Books
- newCodex Supplement: Deathwatchwhole book
- newImperial Armour: Space Marineswhole book
- goneImperial Armour: Astarteswhole book
- goneIndex: Deathwatchwhole book
Codex: Orks
changedBannernob
changed1 Bannernob
- Points
35 pts30 pts
changedBattlewagon
- Points Scaling
+10 pts per 3 models+20 pts per 3 models
changed1 Battlewagon
- Points
150 pts160 pts
changedBeast Snagga Boyz
changed9 Beast Snagga Boy, 1 Nob
- Points
85 pts80 pts
changed2 Nob, 18 Beast Snagga Boy
- Points
170 pts160 pts
changedBig Mek
- Points Scaling
+10 pts per 3 models+15 pts per 3 models
changed1 Big Mek
- Points
85 pts100 pts
changedBig Mek Dakkarig
- Points Scaling
+10 pts per 3 models+20 pts per 3 models
changed1 Big Mek Dakkarig
- Points
135 pts160 pts
changedBig Mek in Mega Armour
changedKustom Force Field
- Rule Text
While the bearer is leading a unit, models in thatThis unithave 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 pts110 pts
changedBlitza‑bommer
changedBlitza-bommer
- Objective Control
-1-
changedBoyz
changed9 Boy, 1 Nob
- Points
90 pts85 pts
changed18 Boy, 2 Nob
- Points
180 pts170 pts
changedBreaka Boyz
changed1 Nob, 5 Breaka Boy
- Points
135 pts120 pts
changedBurna‑bommer
changedBurna-bommer
- Objective Control
-1-
changedDakkajet
changedDakkajet
- Objective Control
-1-
changedDeffkoptas
changed3 Deffkopta
- Points
80 pts85 pts
changed4-6 Deffkopta
- Points
160 pts170 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 pts110 pts
changed1 Kaptin, 5-9 Flash Git
- Points
210 pts220 pts
changedGhazghkull Thraka
changed1 Ghazghkull Thraka
- Points
300 pts290 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 pts275 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 pts70 pts
changed3 Meganob
- Points
110 pts105 pts
changed4-5 Meganob
- Points
185 pts175 pts
changed6 Meganob
- Points
225 pts210 pts
changedMek
changed1 Mek
- Points
45 pts55 pts
changedNazdreg
changed1 Nazdreg
- Points
175 pts165 pts
changedNobz
changed5 Nob
- Points
125 pts115 pts
changed6-10 Nob
- Points
250 pts230 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 pts130 pts
changed2 Nob on Smasha Squig, 6 Squighog Boy
- Points
280 pts260 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 pts160 pts
changedWarboss
- Base Size
40mm50mm
changedWarboss in Mega Armour
changed1 Warboss in Mega Armour
- Points
125 pts115 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
120mm120x92mm
changedWazbom Blastajet
- Objective Control
-1-
changedBlastajet Force Field
- Rule Text
The bearer has a 4+Modelsinvulnerableinsave,thisbutunit:- Have
it5+losesInSv. - Do
thenotGRENADEShavekeyword.smoke.
- Have
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 pts60 pts
Codex: Space Marines
newCaptain on Bike
newKaius Konorius
goneCenturion Assault Squad
goneCenturion Devastator Squad
goneDevastator Squad
goneDreadnought
goneHammerfall Bunker
goneLieutenant in Reiver Armour
gonePedro Kantor
gonePredator Annihilator
gonePredator Destructor
goneRazorback
goneStormhawk Interceptor
goneStormraven Gunship
goneStormtalon Gunship
goneSuppressor Squad
goneTactical Squad
goneUriel Ventris
goneVindicator
goneWhirlwind
changedAdrax Agatone
- Unit Composition
■ 1- 1 Adrax Agatone
– EPIC HEROThismodel
This model is equipped
with:with: 1 Drakkis; 1 Malleus Noctum.- 1 Adrax Agatone
changedAdrax Agatone
- Toughness
45- Keywords
Infantry, Character, Epic Hero, Imperium, Tacticus, Captain, Adrax AgatoneCaptain, 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 Rangeengagedofwith thismodel, halve the Objective Control characteristicunit,ofthatmodelsenemyinunitthathasenemy-1unit.OC.
changedUnto the Anvil
- Rules
While this modelThisisunit’sleadingmeleeaattacksunit,can:- Re-roll
eachwoundtimerollsaofmodel1. - Or:
inIfthattheunitassaultmakesdoctrineaismeleeactiveattack,foryouthiscanunit, re-rollthe Woundwoundroll.rolls.
