemis count
1

gone1 Watch Captain Artemis

Points
65 pts
Watch Captain Artemis count
1

changed1 Watch Captain Artemis

Points
65 pts 75 pts

changedWatch Master

Unit Composition

• 11 Watch MasterMaster model

ThisThis model is equipped with:with: vigil1 spear.Vigil Spear.

changedWatch Master

Toughness
4 5
Keywords
Infantry, Character, Grenades, Imperium, Ordo Xenos, Deathwatch, Watch Master Character, Explosives, Imperium, Infantry, Ordo Xenos
Equipped With
Vigil spear Vigil Spear

newWatch Master

Rules

This model’s attacks that target a Character unit can:

  • Re-roll hit rolls of 1.
  • Re-roll wound rolls of 1.

newStrategic Acumen

Rules

In your Command phase, you can use this ability. If you do, select one combat doctrine to be active for this unit until the start of your next Command phase.

newWatch That (new)

Rules

At the start of the first battle round, select up to one enemy unit to be this unit’s hunted:

  • This unit’s attacks that target this unit’s hunted unit can re-roll wound rolls of 1.
  • Each time this unit’s hunted is destroyed, select up to one enemy unit to be this unit’s hunted.

goneAssigned Agents

Rules

-

goneStrategic Knowledge

Rules

While this model is leading a unit, that unit is eligible to shoot and declare a charge in a turn in which it Advanced or Fell Back.

goneRites of Battle

Rules

Once per battle round, one unit from your army with this ability can use it when its unit is targeted with a Stratagem. If it does, reduce the CP cost of that use of that Stratagem by 1CP.

newVigil Spear

Type
weapon

goneVigil spear

Type
weapon

newVigil SpearVigil Spear

Range
24"
Attacks
2
Ballistic Skill
2+
Strength
5
AP
-1
Damage
2

newVigil SpearVigil Spear

Range
Melee
Attacks
6
Weapon Skill
2+
Strength
6
AP
-2
Damage
2

newVigil Spear — Vigil SpearLANCE

Rules

Each time an attack is made with a [LANCE] weapon, if the attacking model’s unit made a charge move this turn, add 1 to the wound roll.

goneVigil spearRanged

Range
24"
Attacks
2
Ballistic Skill
2+
Strength
4
AP
-1
Damage
2

goneVigil spearMelee

Range
Melee
Attacks
6
Weapon Skill
2+
Strength
6
AP
-2
Damage
D3

goneVigil spear — MeleeLance

Rules

Each time an attack is made with a [LANCE] weapon, if the attacking model’s unit made a charge move this turn, add 1 to the wound roll.

new1 Watch Master

Points
105 pts
Watch Master count
1

gone1 Watch Master

Points
95 pts
Watch Master count
1

changed1 Watch Master

Points
95 pts 105 pts

Codex: Aeldari

changedAutarch

changed1 Autarch

Points
75 pts 70 pts

changedDragon Knights

Points Scaling
+10 pts per 3 models

changed1 Dragon Knight Leader, 2 Dragon Knight

Points
90 pts 85 pts

changedFarseer

changed1 Farseer

Points
65 pts 60 pts

changedFire Dragons

changed4 Fire Dragon, 1 Fire Dragon Exarch

Points
120 pts 110 pts

changedKharseth

changed1 Kharseth

Points
85 pts 80 pts

changedLeystalker

changed1 Leystalker

Points
80 pts 75 pts

changedNight Spinner

Points Scaling
+20 pts per 2 models +30 pts per 3 models

changed1 Night Spinner

Points
170 pts 165 pts

changedSkyweavers

changed2 Skyweaver

Points
95 pts 90 pts

changed3-4 Skyweaver

Points
190 pts 180 pts

changedSolitaire

changed1 Solitaire

Points
115 pts 105 pts

changedStonesinger

changed1 Stonesinger

Points
60 pts 55 pts

changedThe Yncarne

changed1 Yncarne

Points
245 pts 230 pts

changedYvraine

changed1 Yvraine

Points
100 pts 90 pts

Codex: Astra Militarum

changedBasilisk

Points Scaling
+20 pts per 2 models +30 pts per 3 models

changedBullgryn Squad

Points Scaling
+15 pts per 2 models +30 pts per 3 models

changedCentaur RSV

changedCentaur RSV

Keywords
Vehicle, Imperium, Smoke, Squadron, Transport, Dedicated Transport, Centaur RSV Vehicle, Imperium, Smoke, Squadron, Transport, Dedicated Transport, Centaur RSV, Frame

changedCommissar Graves

changedCommissar Graves

Keywords
Vehicle, Character, Squadron, Epic Hero, Imperium, Officer, Commissar Graves Vehicle, Character, Squadron, Epic Hero, Imperium, Officer, Commissar Graves, Frame

changedCommissar Graves on Foot

changedCommissar Graves on Foot

Keywords
Infantry, Character, Epic Hero, Imperium, Commissar Graves on Foot Infantry, Character, Epic Hero, Imperium, Commissar Graves on Foot, Officer

changedDeathstrike

Points Scaling
+10 pts per 2 models +20 pts per 3 models

changedHellhound

changed1 Hellhound

Points
125 pts 115 pts

changedHippogriff AFV

changedHippogriff AFV

Keywords
Vehicle, Imperium, Smoke, Squadron, Hippogriff AFV Vehicle, Imperium, Smoke, Squadron, Hippogriff AFV, Frame

changedManticore

Points Scaling
+20 pts per 2 models +30 pts per 3 models

changedWyvern

Points Scaling
+20 pts per 2 models +30 pts per 3 models

Codex: Emperor’s Children

changedChaos Land Raider

changedCombi-bolterCombi-bolter

Strength
4 5
AP
0 -1

newCombi-bolter — Combi-bolterRAPID FIRE 2

Rules

This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.

Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).

goneCombi-bolter — Combi-bolterRapid Fire 2

Rules

This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.

Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).

changedCombi-weaponCombi-weapon

Strength
4 5
AP
0 1

newCombi-weapon — Combi-weaponANTI-INFANTRY 4+

Rules

This ability always takes the form [ANTI‑X Y+]. Each time an attack is made with an [ANTI] weapon, if the target unit has the keyword denoted by X, an unmodified wound roll of Y+ is a critical wound.
Example: An attack made with an [ANTI‑VEHICLE 4+] weapon against a VEHICLE unit will result in a critical wound on an unmodified wound roll of 4+, while an attack made with an [ANTI‑PSYKER 2+] weapon against a PSYKER unit will result in a critical wound on an unmodified wound roll of 2+.

newCombi-weapon — Combi-weaponDEVASTATING WOUNDS

Rules

Each time an attack made with a [DEVASTATING WOUNDS] weapon results in a critical wound, the attack sequence for that attack ends and the target unit suffers a number of mortal wounds equal to the D characteristic of that weapon. These are inflicted after resolving any normal damage inflicted by those attacks.

Mortal wounds inflicted by [DEVASTATING WOUNDS] weapons can damage a maximum of one model for each critical wound; any remaining mortal wounds inflicted by that attack are lost.

Example: An attack made with a [DEVASTATING WOUNDS] weapon with a D characteristic of 3 results in a critical wound against an Intercessor Squad, so inflicts 3 mortal wounds. The first 2 mortal wounds are sufficient to destroy 1 Intercessor model, so the remaining mortal wound is lost.

newCombi-weapon — Combi-weaponRAPID FIRE 1

Rules

This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.

Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).

goneCombi-weapon — Combi-weaponAnti-infantry 4+

Rules

This ability always takes the form [ANTI‑X Y+]. Each time an attack is made with an [ANTI] weapon, if the target unit has the keyword denoted by X, an unmodified wound roll of Y+ is a critical wound.
Example: An attack made with an [ANTI‑VEHICLE 4+] weapon against a VEHICLE unit will result in a critical wound on an unmodified wound roll of 4+, while an attack made with an [ANTI‑PSYKER 2+] weapon against a PSYKER unit will result in a critical wound on an unmodified wound roll of 2+.

goneCombi-weapon — Combi-weaponDevastating Wounds

Rules

Each time an attack made with a [DEVASTATING WOUNDS] weapon results in a critical wound, the attack sequence for that attack ends and the target unit suffers a number of mortal wounds equal to the D characteristic of that weapon. These are inflicted after resolving any normal damage inflicted by those attacks.

Mortal wounds inflicted by [DEVASTATING WOUNDS] weapons can damage a maximum of one model for each critical wound; any remaining mortal wounds inflicted by that attack are lost.

Example: An attack made with a [DEVASTATING WOUNDS] weapon with a D characteristic of 3 results in a critical wound against an Intercessor Squad, so inflicts 3 mortal wounds. The first 2 mortal wounds are sufficient to destroy 1 Intercessor model, so the remaining mortal wound is lost.

goneCombi-weapon — Combi-weaponRapid Fire 1

Rules

This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.

Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).

changed1 Chaos Land Raider

Points
220 pts 210 pts

changedChaos Rhino

changedCombi-bolterCombi-bolter

Strength
4 5
AP
0 -1

newCombi-bolter — Combi-bolterRAPID FIRE 2

Rules

This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.

Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).

goneCombi-bolter — Combi-bolterRapid Fire 2

Rules

This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.

Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).

changedCombi-weaponCombi-weapon

Strength
4 5
AP
0 1

newCombi-weapon — Combi-weaponANTI-INFANTRY 4+

Rules

This ability always takes the form [ANTI‑X Y+]. Each time an attack is made with an [ANTI] weapon, if the target unit has the keyword denoted by X, an unmodified wound roll of Y+ is a critical wound.
Example: An attack made with an [ANTI‑VEHICLE 4+] weapon against a VEHICLE unit will result in a critical wound on an unmodified wound roll of 4+, while an attack made with an [ANTI‑PSYKER 2+] weapon against a PSYKER unit will result in a critical wound on an unmodified wound roll of 2+.

newCombi-weapon — Combi-weaponDEVASTATING WOUNDS

Rules

Each time an attack made with a [DEVASTATING WOUNDS] weapon results in a critical wound, the attack sequence for that attack ends and the target unit suffers a number of mortal wounds equal to the D characteristic of that weapon. These are inflicted after resolving any normal damage inflicted by those attacks.