- Re-roll
changedLeader
- Rules
This model can be attached to the following units:
■ ASSAULT INTERCESSOR SQUAD
■ASSAULT SQUADBLADEGUARD VETERAN SQUAD
■
■COMMAND SQUADCOMPANY HEROES
■
■ INFERNUS SQUAD
■ INTERCESSOR SQUAD
■ STERNGUARD VETERANSQUAD
■ TACTICAL SQUAD
■ VANGUARD VETERAN SQUAD
changedDrakkisDrakkis
- Strength
45
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 pts90 pts
changedAethon Shaan
- Unit Composition
■- 1 Aethon Shaan
– EPIC HERO Thismodel
This model is equipped
with:with: 1heavyClawsboltofpistol;Severax; 1ClawsHeavyofBoltSeveraxPistol.- 1 Aethon Shaan
changedAethon Shaan
- Toughness
45- Keywords
Infantry, Character, Epic Hero, Fly, Jump Pack, Imperium, Tacticus, Chapter Master, Aethon ShaanChapter Master, Character, Epic Hero, Explosives, Fly, Imperium, Infantry, Jump Pack, Smoke, Tacticus- Equipped With
Heavy bolt pistol, Claws of SeveraxClaws 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"friendlyofAdeptusthatAstartesenemyInfantryunit,unit.youYou can re-rollthe Charge roll, but itchargemustrollsdeclarefor thatenemyunitasuntilathetargetstart ofthatyourchargenext(ifCommandpossible).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 pts105 pts
changedAggressor Squad
- Unit Composition
■ 1- 1 Aggressor
Sergeant ■Sergeant2-5model - 2-5
AggressorsEveryAggressor models
Every model is equipped
with:with:flamestorm1gauntlets;FlamestormpowerGauntlets;fist.1 Twin Power Fists.- 1 Aggressor
- Points Scaling
+10 pts per 3 models
changedAggressor Sergeant
- Keywords
Infantry, Imperium, Gravis, Aggressor SquadGravis, Imperium, Infantry- Equipped With
Flamestorm gauntlets, Twin power fistsFlamestorm Gauntlets, Twin Power Fists
changedAggressor
- Keywords
Infantry, Imperium, Gravis, Aggressor SquadGravis, Imperium, Infantry- Equipped With
Flamestorm gauntlets, Twin power fistsFlamestorm 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 pts90 pts- Aggressor count
3-52
changedAncient
- Unit Composition
■- 1
1AncientAncientThismodel
This model is equipped
with:with:bolt1pistol;BoltboltPistol;rifle;1closeBoltcombatRifle;weapon.1 Ceramite Fists.- 1
changedAncient
- Toughness
45- Objective Control
12- Keywords
Infantry, Character, Grenades, Imperium, Tacticus, AncientCharacter, Explosives, Imperium, Infantry, Tacticus- Equipped With
Bolt pistol, Bolt rifle, Close combat weaponBolt 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 SQUADCRUSADER SQUAD
■
■ DEATHWATCH VETERANS
■ DECIMUS KILL TEAM
■ DESOLATION SQUAD
■DEVASTATOR SQUADFORTIS KILL TEAM
■
■ HELLBLASTER SQUAD
■ INFERNUS SQUAD
■ INNER CIRCLE COMPANIONS
■ INTERCESSOR SQUAD
■LONG FANGSSTERNGUARD VETERAN SQUAD
■
■ SWORDBRETHREN
■ 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 pts45 pts
changedAncient in Terminator Armour
- Unit Composition
■ 1- 1 Ancient in Terminator
ArmourThisArmour model
This model is equipped
with:with:storm1bolter;Master-craftedpowerPowerfist.Weapon; 1 Storm Bolter.- 1 Ancient in Terminator
changedAncient in Terminator Armour
- Toughness
56- Objective Control
12- Keywords
Infantry, Character, Imperium, Terminator, AncientAncient, Character, Imperium, Infantry, Terminator- Equipped With
Storm bolter, Power fistMaster-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
■ DEATHWINGCOMMAND SQUAD
■ DEATHWING KNIGHTS
■ DEATHWING TERMINATOR SQUAD
■RELICTERMINATORTERMINATORASSAULT SQUAD
■ TERMINATORASSAULTSQUAD
■TERMINATORWOLFSQUADGUARD 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 pts75 pts
changedApothecary
- Unit Composition
■- 1
1ApothecaryApothecaryThismodel
This model is equipped
with:with:absolvor1boltAbsolvorpistol;BoltreductorPistol;pistol;1closeReductorcombatPistol;weapon.1 Servo-armature.- 1
changedApothecary
- Toughness
45- Keywords
Infantry, Character, Grenades, Imperium, Tacticus, ApothecaryCharacter, Imperium, Infantry, Tacticus- Equipped With
Absolvor bolt pistol, Reductor pistol, Close combat weaponAbsolvor 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 CHARACTERthismodels)unittohealsthatD3+1unit.wounds.
changedSupport
- Rules
This model can be attached to the following units:
■ ASSAULT INTERCESSOR SQUAD
■ASSAULTBLADEGUARD VETERAN SQUAD
■BLADEGUARD VETERANCOMPANYSQUADHEROES
■ 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
■ SWORDBRETHRENBRETHREN SQUAD**
■ TACTICAL SQUAD
■ VANGUARD VETERAN
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 pts45 pts
changedApothecary Biologis
- Unit Composition
■ 1- 1 Apothecary
BiologisThisBiologis model
This model is equipped
with:with:absolvor1boltAbsolvorpistol;BoltclosePistol;combat1weapon.Servo-armature.- 1 Apothecary
changedApothecary Biologis
- Objective Control
31- Keywords
Infantry, Character, Imperium, Gravis, Apothecary, BiologisApothecary, Character, Gravis, Imperium, Infantry- Equipped With
Absolvor bolt pistol, Close combat weaponAbsolvor 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
■ ERADICATORSQUADSQUAD 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 pts60 pts
changedAssault Intercessor Squad
- Unit Composition
■ 1- 1 Assault Intercessor
Sergeant ■Sergeant4-9model - 4-9 Assault
IntercessorsEveryIntercessor models
Every model is equipped
with:with:heavy1boltChainsword;pistol;1AstartesHeavychainsword.Bolt Pistol.- 1 Assault Intercessor
changedAssault Intercessor
- Toughness
45- Keywords
Infantry, Battleline, Grenades, Imperium, Tacticus, Assault Intercessor SquadBattleline, Explosives, Imperium, Infantry, Tacticus- Equipped With
Heavy bolt pistol, Astartes chainswordChainsword, Heavy Bolt Pistol
changedAssault Intercessor Sergeant
- Toughness
45- Keywords
Infantry, Battleline, Grenades, Imperium, Tacticus, Assault Intercessor SquadBattleline, Explosives, Imperium, Infantry, Tacticus- Equipped With
Heavy bolt pistol, Astartes chainswordChainsword, Heavy Bolt Pistol
newCombat Doctrines
- Rules
-
goneOath of Moment
- Rules
-
changedTargeted Intercession
- Rules
Each time a model inIf this unittargets an enemy unit with a melee attack, re-rollmade aWound roll of 1. If that enemy unit is withinchargerangemoveofthisanturn,objectivethismarker,unit’syoumeleecanattacksre-rollhavethe+1WoundSrollandinstead.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 pts90 pts- Assault Intercessor count
5-94
changedAssault Intercessors with Jump Packs
- Unit Composition
■ 1- 1 Assault Intercessor Sergeant with Jump
Pack ■Pack4-9model - 4-9 Assault
IntercessorsIntercessor with JumpPacksEachPack models
Every model is equipped
with:with:heavy1boltChainsword;pistol;1AstartesHeavychainsword.Bolt Pistol.- 1 Assault Intercessor Sergeant with Jump
changedAssault Intercessor Sergeant with Jump Pack