Mortal wounds inflicted by [DEVASTATING WOUNDS] weapons can damage a maximum of one model for each critical wound; any remaining mortal wounds inflicted by that attack are lost.

Example: An attack made with a [DEVASTATING WOUNDS] weapon with a D characteristic of 3 results in a critical wound against an Intercessor Squad, so inflicts 3 mortal wounds. The first 2 mortal wounds are sufficient to destroy 1 Intercessor model, so the remaining mortal wound is lost.

newCombi-weapon — Combi-weaponRAPID FIRE 1

Rules

This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.

Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).

goneCombi-weapon — Combi-weaponAnti-infantry 4+

Rules

This ability always takes the form [ANTI‑X Y+]. Each time an attack is made with an [ANTI] weapon, if the target unit has the keyword denoted by X, an unmodified wound roll of Y+ is a critical wound.
Example: An attack made with an [ANTI‑VEHICLE 4+] weapon against a VEHICLE unit will result in a critical wound on an unmodified wound roll of 4+, while an attack made with an [ANTI‑PSYKER 2+] weapon against a PSYKER unit will result in a critical wound on an unmodified wound roll of 2+.

goneCombi-weapon — Combi-weaponDevastating Wounds

Rules

Each time an attack made with a [DEVASTATING WOUNDS] weapon results in a critical wound, the attack sequence for that attack ends and the target unit suffers a number of mortal wounds equal to the D characteristic of that weapon. These are inflicted after resolving any normal damage inflicted by those attacks.

Mortal wounds inflicted by [DEVASTATING WOUNDS] weapons can damage a maximum of one model for each critical wound; any remaining mortal wounds inflicted by that attack are lost.

Example: An attack made with a [DEVASTATING WOUNDS] weapon with a D characteristic of 3 results in a critical wound against an Intercessor Squad, so inflicts 3 mortal wounds. The first 2 mortal wounds are sufficient to destroy 1 Intercessor model, so the remaining mortal wound is lost.

goneCombi-weapon — Combi-weaponRapid Fire 1

Rules

This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.

Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).

changedChaos Terminators

changedTerminator Champion

Toughness
5 6

changedChaos Terminator

Toughness
5 6

changedCombi-bolterCombi-bolter

Strength
4 5
AP
0 -1

newCombi-bolter — Combi-bolterRAPID FIRE 2

Rules

This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.

Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).

goneCombi-bolter — Combi-bolterRapid Fire 2

Rules

This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.

Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).

changedCombi-weaponCombi-weapon

Strength
4 5
AP
0 1

newCombi-weapon — Combi-weaponANTI-INFANTRY 4+

Rules

This ability always takes the form [ANTI‑X Y+]. Each time an attack is made with an [ANTI] weapon, if the target unit has the keyword denoted by X, an unmodified wound roll of Y+ is a critical wound.
Example: An attack made with an [ANTI‑VEHICLE 4+] weapon against a VEHICLE unit will result in a critical wound on an unmodified wound roll of 4+, while an attack made with an [ANTI‑PSYKER 2+] weapon against a PSYKER unit will result in a critical wound on an unmodified wound roll of 2+.

newCombi-weapon — Combi-weaponDEVASTATING WOUNDS

Rules

Each time an attack made with a [DEVASTATING WOUNDS] weapon results in a critical wound, the attack sequence for that attack ends and the target unit suffers a number of mortal wounds equal to the D characteristic of that weapon. These are inflicted after resolving any normal damage inflicted by those attacks.

Mortal wounds inflicted by [DEVASTATING WOUNDS] weapons can damage a maximum of one model for each critical wound; any remaining mortal wounds inflicted by that attack are lost.

Example: An attack made with a [DEVASTATING WOUNDS] weapon with a D characteristic of 3 results in a critical wound against an Intercessor Squad, so inflicts 3 mortal wounds. The first 2 mortal wounds are sufficient to destroy 1 Intercessor model, so the remaining mortal wound is lost.

newCombi-weapon — Combi-weaponRAPID FIRE 1

Rules

This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.

Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).

goneCombi-weapon — Combi-weaponAnti-infantry 4+

Rules

This ability always takes the form [ANTI‑X Y+]. Each time an attack is made with an [ANTI] weapon, if the target unit has the keyword denoted by X, an unmodified wound roll of Y+ is a critical wound.
Example: An attack made with an [ANTI‑VEHICLE 4+] weapon against a VEHICLE unit will result in a critical wound on an unmodified wound roll of 4+, while an attack made with an [ANTI‑PSYKER 2+] weapon against a PSYKER unit will result in a critical wound on an unmodified wound roll of 2+.

goneCombi-weapon — Combi-weaponDevastating Wounds

Rules

Each time an attack made with a [DEVASTATING WOUNDS] weapon results in a critical wound, the attack sequence for that attack ends and the target unit suffers a number of mortal wounds equal to the D characteristic of that weapon. These are inflicted after resolving any normal damage inflicted by those attacks.

Mortal wounds inflicted by [DEVASTATING WOUNDS] weapons can damage a maximum of one model for each critical wound; any remaining mortal wounds inflicted by that attack are lost.

Example: An attack made with a [DEVASTATING WOUNDS] weapon with a D characteristic of 3 results in a critical wound against an Intercessor Squad, so inflicts 3 mortal wounds. The first 2 mortal wounds are sufficient to destroy 1 Intercessor model, so the remaining mortal wound is lost.

goneCombi-weapon — Combi-weaponRapid Fire 1

Rules

This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.

Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).

changed1 Terminator Champion, 4 Chaos Terminator

Points
145 pts 155 pts

changedInfractors

changedObsessionist

Toughness
4 5

changedInfractor

Toughness
4 5

changedDuelling sabreDuelling sabre

Strength
4 5

changedBolt pistolBolt pistol

Strength
4 5
AP
0 -1

changed4 Infractor, 1 Obsessionist

Points
85 pts 95 pts

changed5-9 Infractor, 1 Obsessionist

Points
160 pts 175 pts

changedLord Exultant

changedLord Exultant

Equipped With
Bolt Pistol, Plasma pistol, Phoenix power spear, Close combat weapon

changedClose combat weaponClose combat weapon

Strength
4 5

changedBolt PistolBolt Pistol

Strength
4 5
AP
0 -1

changed1 Lord Exultant

Points
90 pts 95 pts

changedLord Kakophonist

changedLord Kakophonist

Toughness
5 6
Equipped With
Screamer pistol, Power sword

changedClose combat weaponClose combat weapon

Strength
4 5

changedLucius the Eternal

changedLucius the Eternal

Toughness
5 6

changed1 Lucius the Eternal

Points
120 pts 130 pts

changedNoise Marines

changedDisharmonist

Wounds
2 3
Equipped With
Sonic blaster, Close combat weapon Sonic blaster, Close Combat Weapon

changedNoise Marine

Wounds
2 3
Equipped With
Sonic blaster, Close combat weapon Sonic blaster, Close Combat Weapon

newClose Combat Weapon

Type
weapon

newClose Combat WeaponClose Combat Weapon

Range
Melee
Attacks
3
Weapon Skill
3+
Strength
5
AP
0
Damage
1

changed1 Disharmonist, 5 Noise Marine

Points
145 pts 160 pts

changedSorcerer

changedSorcerer

Equipped With
Agonising Energies, Bolt pistol, Force weapon

changedBolt pistolBolt pistol

Strength
4 5
AP
0 -1

changedTormentors

changedTormentor

Equipped With
Boltgun, Close combat weapon Boltgun, Close Combat Weapon

newClose Combat Weapon

Type
weapon

newClose Combat WeaponClose Combat Weapon

Range
Melee
Attacks
3
Weapon Skill
3+
Strength
5
AP
0
Damage
1

changedBolt pistolBolt pistol

Strength
4 5
AP
0 -1

changedBoltgunBoltgun

Strength
4 5
AP
0 -1

changed4 Tormentor, 1 Obsessionist

Points
80 pts 85 pts

changed1 Obsessionist, 5-9 Tormentor

Points
160 pts 170 pts

Codex: Death Guard

changedBiologus Putrifier

changedLeader

Rules

This model can be attached to the following units:

■ PLAGUE MARINES

*You can attach this model to a* PLAGUE MARINES *unit, even if one other Leader unit has already been attached to it (you cannot attach more than one of the same Leader to the same unit). If you do, and that Bodyguard unit is destroyed, the Leader units attached to it become separate units, with their original Starting Strengths.*unit).*

changedPlague knivesPlague knives

Strength
4 5
AP
0 -1

changedBlightlord Terminators

Points Scaling
+30 pts per 3 models

newClose Combat Weapon

Type
weapon

newCombi-weapon

Type
weapon

newClose Combat WeaponClose Combat Weapon

Range
Melee
Attacks
3
Weapon Skill
3+
Strength
5
AP
0
Damage
1

newCombi-weaponCombi-weapon

Range
24"
Attacks
1
Ballistic Skill
4+
Strength
5
AP
1
Damage
1

newCombi-weapon — Combi-weaponANTI-INFANTRY 4+

Rules

This ability always takes the form [ANTI‑X Y+]. Each time an attack is made with an [ANTI] weapon, if the target unit has the keyword denoted by X, an unmodified wound roll of Y+ is a critical wound.
Example: An attack made with an [ANTI‑VEHICLE 4+] weapon against a VEHICLE unit will result in a critical wound on an unmodified wound roll of 4+, while an attack made with an [ANTI‑PSYKER 2+] weapon against a PSYKER unit will result in a critical wound on an unmodified wound roll of 2+.

newCombi-weapon — Combi-weaponDEVASTATING WOUNDS

Rules

Each time an attack made with a [DEVASTATING WOUNDS] weapon results in a critical wound, the attack sequence for that attack ends and the target unit suffers a number of mortal wounds equal to the D characteristic of that weapon. These are inflicted after resolving any normal damage inflicted by those attacks.

Mortal wounds inflicted by [DEVASTATING WOUNDS] weapons can damage a maximum of one model for each critical wound; any remaining mortal wounds inflicted by that attack are lost.