- Toughness
45- Keywords
Infantry, Grenades, Jump Pack, Fly, Imperium, Tacticus, Assault Intercessors with Jump PacksExplosives, Fly, Imperium, Infantry, Jump Pack, Tacticus- Equipped With
Heavy bolt pistol, Astartes chainswordChainsword, Heavy Bolt Pistol
changedAssault Intercessor with Jump Pack
- Toughness
45- Keywords
Infantry, Grenades, Jump Pack, Fly, Imperium, Tacticus, Assault Intercessors with Jump PacksExplosives, Fly, Imperium, Infantry, Jump Pack, Tacticus- Equipped With
Heavy bolt pistol, Astartes chainswordChainsword, Heavy Bolt Pistol
newCombat Doctrines
- Rules
-
goneOath of Moment
- Rules
-
changedHammer of Wrath
- Rules
Each timeWhen this unit ends aChargecharge move, you can select one enemy unitwithin Engagement Range of it, thenengagedrollwithonethisD6unit.forFor each model in this unitthat is within Engagement Rangeengagedofwith that enemyunit:unit,forrolleachone D6:- On a 4+, that enemy unit suffers 1 mortal
wound.wound.
- On a 4+, that enemy unit suffers 1 mortal
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:Ballistus1missileArmouredlauncher;Feet; 1 Ballistuslascannon;Lascannon;twin1stormBallistusbolter;MissilearmouredLauncher;feet.1 Storm Bolters.- 1 Ballistus
changedBallistus Dreadnought
- Keywords
Vehicle, Walker, Imperium, Dreadnought, Ballistus DreadnoughtDreadnought, Imperium, Vehicle, Walker- Equipped With
Ballistus missile launcher, Ballistus lascannon, Twin storm bolter, Armoured feetArmoured Feet, Ballistus Lascannon, Ballistus Missile Launcher, Storm Bolters
newCombat Doctrines
- Rules
-
newDamaged 4
goneOath of Moment
- Rules
-
changedBallistus Strike
- Rules
Each time this model makesThisaunit’s rangedattackattacks thattargets atargetunitanthatenemyisunitnotwithinBelow24"Half-strength,ofyouthiscanunitre-rollhavethe[SustainedHitHitsroll.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:heavy1boltHeavypistol;BoltclosePistol;combat1weapon.Relics of Battle.- 1 Bladeguard
changedBladeguard Ancient
- Toughness
45- Objective Control
13- Keywords
Infantry, Character, Grenades, Imperium, Tacticus, Ancient, Bladeguard AncientAncient, Character, Explosives, Imperium, Infantry, Tacticus- Equipped With
Heavy bolt pistol, Close combat weaponHeavy 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 pts60 pts
changedBladeguard Veteran Squad
- Unit Composition
■ 1- 1 Bladeguard Veteran
Sergeant ■Sergeant2-5model - 2-5 Bladeguard
VeteransEveryVeteran models
Every model is equipped
with:with:heavy1boltHeavypistol;Boltmaster-craftedPistol;power1weapon.Master-crafted Power Sword.- 1 Bladeguard Veteran
changedBladeguard Veteran Sergeant
- Toughness
45- Keywords
Infantry, Grenades, Imperium, Tacticus, Bladeguard Veteran SquadExplosives, Imperium, Infantry, Tacticus- Equipped With
Heavy bolt pistol, Master-crafted power weaponHeavy Bolt Pistol, Master-crafted Power Sword
changedBladeguard Veteran
- Toughness
45- Keywords
Infantry, Grenades, Imperium, Tacticus, Bladeguard Veteran SquadExplosives, Imperium, Infantry, Tacticus- Equipped With
Heavy bolt pistol, Master-crafted power weaponHeavy 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 pts85 pts- Bladeguard Veteran count
3-52
changedBrutalis Dreadnought
- Unit Composition
■ 1- 1 Brutalis
DreadnoughtThisDreadnought model