Example: An attack made with a [DEVASTATING WOUNDS] weapon with a D characteristic of 3 results in a critical wound against an Intercessor Squad, so inflicts 3 mortal wounds. The first 2 mortal wounds are sufficient to destroy 1 Intercessor model, so the remaining mortal wound is lost.

newCombi-weapon — Combi-weaponRAPID FIRE 1

Rules

This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.

Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).

changedCombi-bolterCombi-bolter

Strength
4 5
AP
0 -1

changed1 Blightlord Champion, 3-4 Blightlord Terminator

Points
180 pts 185 pts

changed1 Blightlord Champion, 5-9 Blightlord Terminator

Points
360 pts 370 pts

changedChaos Land Raider

changedCombi-bolterCombi-bolter

Strength
4 5
AP
0 -1

changedCombi-weaponCombi-weapon

Strength
4 5
AP
0 1

newCombi-weapon — Combi-weaponANTI-INFANTRY 4+

Rules

This ability always takes the form [ANTI‑X Y+]. Each time an attack is made with an [ANTI] weapon, if the target unit has the keyword denoted by X, an unmodified wound roll of Y+ is a critical wound.
Example: An attack made with an [ANTI‑VEHICLE 4+] weapon against a VEHICLE unit will result in a critical wound on an unmodified wound roll of 4+, while an attack made with an [ANTI‑PSYKER 2+] weapon against a PSYKER unit will result in a critical wound on an unmodified wound roll of 2+.

newCombi-weapon — Combi-weaponDEVASTATING WOUNDS

Rules

Each time an attack made with a [DEVASTATING WOUNDS] weapon results in a critical wound, the attack sequence for that attack ends and the target unit suffers a number of mortal wounds equal to the D characteristic of that weapon. These are inflicted after resolving any normal damage inflicted by those attacks.

Mortal wounds inflicted by [DEVASTATING WOUNDS] weapons can damage a maximum of one model for each critical wound; any remaining mortal wounds inflicted by that attack are lost.

Example: An attack made with a [DEVASTATING WOUNDS] weapon with a D characteristic of 3 results in a critical wound against an Intercessor Squad, so inflicts 3 mortal wounds. The first 2 mortal wounds are sufficient to destroy 1 Intercessor model, so the remaining mortal wound is lost.

newCombi-weapon — Combi-weaponRAPID FIRE 1

Rules

This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.

Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).

goneCombi-weapon — Combi-weaponAnti-infantry 4+

Rules

This ability always takes the form [ANTI‑X Y+]. Each time an attack is made with an [ANTI] weapon, if the target unit has the keyword denoted by X, an unmodified wound roll of Y+ is a critical wound.
Example: An attack made with an [ANTI‑VEHICLE 4+] weapon against a VEHICLE unit will result in a critical wound on an unmodified wound roll of 4+, while an attack made with an [ANTI‑PSYKER 2+] weapon against a PSYKER unit will result in a critical wound on an unmodified wound roll of 2+.

goneCombi-weapon — Combi-weaponDevastating Wounds

Rules

Each time an attack made with a [DEVASTATING WOUNDS] weapon results in a critical wound, the attack sequence for that attack ends and the target unit suffers a number of mortal wounds equal to the D characteristic of that weapon. These are inflicted after resolving any normal damage inflicted by those attacks.

Mortal wounds inflicted by [DEVASTATING WOUNDS] weapons can damage a maximum of one model for each critical wound; any remaining mortal wounds inflicted by that attack are lost.

Example: An attack made with a [DEVASTATING WOUNDS] weapon with a D characteristic of 3 results in a critical wound against an Intercessor Squad, so inflicts 3 mortal wounds. The first 2 mortal wounds are sufficient to destroy 1 Intercessor model, so the remaining mortal wound is lost.

goneCombi-weapon — Combi-weaponRapid Fire 1

Rules

This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.

Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).

changedChaos Predator Annihilator

changedCombi-bolterCombi-bolter

Strength
4 5
AP
0 -1

changedCombi-weaponCombi-weapon

Strength
4 5
AP
0 1

newCombi-weapon — Combi-weaponANTI-INFANTRY 4+

Rules

This ability always takes the form [ANTI‑X Y+]. Each time an attack is made with an [ANTI] weapon, if the target unit has the keyword denoted by X, an unmodified wound roll of Y+ is a critical wound.
Example: An attack made with an [ANTI‑VEHICLE 4+] weapon against a VEHICLE unit will result in a critical wound on an unmodified wound roll of 4+, while an attack made with an [ANTI‑PSYKER 2+] weapon against a PSYKER unit will result in a critical wound on an unmodified wound roll of 2+.

newCombi-weapon — Combi-weaponDEVASTATING WOUNDS

Rules

Each time an attack made with a [DEVASTATING WOUNDS] weapon results in a critical wound, the attack sequence for that attack ends and the target unit suffers a number of mortal wounds equal to the D characteristic of that weapon. These are inflicted after resolving any normal damage inflicted by those attacks.

Mortal wounds inflicted by [DEVASTATING WOUNDS] weapons can damage a maximum of one model for each critical wound; any remaining mortal wounds inflicted by that attack are lost.

Example: An attack made with a [DEVASTATING WOUNDS] weapon with a D characteristic of 3 results in a critical wound against an Intercessor Squad, so inflicts 3 mortal wounds. The first 2 mortal wounds are sufficient to destroy 1 Intercessor model, so the remaining mortal wound is lost.

newCombi-weapon — Combi-weaponRAPID FIRE 1

Rules

This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.

Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).

goneCombi-weapon — Combi-weaponAnti-infantry 4+

Rules

This ability always takes the form [ANTI‑X Y+]. Each time an attack is made with an [ANTI] weapon, if the target unit has the keyword denoted by X, an unmodified wound roll of Y+ is a critical wound.
Example: An attack made with an [ANTI‑VEHICLE 4+] weapon against a VEHICLE unit will result in a critical wound on an unmodified wound roll of 4+, while an attack made with an [ANTI‑PSYKER 2+] weapon against a PSYKER unit will result in a critical wound on an unmodified wound roll of 2+.

goneCombi-weapon — Combi-weaponDevastating Wounds

Rules

Each time an attack made with a [DEVASTATING WOUNDS] weapon results in a critical wound, the attack sequence for that attack ends and the target unit suffers a number of mortal wounds equal to the D characteristic of that weapon. These are inflicted after resolving any normal damage inflicted by those attacks.

Mortal wounds inflicted by [DEVASTATING WOUNDS] weapons can damage a maximum of one model for each critical wound; any remaining mortal wounds inflicted by that attack are lost.

Example: An attack made with a [DEVASTATING WOUNDS] weapon with a D characteristic of 3 results in a critical wound against an Intercessor Squad, so inflicts 3 mortal wounds. The first 2 mortal wounds are sufficient to destroy 1 Intercessor model, so the remaining mortal wound is lost.

goneCombi-weapon — Combi-weaponRapid Fire 1

Rules

This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.

Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).

changed1 Chaos Predator Annihilator

Points
135 pts 130 pts

changedChaos Predator Destructor

changedCombi-bolterCombi-bolter

Strength
4 5
AP
0 -1

changedCombi-weaponCombi-weapon

Strength
4 5
AP
0 1

newCombi-weapon — Combi-weaponANTI-INFANTRY 4+

Rules

This ability always takes the form [ANTI‑X Y+]. Each time an attack is made with an [ANTI] weapon, if the target unit has the keyword denoted by X, an unmodified wound roll of Y+ is a critical wound.
Example: An attack made with an [ANTI‑VEHICLE 4+] weapon against a VEHICLE unit will result in a critical wound on an unmodified wound roll of 4+, while an attack made with an [ANTI‑PSYKER 2+] weapon against a PSYKER unit will result in a critical wound on an unmodified wound roll of 2+.

newCombi-weapon — Combi-weaponDEVASTATING WOUNDS

Rules

Each time an attack made with a [DEVASTATING WOUNDS] weapon results in a critical wound, the attack sequence for that attack ends and the target unit suffers a number of mortal wounds equal to the D characteristic of that weapon. These are inflicted after resolving any normal damage inflicted by those attacks.

Mortal wounds inflicted by [DEVASTATING WOUNDS] weapons can damage a maximum of one model for each critical wound; any remaining mortal wounds inflicted by that attack are lost.

Example: An attack made with a [DEVASTATING WOUNDS] weapon with a D characteristic of 3 results in a critical wound against an Intercessor Squad, so inflicts 3 mortal wounds. The first 2 mortal wounds are sufficient to destroy 1 Intercessor model, so the remaining mortal wound is lost.

newCombi-weapon — Combi-weaponRAPID FIRE 1

Rules

This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.

Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).

goneCombi-weapon — Combi-weaponAnti-infantry 4+

Rules

This ability always takes the form [ANTI‑X Y+]. Each time an attack is made with an [ANTI] weapon, if the target unit has the keyword denoted by X, an unmodified wound roll of Y+ is a critical wound.
Example: An attack made with an [ANTI‑VEHICLE 4+] weapon against a VEHICLE unit will result in a critical wound on an unmodified wound roll of 4+, while an attack made with an [ANTI‑PSYKER 2+] weapon against a PSYKER unit will result in a critical wound on an unmodified wound roll of 2+.

goneCombi-weapon — Combi-weaponDevastating Wounds

Rules

Each time an attack made with a [DEVASTATING WOUNDS] weapon results in a critical wound, the attack sequence for that attack ends and the target unit suffers a number of mortal wounds equal to the D characteristic of that weapon. These are inflicted after resolving any normal damage inflicted by those attacks.

Mortal wounds inflicted by [DEVASTATING WOUNDS] weapons can damage a maximum of one model for each critical wound; any remaining mortal wounds inflicted by that attack are lost.

Example: An attack made with a [DEVASTATING WOUNDS] weapon with a D characteristic of 3 results in a critical wound against an Intercessor Squad, so inflicts 3 mortal wounds. The first 2 mortal wounds are sufficient to destroy 1 Intercessor model, so the remaining mortal wound is lost.

goneCombi-weapon — Combi-weaponRapid Fire 1

Rules

This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.

Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).

changed1 Chaos Predator Destructor

Points
145 pts 140 pts

changedChaos Rhino

changedCombi-bolterCombi-bolter

Strength
4 5
AP
0 -1

changedCombi-weaponCombi-weapon

Strength
4 5
AP
0 1

newCombi-weapon — Combi-weaponANTI-INFANTRY 4+

Rules

This ability always takes the form [ANTI‑X Y+]. Each time an attack is made with an [ANTI] weapon, if the target unit has the keyword denoted by X, an unmodified wound roll of Y+ is a critical wound.
Example: An attack made with an [ANTI‑VEHICLE 4+] weapon against a VEHICLE unit will result in a critical wound on an unmodified wound roll of 4+, while an attack made with an [ANTI‑PSYKER 2+] weapon against a PSYKER unit will result in a critical wound on an unmodified wound roll of 2+.

newCombi-weapon — Combi-weaponDEVASTATING WOUNDS

Rules

Each time an attack made with a [DEVASTATING WOUNDS] weapon results in a critical wound, the attack sequence for that attack ends and the target unit suffers a number of mortal wounds equal to the D characteristic of that weapon. These are inflicted after resolving any normal damage inflicted by those attacks.

Mortal wounds inflicted by [DEVASTATING WOUNDS] weapons can damage a maximum of one model for each critical wound; any remaining mortal wounds inflicted by that attack are lost.

Example: An attack made with a [DEVASTATING WOUNDS] weapon with a D characteristic of 3 results in a critical wound against an Intercessor Squad, so inflicts 3 mortal wounds. The first 2 mortal wounds are sufficient to destroy 1 Intercessor model, so the remaining mortal wound is lost.

newCombi-weapon — Combi-weaponRAPID FIRE 1

Rules

This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.

Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).

goneCombi-weapon — Combi-weaponAnti-infantry 4+

Rules

This ability always takes the form [ANTI‑X Y+]. Each time an attack is made with an [ANTI] weapon, if the target unit has the keyword denoted by X, an unmodified wound roll of Y+ is a critical wound.
Example: An attack made with an [ANTI‑VEHICLE 4+] weapon against a VEHICLE unit will result in a critical wound on an unmodified wound roll of 4+, while an attack made with an [ANTI‑PSYKER 2+] weapon against a PSYKER unit will result in a critical wound on an unmodified wound roll of 2+.

goneCombi-weapon — Combi-weaponDevastating Wounds

Rules

Each time an attack made with a [DEVASTATING WOUNDS] weapon results in a critical wound, the attack sequence for that attack ends and the target unit suffers a number of mortal wounds equal to the D characteristic of that weapon. These are inflicted after resolving any normal damage inflicted by those attacks.

Mortal wounds inflicted by [DEVASTATING WOUNDS] weapons can damage a maximum of one model for each critical wound; any remaining mortal wounds inflicted by that attack are lost.

Example: An attack made with a [DEVASTATING WOUNDS] weapon with a D characteristic of 3 results in a critical wound against an Intercessor Squad, so inflicts 3 mortal wounds. The first 2 mortal wounds are sufficient to destroy 1 Intercessor model, so the remaining mortal wound is lost.

goneCombi-weapon — Combi-weaponRapid Fire 1

Rules

This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.

Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).

changedFoul Blightspawn

changedLeader

Rules

This model can be attached to the following units:

■ PLAGUE MARINES

*You can attach this model to a* PLAGUE MARINES *unit, even if one other Leader unit has already been attached to it (you cannot attach more than one of the same Leader to the same unit). If you do, and that Bodyguard unit is destroyed, the Leader units attached to it become separate units, with their original Starting Strengths.*unit).*

changedClose combat weaponClose combat weapon

Strength
4 5

changedHelbrute

changedCombi-bolterCombi-bolter

Strength
4 5
AP
0 -1

changed1 Death Guard Helbrute

Points
110 pts 105 pts

changedIcon Bearer

changedLeader

Rules

This model can be attached to the following units:

■ PLAGUE MARINES

*You can attach this model to a* PLAGUE MARINES *unit, even if one other Leader unit has already been attached to it (you cannot attach more than one of the same Leader to the same unit). If you do, and that Bodyguard unit is destroyed, the Leader units attached to it become separate units, with their original Starting Strengths.*unit).*

changedBoltgunBoltgun

Strength
4 5
AP
0 -1

changedPlague knifePlague knife

Strength
4 5
AP
0 -1

changedNoxious Blightbringer

changedLeader

Rules

This model can be attached to the following units:

■ PLAGUE MARINES
■ POXWALKERS

*You con attach this model to a* PLAGUE MARINES *or* POXWALKERS *unit, even if one other Leader unit has already been attached to it (you cannot attach more than one of the same Leader to the same unit). If you do, and that Bodyguard unit is destroyed, the Leader units attached to it become separate units, with their original Starting Strengths.*unit).*

changedPlague Marines

changedBolt pistolBolt pistol

Strength
4 5
AP
0 -1

changedBoltgunBoltgun

Strength
4 5
AP
0 -1

changedPlague knivesPlague knives

Strength
4 5
AP
0 -1

changed7-9 Plague Marine, 1 Plague Champion

Points
180 pts 175 pts

changedPlague Surgeon

changedLeader

Rules

This model can be attached to the following units:

■ PLAGUE MARINES

*You can attach this model to a* PLAGUE MARINES *unit, even if one other Leader unit has already been attached to it (you cannot attach more than one of the same Leader to the same unit). If you do, and that Bodyguard unit is destroyed, the Leader units attached to it become separate units, with their original Starting Strengths.*unit).*

changedBolt pistolBolt pistol

Strength
4 5
AP
0 -1

changedTallyman

changedTallyman

Equipped With
Plasma pistol, Close combat weapon

changedLeader

Rules

This model can be attached to the following units:

■ PLAGUE MARINES

*You can attach this model to a* PLAGUE MARINES *unit, even if one other Leader unit has already been attached to it (you cannot attach more than one of the same Leader to the same unit). If you do, and that Bodyguard unit is destroyed, the Leader units attached to it become separate units, with their original Starting Strengths.*unit).*

changedClose combat weaponClose combat weapon

Strength
4 5

changedTyphus

changed1 Typhus

Points
100 pts 90 pts

Codex: World Eaters

changedAngron

changedWrathful PresenceDriven by Ultimate Rage (Aura)

Rules

While a friendly WORLD EATERS unit is within 6" of this model, you can ignore any or all modifiers tounit, that unit’s Move characteristic and to Advance and Charge rolls made for it, and each time a model in that unit makes a melee attack, you can ignore any or all modifiers to that attack’s Weaponattacks Skillcan:
▪
characteristicRe‐roll and/orhit anyrolls orof all1.
▪
modifiersRe‐roll towound therolls Hitof roll.1.

changedChaos Land Raider

changedCombi-bolterCombi-bolter

Strength
4 5
AP
0 1

changedCombi-weaponCombi-weapon

Strength
4 5
AP
0 1

newCombi-weapon — Combi-weaponANTI-INFANTRY 4+

Rules

This ability always takes the form [ANTI‑X Y+]. Each time an attack is made with an [ANTI] weapon, if the target unit has the keyword denoted by X, an unmodified wound roll of Y+ is a critical wound.
Example: An attack made with an [ANTI‑VEHICLE 4+] weapon against a VEHICLE unit will result in a critical wound on an unmodified wound roll of 4+, while an attack made with an [ANTI‑PSYKER 2+] weapon against a PSYKER unit will result in a critical wound on an unmodified wound roll of 2+.

newCombi-weapon — Combi-weaponDEVASTATING WOUNDS

Rules

Each time an attack made with a [DEVASTATING WOUNDS] weapon results in a critical wound, the attack sequence for that attack ends and the target unit suffers a number of mortal wounds equal to the D characteristic of that weapon. These are inflicted after resolving any normal damage inflicted by those attacks.

Mortal wounds inflicted by [DEVASTATING WOUNDS] weapons can damage a maximum of one model for each critical wound; any remaining mortal wounds inflicted by that attack are lost.

Example: An attack made with a [DEVASTATING WOUNDS] weapon with a D characteristic of 3 results in a critical wound against an Intercessor Squad, so inflicts 3 mortal wounds. The first 2 mortal wounds are sufficient to destroy 1 Intercessor model, so the remaining mortal wound is lost.

newCombi-weapon — Combi-weaponRAPID FIRE 1

Rules

This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.

Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).

goneCombi-weapon — Combi-weaponAnti-infantry 4+

Rules

This ability always takes the form [ANTI‑X Y+]. Each time an attack is made with an [ANTI] weapon, if the target unit has the keyword denoted by X, an unmodified wound roll of Y+ is a critical wound.
Example: An attack made with an [ANTI‑VEHICLE 4+] weapon against a VEHICLE unit will result in a critical wound on an unmodified wound roll of 4+, while an attack made with an [ANTI‑PSYKER 2+] weapon against a PSYKER unit will result in a critical wound on an unmodified wound roll of 2+.

goneCombi-weapon — Combi-weaponDevastating Wounds

Rules

Each time an attack made with a [DEVASTATING WOUNDS] weapon results in a critical wound, the attack sequence for that attack ends and the target unit suffers a number of mortal wounds equal to the D characteristic of that weapon. These are inflicted after resolving any normal damage inflicted by those attacks.

Mortal wounds inflicted by [DEVASTATING WOUNDS] weapons can damage a maximum of one model for each critical wound; any remaining mortal wounds inflicted by that attack are lost.

Example: An attack made with a [DEVASTATING WOUNDS] weapon with a D characteristic of 3 results in a critical wound against an Intercessor Squad, so inflicts 3 mortal wounds. The first 2 mortal wounds are sufficient to destroy 1 Intercessor model, so the remaining mortal wound is lost.

goneCombi-weapon — Combi-weaponRapid Fire 1

Rules

This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.

Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).

changed1 Chaos Land Raider

Points
220 pts 200 pts

changedChaos Predator Annihilator

changedCombi-bolterCombi-bolter

Strength
4 5
AP
0 1

changedCombi-weaponCombi-weapon

Strength
4 5
AP
0 1

newCombi-weapon — Combi-weaponANTI-INFANTRY 4+

Rules

This ability always takes the form [ANTI‑X Y+]. Each time an attack is made with an [ANTI] weapon, if the target unit has the keyword denoted by X, an unmodified wound roll of Y+ is a critical wound.
Example: An attack made with an [ANTI‑VEHICLE 4+] weapon against a VEHICLE unit will result in a critical wound on an unmodified wound roll of 4+, while an attack made with an [ANTI‑PSYKER 2+] weapon against a PSYKER unit will result in a critical wound on an unmodified wound roll of 2+.

newCombi-weapon — Combi-weaponDEVASTATING WOUNDS

Rules

Each time an attack made with a [DEVASTATING WOUNDS] weapon results in a critical wound, the attack sequence for that attack ends and the target unit suffers a number of mortal wounds equal to the D characteristic of that weapon. These are inflicted after resolving any normal damage inflicted by those attacks.

Mortal wounds inflicted by [DEVASTATING WOUNDS] weapons can damage a maximum of one model for each critical wound; any remaining mortal wounds inflicted by that attack are lost.

Example: An attack made with a [DEVASTATING WOUNDS] weapon with a D characteristic of 3 results in a critical wound against an Intercessor Squad, so inflicts 3 mortal wounds. The first 2 mortal wounds are sufficient to destroy 1 Intercessor model, so the remaining mortal wound is lost.

newCombi-weapon — Combi-weaponRAPID FIRE 1

Rules

This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.

Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).

goneCombi-weapon — Combi-weaponAnti-infantry 4+

Rules

This ability always takes the form [ANTI‑X Y+]. Each time an attack is made with an [ANTI] weapon, if the target unit has the keyword denoted by X, an unmodified wound roll of Y+ is a critical wound.
Example: An attack made with an [ANTI‑VEHICLE 4+] weapon against a VEHICLE unit will result in a critical wound on an unmodified wound roll of 4+, while an attack made with an [ANTI‑PSYKER 2+] weapon against a PSYKER unit will result in a critical wound on an unmodified wound roll of 2+.

goneCombi-weapon — Combi-weaponDevastating Wounds

Rules

Each time an attack made with a [DEVASTATING WOUNDS] weapon results in a critical wound, the attack sequence for that attack ends and the target unit suffers a number of mortal wounds equal to the D characteristic of that weapon. These are inflicted after resolving any normal damage inflicted by those attacks.

Mortal wounds inflicted by [DEVASTATING WOUNDS] weapons can damage a maximum of one model for each critical wound; any remaining mortal wounds inflicted by that attack are lost.

Example: An attack made with a [DEVASTATING WOUNDS] weapon with a D characteristic of 3 results in a critical wound against an Intercessor Squad, so inflicts 3 mortal wounds. The first 2 mortal wounds are sufficient to destroy 1 Intercessor model, so the remaining mortal wound is lost.

goneCombi-weapon — Combi-weaponRapid Fire 1

Rules

This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.

Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).

changedChaos Predator Destructor

changedCombi-bolterCombi-bolter

Strength
4 5
AP
0 1

changedCombi-weaponCombi-weapon

Strength
4 5
AP
0 1

newCombi-weapon — Combi-weaponANTI-INFANTRY 4+

Rules

This ability always takes the form [ANTI‑X Y+]. Each time an attack is made with an [ANTI] weapon, if the target unit has the keyword denoted by X, an unmodified wound roll of Y+ is a critical wound.
Example: An attack made with an [ANTI‑VEHICLE 4+] weapon against a VEHICLE unit will result in a critical wound on an unmodified wound roll of 4+, while an attack made with an [ANTI‑PSYKER 2+] weapon against a PSYKER unit will result in a critical wound on an unmodified wound roll of 2+.

newCombi-weapon — Combi-weaponDEVASTATING WOUNDS

Rules

Each time an attack made with a [DEVASTATING WOUNDS] weapon results in a critical wound, the attack sequence for that attack ends and the target unit suffers a number of mortal wounds equal to the D characteristic of that weapon. These are inflicted after resolving any normal damage inflicted by those attacks.

Mortal wounds inflicted by [DEVASTATING WOUNDS] weapons can damage a maximum of one model for each critical wound; any remaining mortal wounds inflicted by that attack are lost.

Example: An attack made with a [DEVASTATING WOUNDS] weapon with a D characteristic of 3 results in a critical wound against an Intercessor Squad, so inflicts 3 mortal wounds. The first 2 mortal wounds are sufficient to destroy 1 Intercessor model, so the remaining mortal wound is lost.

newCombi-weapon — Combi-weaponRAPID FIRE 1

Rules

This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.

Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).

goneCombi-weapon — Combi-weaponAnti-infantry 4+

Rules

This ability always takes the form [ANTI‑X Y+]. Each time an attack is made with an [ANTI] weapon, if the target unit has the keyword denoted by X, an unmodified wound roll of Y+ is a critical wound.
Example: An attack made with an [ANTI‑VEHICLE 4+] weapon against a VEHICLE unit will result in a critical wound on an unmodified wound roll of 4+, while an attack made with an [ANTI‑PSYKER 2+] weapon against a PSYKER unit will result in a critical wound on an unmodified wound roll of 2+.

goneCombi-weapon — Combi-weaponDevastating Wounds

Rules

Each time an attack made with a [DEVASTATING WOUNDS] weapon results in a critical wound, the attack sequence for that attack ends and the target unit suffers a number of mortal wounds equal to the D characteristic of that weapon. These are inflicted after resolving any normal damage inflicted by those attacks.

Mortal wounds inflicted by [DEVASTATING WOUNDS] weapons can damage a maximum of one model for each critical wound; any remaining mortal wounds inflicted by that attack are lost.

Example: An attack made with a [DEVASTATING WOUNDS] weapon with a D characteristic of 3 results in a critical wound against an Intercessor Squad, so inflicts 3 mortal wounds. The first 2 mortal wounds are sufficient to destroy 1 Intercessor model, so the remaining mortal wound is lost.

goneCombi-weapon — Combi-weaponRapid Fire 1

Rules

This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.

Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).

changedChaos Rhino

changedCombi-bolterCombi-bolter

Strength
4 5
AP
0 1

changedCombi-weaponCombi-weapon

Strength
4 5
AP
0 1

newCombi-weapon — Combi-weaponANTI-INFANTRY 4+

Rules

This ability always takes the form [ANTI‑X Y+]. Each time an attack is made with an [ANTI] weapon, if the target unit has the keyword denoted by X, an unmodified wound roll of Y+ is a critical wound.
Example: An attack made with an [ANTI‑VEHICLE 4+] weapon against a VEHICLE unit will result in a critical wound on an unmodified wound roll of 4+, while an attack made with an [ANTI‑PSYKER 2+] weapon against a PSYKER unit will result in a critical wound on an unmodified wound roll of 2+.

newCombi-weapon — Combi-weaponDEVASTATING WOUNDS

Rules

Each time an attack made with a [DEVASTATING WOUNDS] weapon results in a critical wound, the attack sequence for that attack ends and the target unit suffers a number of mortal wounds equal to the D characteristic of that weapon. These are inflicted after resolving any normal damage inflicted by those attacks.

Mortal wounds inflicted by [DEVASTATING WOUNDS] weapons can damage a maximum of one model for each critical wound; any remaining mortal wounds inflicted by that attack are lost.

Example: An attack made with a [DEVASTATING WOUNDS] weapon with a D characteristic of 3 results in a critical wound against an Intercessor Squad, so inflicts 3 mortal wounds. The first 2 mortal wounds are sufficient to destroy 1 Intercessor model, so the remaining mortal wound is lost.

newCombi-weapon — Combi-weaponRAPID FIRE 1

Rules

This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.

Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).

goneCombi-weapon — Combi-weaponAnti-infantry 4+

Rules

This ability always takes the form [ANTI‑X Y+]. Each time an attack is made with an [ANTI] weapon, if the target unit has the keyword denoted by X, an unmodified wound roll of Y+ is a critical wound.
Example: An attack made with an [ANTI‑VEHICLE 4+] weapon against a VEHICLE unit will result in a critical wound on an unmodified wound roll of 4+, while an attack made with an [ANTI‑PSYKER 2+] weapon against a PSYKER unit will result in a critical wound on an unmodified wound roll of 2+.

goneCombi-weapon — Combi-weaponDevastating Wounds

Rules

Each time an attack made with a [DEVASTATING WOUNDS] weapon results in a critical wound, the attack sequence for that attack ends and the target unit suffers a number of mortal wounds equal to the D characteristic of that weapon. These are inflicted after resolving any normal damage inflicted by those attacks.

Mortal wounds inflicted by [DEVASTATING WOUNDS] weapons can damage a maximum of one model for each critical wound; any remaining mortal wounds inflicted by that attack are lost.

Example: An attack made with a [DEVASTATING WOUNDS] weapon with a D characteristic of 3 results in a critical wound against an Intercessor Squad, so inflicts 3 mortal wounds. The first 2 mortal wounds are sufficient to destroy 1 Intercessor model, so the remaining mortal wound is lost.

goneCombi-weapon — Combi-weaponRapid Fire 1

Rules

This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.

Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).

changedChaos Terminators

changedWorld Eaters Terminator Champion

Toughness
5 6

changedWorld Eaters Terminator

Toughness
5 6

changedCombi-bolterCombi-bolter

Strength
4 5
AP
0 1

changedCombi-weaponCombi-weapon

Strength
4 5
AP
0 1

newCombi-weapon — Combi-weaponANTI-INFANTRY 4+

Rules

This ability always takes the form [ANTI‑X Y+]. Each time an attack is made with an [ANTI] weapon, if the target unit has the keyword denoted by X, an unmodified wound roll of Y+ is a critical wound.
Example: An attack made with an [ANTI‑VEHICLE 4+] weapon against a VEHICLE unit will result in a critical wound on an unmodified wound roll of 4+, while an attack made with an [ANTI‑PSYKER 2+] weapon against a PSYKER unit will result in a critical wound on an unmodified wound roll of 2+.

newCombi-weapon — Combi-weaponDEVASTATING WOUNDS

Rules

Each time an attack made with a [DEVASTATING WOUNDS] weapon results in a critical wound, the attack sequence for that attack ends and the target unit suffers a number of mortal wounds equal to the D characteristic of that weapon. These are inflicted after resolving any normal damage inflicted by those attacks.