This model is equipped
with:with:twin1IcarusBoltironhailRifles;heavy1stubber;BrutalistwinFists;heavy1bolter;TwinBrutalisHeavyboltBolter;rifles;1BrutalisTwinfists.Icarus Ironhail Heavy Stubber.- 1 Brutalis
changedBrutalis Dreadnought
- Movement
8"10"- Keywords
Vehicle, Walker, Imperium, Dreadnought, Brutalis DreadnoughtDreadnought, Imperium, Vehicle, Walker- Equipped With
Twin Icarus ironhail heavy stubber, Twin heavy bolter, Brutalis bolt rifles, Brutalis fistsBolt 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 pts160 pts
changedCaanok Var
- Unit Composition
■ 1- 1 Caanok Var
– EPIC HEROThismodel
This model is equipped
with:with: 1storm bolter;Axiom; 1Axiom.Storm Bolter.- 1 Caanok Var
changedCaanok Var
- Toughness
56- Keywords
Infantry, Character, Epic Hero, Imperium, Terminator, Captain, Caanok VarCaptain, 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 timeInayourmodelShootinginphasethisormodel’stheunitFightmakesphase,anwhenattackthisthatunittargetsisaselectedMONSTERtoorattack,VEHICLEyouunit,canthatselectattackonehasof the[LETHALfollowingHITS]forability.thisEachunit’stimeattacksatomodelhave:- [Lethal
inHits:thisMonster/Vehicle]. - Or:
model’s[SustainedunitHitsmakes1:annon-Monster/Vehicle]. - Or:
attackIfthatthetargetstacticalanydoctrineotheris active for this unit,that[LethalattackHits:hasMonster/Vehicle]theand[SUSTAINED[SustainedHITSHits1]1:ability.non-Monster/Vehicle].
- [Lethal
changedCerebrex Logic Engine
- Rules
■ At the start ofIn the Declare Battle Formations step, you can select oneADEPTUS ASTARTES INFANTRY unit from your army. Until thefriendlyendAdeptusofAstartestheInfantrybattle,unit.thatThat unitgains 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 SQUADTERMINATOR 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 pts100 pts
changedCaptain
- Unit Composition
■- 1
1CaptainCaptainThismodel
This model is equipped
with:with:bolt1pistol;Heavymaster-craftedBoltbolter;Pistol;close1combatMaster-craftedweapon.Bolter; 1 Master-crafted Power Weapon.- 1
changedCaptain
- Toughness
45- Keywords
Infantry, Character, Grenades, Imperium, Tacticus, CaptainCharacter, Explosives, Imperium, Infantry, Tacticus- Equipped With
Bolt Pistol, Master-crafted bolter, Close combat weaponHeavy 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 SQUADBLADEGUARD VETERAN SQUAD
■
■COMMAND SQUADCOMPANY 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
■ SWORDBRETHREN
■ TACTICALBRETHREN SQUAD
■ VANGUARD VETERAN SQUAD
■ VICTRIX HONOURGUARD
■ 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
TheThisbearermodel hasa Wounds characteristic of+16.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 pts90 pts
changedCaptain in Gravis Armour
- Unit Composition
■ 1- 1 Captain in Gravis
ArmourThisArmour model
This model is equipped
with:with:master-crafted1heavyMaster-craftedboltHeavyrifle;Boltmaster-craftedRifle;power1weapon.Master-crafted Power Weapon.- 1 Captain in Gravis
changedCaptain in Gravis Armour
- Keywords
Infantry, Character, Grenades, Imperium, Gravis, CaptainCaptain, Character, Explosives, Gravis, Imperium, Infantry- Equipped With
Master-crafted heavy bolt rifle, Master-crafted power weaponMaster-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 thismodel, halve the Damage characteristicmodelofhavethat-1attack.D.