Mortal wounds inflicted by [DEVASTATING WOUNDS] weapons can damage a maximum of one model for each critical wound; any remaining mortal wounds inflicted by that attack are lost.

Example: An attack made with a [DEVASTATING WOUNDS] weapon with a D characteristic of 3 results in a critical wound against an Intercessor Squad, so inflicts 3 mortal wounds. The first 2 mortal wounds are sufficient to destroy 1 Intercessor model, so the remaining mortal wound is lost.

newCombi-weapon — Combi-weaponRAPID FIRE 1

Rules

This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.

Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).

goneCombi-weapon — Combi-weaponAnti-infantry 4+

Rules

This ability always takes the form [ANTI‑X Y+]. Each time an attack is made with an [ANTI] weapon, if the target unit has the keyword denoted by X, an unmodified wound roll of Y+ is a critical wound.
Example: An attack made with an [ANTI‑VEHICLE 4+] weapon against a VEHICLE unit will result in a critical wound on an unmodified wound roll of 4+, while an attack made with an [ANTI‑PSYKER 2+] weapon against a PSYKER unit will result in a critical wound on an unmodified wound roll of 2+.

goneCombi-weapon — Combi-weaponDevastating Wounds

Rules

Each time an attack made with a [DEVASTATING WOUNDS] weapon results in a critical wound, the attack sequence for that attack ends and the target unit suffers a number of mortal wounds equal to the D characteristic of that weapon. These are inflicted after resolving any normal damage inflicted by those attacks.

Mortal wounds inflicted by [DEVASTATING WOUNDS] weapons can damage a maximum of one model for each critical wound; any remaining mortal wounds inflicted by that attack are lost.

Example: An attack made with a [DEVASTATING WOUNDS] weapon with a D characteristic of 3 results in a critical wound against an Intercessor Squad, so inflicts 3 mortal wounds. The first 2 mortal wounds are sufficient to destroy 1 Intercessor model, so the remaining mortal wound is lost.

goneCombi-weapon — Combi-weaponRapid Fire 1

Rules

This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.

Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).

changed1 World Eaters Terminator Champion, 4 World Eaters Terminator

Points
165 pts 175 pts

changed1 World Eaters Terminator Champion, 5-9 World Eaters Terminator

Points
330 pts 350 pts

changedEightbound

changed3-5 Eightbound, 1 Eightbound Champion

Points
255 pts 250 pts

changedExalted Eightbound

changed1 Exalted Eightbound Champion, 3-5 Exalted Eightbound

Points
265 pts 260 pts

changedGoremongers

changed1 Blood Herald, 7 Goremongers

Points
75 pts 70 pts

changedHelbrute

changedCombi-bolterCombi-bolter

Strength
4 5
AP
0 1

changedJakhals

changed1 Jakhal Pack Leader, 17 Jakhal, 2 Dishonoured

Points
130 pts 120 pts

changedKhorne Berzerkers

changedKhorne Berzerker Champion

Toughness
4 5

changedKhorne Berzerker

Toughness
4 5

newMurderous Charge

Rules

If this unit made a charge move this turn, this unit’s melee attacks have +1 S.

changedChainbladeChainblade

Strength
4 5

changedBolt pistolBolt pistol

Strength
4 5
AP
0 1

changed1 Khorne Berzerker Champion, 9 Khorne Berzerker

Points
160 pts 170 pts

changed1 Khorne Berzerker Champion, 10-19 Khorne Berzerker

Points
320 pts 330 pts

changedLord Invocatus

changedBolt pistolBolt pistol

Ballistic Skill
3+ 4+
Strength
4 5
AP
0 1

changedMaster of Executions

changedMaster of Executions

Toughness
4 5

changedBolt pistolBolt pistol

Ballistic Skill
3+ 4+
Strength
4 5
AP
0 1

Codex: Thousand Sons

changedAhriman

changedAhriman

Toughness
4 5

changedInferno bolt pistolInferno bolt pistol

Strength
4 5
AP
-1 -2

changed1 Ahriman

Points
100 pts 105 pts

changedChaos Land Raider

changedInferno combi-bolterInferno combi-bolter

Strength
4 5

changedInferno combi-weaponInferno combi-weapon

Strength
4 5

changedChaos Predator Annihilator

changedInferno combi-bolterInferno combi-bolter

Strength
4 5

changedInferno combi-weaponInferno combi-weapon

Strength
4 5

changedChaos Predator Destructor

changedInferno combi-bolterInferno combi-bolter

Strength
4 5

changedInferno combi-weaponInferno combi-weapon

Strength
4 5

changedChaos Rhino

changedInferno combi-bolterInferno combi-bolter

Strength
4 5

changedInferno combi-weaponInferno combi-weapon

Strength
4 5

changedChaos Vindicator

changedInferno combi-bolterInferno combi-bolter

Strength
4 5

changedInferno combi-weaponInferno combi-weapon

Strength
4 5

changedExalted Sorcerer

changedExalted Sorcerer

Toughness
4 5

changedInferno bolt pistolInferno bolt pistol

Strength
4 5
AP
-1 -2

changed1 Exalted Sorcerer

Points
95 pts 100 pts

changedExalted Sorcerer on Disc of Tzeentch

changedExalted Sorcerer

Toughness
4 5

changedInferno bolt pistolInferno bolt pistol

Strength
4 5
AP
-1 -2

changed1 Exalted Sorcerer

Points
90 pts 95 pts

changedHelbrute

changedInferno combi-bolterInferno combi-bolter

Strength
4 5

changedInfernal Master

changedInfernal Master

Toughness
4 5

changedInferno bolt pistolInferno bolt pistol

Strength
4 5
AP
-1 -2

changed1 Infernal Master

Points
100 pts 105 pts

changedRubric Marines

changedAspiring Sorcerer

Toughness
4 5

changedRubric Marine

Toughness
4 5

changedInferno bolt pistolInferno bolt pistol

Strength
4 5
AP
-1 -2

changedInferno boltgunInferno boltgun

Strength
4 5

changedClose combat weaponClose combat weapon

Strength
4 5

changed1 Aspiring Sorcerer, 4 Rubric Marine

Points
100 pts 115 pts

changed1 Aspiring Sorcerer, 5-9 Rubric Marine

Points
190 pts 210 pts

changedScarab Occult Terminators

Points Scaling
+15 pts per 3 models +40 pts per 3 models

changedScarab Occult Sorcerer

Toughness
5 6

changedScarab Occult Terminator

Toughness
5 6

changedInferno combi-bolterInferno combi-bolter

Strength
4 5

changed1 Scarab Occult Sorcerer, 4 Scarab Occult Terminator

Points
180 pts 200 pts

changed5-9 Scarab Occult Terminator, 1 Scarab Occult Sorcerer

Points
385 pts 425 pts

changedSorcerer

changedThousand Sons Sorcerer

Toughness
4 5

changedInferno bolt pistolInferno bolt pistol

Strength
4 5
AP
-1 -2

changed1 Thousand Sons Sorcerer

Points
95 pts 100 pts

changedSorcerer in Terminator Armour

changedSorcerer in Terminator Armour

Toughness
5 6

changedInferno combi-bolterInferno combi-bolter

Strength
4 5

changedInferno combi-weaponInferno combi-weapon

Strength
4 5

changed1 Sorcerer in Terminator Armour

Points
100 pts 110 pts

Codex: Chaos Knights

changedKnight Abominant

Points Scaling
+15 pts per 3 models +20 pts per 3 models

changed1 Knight Abominant

Points
355 pts 350 pts

changedKnight Desecrator

Points Scaling
+15 pts per 3 models +20 pts per 3 models

changed1 Knight Desecrator

Points
355 pts 350 pts

changedKnight Rampager

Points Scaling
+15 pts per 3 models +20 pts per 3 models

changed1 Knight Rampager

Points
355 pts 350 pts

changedKnight Ruinator

Points Scaling
+15 pts per 3 models +20 pts per 3 models

changed1 Knight Ruinator

Points
340 pts 325 pts

Codex: Grey Knights

changedBrother-Captain

changedBrother-Captain

Toughness
5 6
Equipped With
Storm bolter, Nemesis force weapon Storm Bolter, Nemesis force weapon

newStorm Bolter

Type
weapon

goneStorm bolter

Type
weapon

newStorm BolterStorm Bolter

Range
24"
Attacks
2
Ballistic Skill
2+
Strength
5
AP
1
Damage
1

newStorm Bolter — Storm BolterRAPID FIRE 2

Rules

This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.

Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).

goneStorm bolterStorm bolter

Range
24"
Attacks
2
Ballistic Skill
2+
Strength
4
AP
0
Damage
1

goneStorm bolter — Storm bolterRapid Fire 2

Rules

This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.

Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).

changed1 Brother-Captain

Points
95 pts 100 pts

changedBrotherhood Champion

changedBrotherhood Champion

Toughness
4 5
Equipped With
Storm bolter, Nemesis force weapon Storm Bolter, Nemesis force weapon

newStorm Bolter

Type
weapon

goneStorm bolter

Type
weapon

newStorm BolterStorm Bolter

Range
24"
Attacks
3
Ballistic Skill
3+
Strength
5
AP
-1
Damage
1

newStorm Bolter — Storm BolterRapid Fire 2

Rules

This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.

Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).

goneStorm bolterStorm bolter

Range
24"
Attacks
2
Ballistic Skill
2+
Strength
4
AP
0
Damage
1

goneStorm bolter — Storm bolterRapid Fire 2

Rules

This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.

Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).

changed1 Brotherhood Champion

Points
70 pts 75 pts

changedBrotherhood Chaplain

changedBrotherhood Chaplain

Toughness
5 6
Equipped With
Storm bolter, Crozius arcanum Storm Bolter, Crozius arcanum

newStorm Bolter

Type
weapon

goneStorm bolter

Type
weapon

newStorm BolterStorm Bolter

Range
24"
Attacks
2
Ballistic Skill
2+
Strength
5
AP
1
Damage
1

newStorm Bolter — Storm BolterRAPID FIRE 2

Rules

This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.

Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).

goneStorm bolterStorm bolter

Range
24"
Attacks
2
Ballistic Skill
3+
Strength
4
AP
0
Damage
1

goneStorm bolter — Storm bolterRapid Fire 2

Rules

This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.

Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).

changed1 Brotherhood Chaplain

Points
65 pts 70 pts

changedBrotherhood Librarian

changedBrotherhood Librarian

Toughness
5 6

newStorm Bolter

Type
weapon

goneStorm bolter

Type
weapon

newStorm BolterStorm Bolter

Range
24"
Attacks
2
Ballistic Skill
2+
Strength
5
AP
1
Damage
1

newStorm Bolter — Storm BolterRAPID FIRE 2

Rules

This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.

Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).

goneStorm bolterStorm bolter

Range
24"
Attacks
2
Ballistic Skill
3+
Strength
4
AP
0
Damage
1

goneStorm bolter — Storm bolterRapid Fire 2

Rules

This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.

Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).

changedCombi-weaponCombi-weapon

Strength
4 5
AP
0 1

newCombi-weapon — Combi-weaponANTI-INFANTRY 4+

Rules

This ability always takes the form [ANTI‑X Y+]. Each time an attack is made with an [ANTI] weapon, if the target unit has the keyword denoted by X, an unmodified wound roll of Y+ is a critical wound.
Example: An attack made with an [ANTI‑VEHICLE 4+] weapon against a VEHICLE unit will result in a critical wound on an unmodified wound roll of 4+, while an attack made with an [ANTI‑PSYKER 2+] weapon against a PSYKER unit will result in a critical wound on an unmodified wound roll of 2+.

newCombi-weapon — Combi-weaponDEVASTATING WOUNDS

Rules

Each time an attack made with a [DEVASTATING WOUNDS] weapon results in a critical wound, the attack sequence for that attack ends and the target unit suffers a number of mortal wounds equal to the D characteristic of that weapon. These are inflicted after resolving any normal damage inflicted by those attacks.

Mortal wounds inflicted by [DEVASTATING WOUNDS] weapons can damage a maximum of one model for each critical wound; any remaining mortal wounds inflicted by that attack are lost.

Example: An attack made with a [DEVASTATING WOUNDS] weapon with a D characteristic of 3 results in a critical wound against an Intercessor Squad, so inflicts 3 mortal wounds. The first 2 mortal wounds are sufficient to destroy 1 Intercessor model, so the remaining mortal wound is lost.

newCombi-weapon — Combi-weaponRAPID FIRE 1

Rules

This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.

Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).

goneCombi-weapon — Combi-weaponAnti-infantry 4+

Rules

This ability always takes the form [ANTI‑X Y+]. Each time an attack is made with an [ANTI] weapon, if the target unit has the keyword denoted by X, an unmodified wound roll of Y+ is a critical wound.
Example: An attack made with an [ANTI‑VEHICLE 4+] weapon against a VEHICLE unit will result in a critical wound on an unmodified wound roll of 4+, while an attack made with an [ANTI‑PSYKER 2+] weapon against a PSYKER unit will result in a critical wound on an unmodified wound roll of 2+.

goneCombi-weapon — Combi-weaponDevastating Wounds

Rules

Each time an attack made with a [DEVASTATING WOUNDS] weapon results in a critical wound, the attack sequence for that attack ends and the target unit suffers a number of mortal wounds equal to the D characteristic of that weapon. These are inflicted after resolving any normal damage inflicted by those attacks.

Mortal wounds inflicted by [DEVASTATING WOUNDS] weapons can damage a maximum of one model for each critical wound; any remaining mortal wounds inflicted by that attack are lost.

Example: An attack made with a [DEVASTATING WOUNDS] weapon with a D characteristic of 3 results in a critical wound against an Intercessor Squad, so inflicts 3 mortal wounds. The first 2 mortal wounds are sufficient to destroy 1 Intercessor model, so the remaining mortal wound is lost.

goneCombi-weapon — Combi-weaponRapid Fire 1

Rules

This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.

Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).

changed1 Brotherhood Librarian

Points
90 pts 95 pts

changedBrotherhood Techmarine

changedBrotherhood Techmarine

Toughness
4 5

changed1 Brotherhood Techmarine

Points
70 pts 75 pts

changedBrotherhood Terminator Squad

changedJusticar

Toughness
5 6
Equipped With
Storm bolter, Nemesis force weapon Storm Bolter, Nemesis force weapon

changedTerminator

Toughness
5 6
Equipped With
Storm bolter, Nemesis force weapon Storm Bolter, Nemesis force weapon

changedAncient

Toughness
5 6
Equipped With
Storm bolter, Nemesis force weapon Storm Bolter, Nemesis force weapon

newStorm Bolter

Type
weapon

goneStorm bolter

Type
weapon

newStorm BolterStorm Bolter

Range
24"
Attacks
3
Ballistic Skill
3+
Strength
5
AP
-1
Damage
1

newStorm Bolter — Storm BolterRapid Fire 2

Rules

This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.

Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).

goneStorm bolterStorm bolter

Range
24"
Attacks
2
Ballistic Skill
3+
Strength
4
AP
0
Damage
1

goneStorm bolter — Storm bolterRapid Fire 2

Rules

This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.

Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).

changed2 Terminator, 1 Justicar, 1 Ancient

Points
140 pts 150 pts

changed1 Justicar, 3 Terminator, 0 Ancient

Points
140 pts 150 pts

changed0 Ancient, 1 Justicar, 4 Terminator

Points
175 pts 185 pts

changed3 Terminator, 1 Ancient, 1 Justicar

Points
175 pts 185 pts

changed0 Ancient, 1 Justicar, 5-7 Terminator

Points
300 pts 315 pts

changed1 Justicar, 1 Ancient, 4-6 Terminator

Points
300 pts 315 pts

changed8-9 Terminator, 1 Justicar, 0 Ancient

Points
360 pts 380 pts

changed1 Ancient, 7-8 Terminator, 1 Justicar

Points
360 pts 380 pts

changedCastellan Crowe

changedCastellan Crowe

Toughness
4 5
Equipped With
Purifying Flame, Storm bolter, Black Blade of Antwyr Purifying Flame, Storm Bolter, Black Blade of Antwyr

newStorm Bolter

Type
weapon

goneStorm bolter

Type
weapon

newStorm BolterStorm Bolter

Range
24"
Attacks
2
Ballistic Skill
2+
Strength
5
AP
1
Damage
1

newStorm Bolter — Storm BolterRAPID FIRE 2

Rules

This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.

Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).

goneStorm bolterStorm bolter

Range
24"
Attacks
2
Ballistic Skill
2+
Strength
4
AP
0
Damage
1

goneStorm bolter — Storm bolterRapid Fire 2

Rules

This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.

Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).

changed1 Castellan Crowe

Points
100 pts 105 pts

changedGrand Master

changedGrand Master

Toughness
5 6
Equipped With
Storm bolter, Nemesis force weapon Storm Bolter, Nemesis force weapon

newStorm Bolter

Type
weapon

goneStorm bolter

Type
weapon

newStorm BolterStorm Bolter

Range
24"
Attacks
2
Ballistic Skill
2+
Strength
5
AP
1
Damage
1

newStorm Bolter — Storm BolterRAPID FIRE 2

Rules

This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.

Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).

goneStorm bolterStorm bolter

Range
24"
Attacks
2
Ballistic Skill
2+
Strength
4
AP
0
Damage
1

goneStorm bolter — Storm bolterRapid Fire 2

Rules

This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.

Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).

changed1 Grand Master

Points
95 pts 100 pts

changedGrand Master Voldus

changedGrand Master Voldus

Toughness
5 6
Equipped With
Searing Purity, Storm bolter, Malleus Argyrum Searing Purity, Storm Bolter, Malleus Argyrum

newStorm Bolter

Type
weapon

goneStorm bolter

Type
weapon

newStorm BolterStorm Bolter

Range
24"
Attacks
2
Ballistic Skill
2+
Strength
5
AP
1
Damage
1

newStorm Bolter — Storm BolterRAPID FIRE 2

Rules

This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.

Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).

goneStorm bolterStorm bolter

Range
24"
Attacks
2
Ballistic Skill
2+
Strength
4
AP
0
Damage
1

goneStorm bolter — Storm bolterRapid Fire 2

Rules

This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.

Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).

changed1 Grand Master Voldus

Points
125 pts 130 pts

changedInterceptor Squad

changedInterceptor Justicar

Toughness
4 5
Equipped With
Storm bolter, Nemesis force weapon Storm Bolter, Nemesis force weapon

changedInterceptor

Toughness
4 5
Equipped With
Storm bolter, Nemesis force weapon Storm Bolter, Nemesis force weapon

newClose Combat Weapon

Type
weapon

newStorm Bolter

Type
weapon

goneStorm bolter

Type
weapon

newClose Combat WeaponClose Combat Weapon

Range
Melee
Attacks
3
Weapon Skill
3+
Strength
5
AP
0
Damage
1

newStorm BolterStorm Bolter

Range
24"
Attacks
3
Ballistic Skill
3+
Strength
5
AP
-1
Damage
1

newStorm Bolter — Storm BolterRapid Fire 2

Rules

This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.

Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).

goneStorm bolterStorm bolter

Range
24"
Attacks
2
Ballistic Skill
3+
Strength
4
AP
0
Damage
1

goneStorm bolter — Storm bolterRapid Fire 2

Rules

This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.

Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).

changed1 Interceptor Justicar, 4 Interceptor

Points
125 pts 135 pts

changed1 Interceptor Justicar, 5-9 Interceptor

Points
250 pts 270 pts

changedLand Raider

newStorm Bolter

Type
weapon

goneStorm bolter

Type
weapon

newStorm BolterStorm Bolter

Range
24"
Attacks
3
Ballistic Skill
3+
Strength
5
AP
-1
Damage
1

newStorm Bolter — Storm BolterRapid Fire 2

Rules

This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.

Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).

goneStorm bolterStorm bolter

Range
24"
Attacks
2
Ballistic Skill
3+
Strength
4
AP
0
Damage
1

goneStorm bolter — Storm bolterRapid Fire 2

Rules

This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.

Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).

changedLand Raider Crusader

newStorm Bolter

Type
weapon

goneStorm bolter

Type
weapon

newStorm BolterStorm Bolter

Range
24"
Attacks
3
Ballistic Skill
3+
Strength
5
AP
-1
Damage
1

newStorm Bolter — Storm BolterRapid Fire 2

Rules

This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.

Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).

goneStorm bolterStorm bolter

Range
24"
Attacks
2
Ballistic Skill
3+
Strength
4
AP
0
Damage
1

goneStorm bolter — Storm bolterRapid Fire 2

Rules

This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.

Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).

changedHurricane bolterHurricane bolter

Strength
4 5
AP
0 -1

changedLand Raider Redeemer

newStorm Bolter

Type
weapon

goneStorm bolter

Type
weapon

newStorm BolterStorm Bolter

Range
24"
Attacks
3
Ballistic Skill
3+
Strength
5
AP
-1
Damage
1

newStorm Bolter — Storm BolterRapid Fire 2

Rules

This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.

Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).

goneStorm bolterStorm bolter

Range
24"
Attacks
2
Ballistic Skill
3+
Strength
4
AP
0
Damage
1

goneStorm bolter — Storm bolterRapid Fire 2

Rules

This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.

Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).

changedNemesis Dreadknight

changedNemesis Dreadknight

Toughness
8 9

changed1 Nemesis Dreadknight

Points
195 pts 205 pts

changedPaladin Squad

changedParagon

Toughness
5 6
Equipped With
Storm bolter, Nemesis force weapon Storm Bolter, Nemesis force weapon

changedPaladin Ancient

Toughness
5 6
Equipped With
Storm bolter, Nemesis force weapon Storm Bolter, Nemesis force weapon

changedPaladin

Toughness
5 6
Equipped With
Storm bolter, Nemesis force weapon Storm Bolter, Nemesis force weapon

newStorm Bolter

Type
weapon

goneStorm bolter

Type
weapon

newStorm BolterStorm Bolter

Range
24"
Attacks
2
Ballistic Skill
2+
Strength
5
AP
1
Damage
1

newStorm Bolter — Storm BolterRAPID FIRE 2

Rules

This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.

Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).

goneStorm bolterStorm bolter

Range
24"
Attacks
2
Ballistic Skill
2+
Strength
4
AP
0
Damage
1

goneStorm bolter — Storm bolterRapid Fire 2

Rules

This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.

Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).

changed3 Paladin, 0 Paladin Ancient, 1 Paragon

Points
170 pts 185 pts

changed1 Paladin Ancient, 2 Paladin, 1 Paragon

Points
170 pts 185 pts

changed1 Paragon, 4 Paladin, 0 Paladin Ancient

Points
215 pts 230 pts

changed1 Paladin Ancient, 1 Paragon, 3 Paladin

Points
215 pts 230 pts

changed0 Paladin Ancient, 5-7 Paladin, 1 Paragon

Points
360 pts 385 pts

changed1 Paragon, 1 Paladin Ancient, 4-6 Paladin

Points
360 pts 385 pts

changed1 Paragon, 8-9 Paladin, 0 Paladin Ancient

Points
460 pts 490 pts

changed1 Paragon, 7-8 Paladin, 1 Paladin Ancient

Points
460 pts 490 pts

changedPurgation Squad

changedPurgator Justicar

Toughness
4 5
Equipped With
Storm bolter, Nemesis force weapon Storm Bolter, Nemesis force weapon

changedPurgator

Toughness
4 5
Equipped With
Storm bolter, Nemesis force weapon Storm Bolter, Nemesis force weapon

newClose Combat Weapon

Type
weapon

newStorm Bolter

Type
weapon

goneStorm bolter

Type
weapon

newClose Combat WeaponClose Combat Weapon

Range
Melee
Attacks
3
Weapon Skill
3+
Strength
5
AP
0
Damage
1

newStorm BolterStorm Bolter

Range
24"
Attacks
2
Ballistic Skill
2+
Strength
5
AP
1
Damage
1

newStorm Bolter — Storm BolterRAPID FIRE 2

Rules

This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.

Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).

goneStorm bolterStorm bolter

Range
24"
Attacks
2
Ballistic Skill
3+
Strength
4
AP
0
Damage
1

goneStorm bolter — Storm bolterRapid Fire 2

Rules

This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.

Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).

changed4 Purgator, 1 Purgator Justicar

Points
105 pts 115 pts

changed1 Purgator Justicar, 5-9 Purgator

Points
210 pts 230 pts

changedPurifier Squad

changedKnight of the Flame

Toughness
4 5
Equipped With
Purifying Flame, Storm bolter, Nemesis force weapon Purifying Flame, Storm Bolter

changedPurifier

Toughness
4 5
Equipped With
Purifying Flame, Storm bolter, Nemesis force weapon Purifying Flame, Storm Bolter

newStorm Bolter

Type
weapon

goneStorm bolter

Type
weapon

newStorm BolterStorm Bolter

Range
24"
Attacks
3
Ballistic Skill
3+
Strength
5
AP
-1
Damage
1

newStorm Bolter — Storm BolterRapid Fire 2

Rules

This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.

Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).

goneStorm bolterStorm bolter

Range
24"
Attacks
2
Ballistic Skill
3+
Strength
4
AP
0
Damage
1

goneStorm bolter — Storm bolterRapid Fire 2

Rules

This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.

Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).

changed1 Knight of the Flame, 4 Purifier

Points
130 pts 145 pts

changed1 Knight of the Flame, 5-9 Purifier

Points
260 pts 290 pts

changedRazorback

newStorm Bolter

Type
weapon

goneStorm bolter

Type
weapon

newStorm BolterStorm Bolter

Range
24"
Attacks
3
Ballistic Skill
3+
Strength
5
AP
-1
Damage
1

newStorm Bolter — Storm BolterRapid Fire 2

Rules

This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.

Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).

goneStorm bolterStorm bolter

Range
24"
Attacks
2
Ballistic Skill
3+
Strength
4
AP
0
Damage
1

goneStorm bolter — Storm bolterRapid Fire 2

Rules

This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.

Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).

changedRhino

changedRhino

Equipped With
Storm bolter, Armoured tracks Storm Bolter, Armoured tracks

newStorm Bolter

Type
weapon

goneStorm bolter

Type
weapon

newStorm BolterStorm Bolter

Range
24"
Attacks
3
Ballistic Skill
3+
Strength
5
AP
-1
Damage
1

newStorm Bolter — Storm BolterRapid Fire 2

Rules

This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.

Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).

goneStorm bolterStorm bolter

Range
24"
Attacks
2
Ballistic Skill
3+
Strength
4
AP
0
Damage
1

goneStorm bolter — Storm bolterRapid Fire 2

Rules

This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.

Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).

changedStrike Squad

changedJusticar

Toughness
4 5
Equipped With
Storm bolter, Nemesis force weapon Storm Bolter, Nemesis force weapon

changedGrey Knight

Toughness
4 5
Equipped With
Storm bolter, Nemesis force weapon Storm Bolter, Nemesis force weapon

newClose Combat Weapon

Type
weapon

newStorm Bolter

Type
weapon

goneStorm bolter

Type
weapon

newClose Combat WeaponClose Combat Weapon

Range
Melee
Attacks
3
Weapon Skill
3+
Strength
5
AP
0
Damage
1

newStorm BolterStorm Bolter

Range
24"
Attacks
3
Ballistic Skill
3+
Strength
5
AP
-1
Damage
1

newStorm Bolter — Storm BolterRapid Fire 2

Rules

This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.

Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).

goneStorm bolterStorm bolter

Range
24"
Attacks
2
Ballistic Skill
3+
Strength
4
AP
0
Damage
1

goneStorm bolter — Storm bolterRapid Fire 2

Rules

This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.

Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).

changed1 Justicar, 4 Grey Knight

Points
115 pts 125 pts

changed1 Justicar, 5-9 Grey Knight

Points
230 pts 250 pts

changedVenerable Dreadnought

changedVenerable Dreadnought

Equipped With
Assault cannon, Storm bolter, Dreadnought combat weapon Assault cannon, Storm Bolter, Dreadnought combat weapon

newStorm Bolter

Type
weapon

goneStorm bolter

Type
weapon

newStorm BolterStorm Bolter

Range
24"
Attacks
3
Ballistic Skill
3+
Strength
5
AP
-1
Damage
1

newStorm Bolter — Storm BolterRapid Fire 2

Rules

This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.

Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).

goneStorm bolterStorm bolter

Range
24"
Attacks
2
Ballistic Skill
3+
Strength
4
AP
0
Damage
1

goneStorm bolter — Storm bolterRapid Fire 2

Rules

This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.

Example: If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice for that weapon (for a total of two for that weapon).

Codex: Leagues of Votann

changedCthonian Beserks

changed5 Cthonian Beserk

Points
95 pts 90 pts

changed6-10 Cthonian Beserk

Points
190 pts 180 pts

changedHernkyn Pioneers

changed3 Hernkyn Pioneer

Points
80 pts 85 pts

changed4-6 Hernkyn Pioneer

Points
160 pts 170 pts

changedKapricus Defenders

Points Scaling
+10 pts per 3 models +20 pts per 3 models

changed1 Kapricus Defender

Points
70 pts 75 pts

changed2 Kapricus Defender

Points
140 pts 150 pts

Codex: Imperial Knights

Codex: Drukhari

changedTalos

changed1 Talos

Points
75 pts 70 pts

changed2 Talos

Points
150 pts 140 pts

changedWracks

changed1 Acothyst, 4 Wrack

Points
60 pts 55 pts

changed5-7 Wrack, 1 Acothyst

Points
100 pts 90 pts

changed1 Acothyst, 8-9 Wrack

Points
120 pts 110 pts