changedLeader
- Rules
This model can be attached to the following units:
■ AGGRESSOR SQUAD
■ ERADICATORSQUADSQUAD 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 pts90 pts
changedCaptain in Phobos Armour
- Unit Composition
■ 1- 1 Captain in Phobos
ArmourThisArmour model
This model is equipped
with:with:bolt1pistol;BoltinstigatorPistol;bolt1carbine;CombatcombatKnife; 1knife.Instigator Bolt Carbine.- 1 Captain in Phobos
changedCaptain in Phobos Armour
- Movement
6"8"- Keywords
Infantry, Character, Grenades, Imperium, Phobos, CaptainCaptain, Character, Explosives, Imperium, Infantry, Phobos- Equipped With
Bolt Pistol, Instigator bolt carbine, Combat knifeBolt 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 MORKAIINCURSOR 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
45- 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 pts75 pts
changedCaptain in Terminator Armour
- Unit Composition
■ 1- 1 Captain in Terminator
ArmourThisArmour model
This model is equipped
with:with:storm1bolter;RelicrelicWeapon;weapon.1 Storm Bolter.- 1 Captain in Terminator
- Base Size
50mm40mm
changedCaptain in Terminator Armour
- Toughness
56- Keywords
Infantry, Character, Imperium, Terminator, CaptainCaptain, Character, Imperium, Infantry, Terminator- Equipped With
Storm bolter, Relic weaponRelic 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 rollsmadefor thismodel’sunit.
changedLeader
- Rules
This model can be attached to the following units:
■ DEATHWATCH TERMINATOR SQUAD
■ DEATHWINGCOMMAND SQUAD
■ DEATHWING KNIGHTS
■ DEATHWING TERMINATOR SQUAD
■RELICTERMINATORTERMINATORASSAULT SQUAD
■ TERMINATORASSAULTSQUAD
■TERMINATORWOLFSQUADGUARD 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 pts100 pts
changedCaptain Titus
- Unit Composition
■ 1- 1 Captain Titus
- EPIC HEROThismodel
This model is equipped
with:with:bolt1pistol;Boltmaster-craftedPistol;bolter;1master-craftedMaster-craftedchainsword.Bolter; 1 Master-crafted Chainsword.- 1 Captain Titus
changedCaptain Titus
- Toughness
45- Keywords
Infantry, Character, Epic Hero, Imperium, Tacticus, Grenades, Captain, TitusCaptain, Character, Epic Hero, Explosives, Imperium, Infantry, Tacticus- Equipped With
Bolt Pistol, Master-crafted bolter, Master-crafted chainswordBolt 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
WeaponsThisequippedunit’sbymeleemodelsattacksinhave:- [Sustained
thisHitsmodel’s1:unitnon-Monster/vehicle]. - Or:
haveIf the[SUSTAINEDassaultHITSdoctrine1]isability.active for this unit, [Sustained Hits 1].
- [Sustained
changedHonour of Ultramar
- Rules
IfIn the fight phase, when this model is destroyed,byifathismeleeunitattack,hasifnotitbeenhasselectednottofoughtfight this phase, roll one D6:on- On a 2+, do not remove
it from play. Thisthis modelcanfromfighttheafterbattlefield.theWhenattackingyour unit hasfinished making its attacks. If onefought, ormore enemy modelsatarethedestroyedendasofatheresultphaseof(whicheverthosecomesattacks,first), this modelregains D3 lost wounds andisnot destroyed; otherwise it isremoved fromplay.the battlefield.
- On a 2+, do not remove
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 SQUADBLADEGUARD VETERAN SQUAD
■
■COMMAND SQUADHELLBLASTER SQUAD
■ COMPANY HEROES
■
■ 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
45- 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 pts115 pts
changedCaptain with Jump Pack
- Unit Composition
■ 1- 1 Captain with Jump
PackThisPack model
This model is equipped
with:with:heavy1boltChainsword;pistol;1AstartesHeavychainsword.Bolt Pistol.- 1 Captain with Jump
changedCaptain with Jump Pack
- Toughness
45- Keywords
Infantry, Character, Jump Pack, Fly, Grenades, Imperium, Tacticus, CaptainCaptain, Character, Explosives, Fly, Imperium, Infantry, Jump Pack, Tacticus- Equipped With
Heavy bolt pistol, Astartes chainswordChainsword, 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 unitends a Charge move, until the end of the turn, addhas1+1 tothe Strength characteristic of melee weapons equipped byadvancemodelsrollsinandthatchargeunit.rolls.
changedLeader
- Rules
This model can be attached to the following units:
■ ASSAULT INTERCESSORS WITH JUMP PACKS
■ASSAULT SQUAD WITH JUMP PACKSSANGUINARY GUARD
■
■SKYCLAWSTALONSTRIKE KILL TEAM
■
■ VANGUARD VETERANSQUAD 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
TheThisbearermodel hasa Wounds characteristic of+16.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 pts90 pts
changedCato Sicarius
- Unit Composition
■ 1- 1 Cato Sicarius
– EPIC HEROThismodel
This model is equipped
with:with: 1artisanArtisanplasmaPlasmapistol;Pistol; 1 TalassariantempestTempestblade.Blade.- 1 Cato Sicarius
changedCato Sicarius
- Toughness
45- Keywords
Infantry, Character, Epic Hero, Imperium, Tacticus, Captain, Cato, SicariusCharacter, 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
YouWhencanyou target this unit with theHeroicHeroic Interventionstratagem, regardless of any other uses ofstratagem, thatstratagem this phase. If you do:■ Thatuse 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 pts115 pts
changedChaplain
- Unit Composition
■- 1
1ChaplainChaplainThismodel
This model is equipped
with:with:absolvor1boltAbsolvorpistol;BoltcroziusPistol;arcanum.1 Crozius Arcanum.- 1
changedChaplain
- Toughness
45- Keywords
Infantry, Character, Grenades, Imperium, Tacticus, ChaplainCharacter, Explosives, Imperium, Infantry, Tacticus- Equipped With
Absolvor bolt pistol, Crozius arcanumAbsolvor 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 makesThisaunit’s meleeattack, add 1 to theattacksWoundhaveroll.[Lance].
changedLeader
- Rules
This model can be attached to the following units:
■ ASSAULT INTERCESSOR SQUAD
■ASSAULT SQUADBLADEGUARD VETERAN SQUAD
■
■ CRUSADER SQUAD
■ DEATH COMPANY MARINES
■DEATH COMPANY MARINES WITH BOLT RIFLESDEATHWATCH VETERANS
■ DEATH COMPANY MARINES WITH BOLTGUNS
■
■ DECIMUS KILL TEAM
■ FORTIS KILL TEAM
■ HELLBLASTER SQUAD
■ INFERNUS SQUAD
■ INNER CIRCLE COMPANIONS
■ INTERCESSOR SQUAD
■ STERNGUARD VETERAN SQUAD
■ SWORDBRETHREN
■ 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 pts70 pts
changedChaplain in Terminator Armour
- Unit Composition
■ 1- 1 Chaplain in Terminator
ArmourThisArmour model
This model is equipped
with:with:storm1bolter;CroziuscroziusArcanum;arcanum.1 Storm Bolter.- 1 Chaplain in Terminator
- Base Size
40mm50mm
changedChaplain in Terminator Armour
- Toughness
56- Keywords
Infantry, Character, Imperium, Terminator, ChaplainChaplain, Character, Imperium, Infantry, Terminator- Equipped With
Storm bolter, Crozius arcanumCrozius 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 makesThisaunit’s meleeattack, add 1 to theattacksWoundhaveroll.[Lance].
changedLeader
- Rules
This model can be attached to the following units:
■ DEATHWATCH TERMINATOR SQUAD
■ DEATHWINGCOMMAND SQUAD
■ DEATHWING KNIGHTS
■ DEATHWING TERMINATOR SQUAD
■RELICTERMINATORTERMINATORASSAULT SQUAD
■ TERMINATORASSAULTSQUAD
■TERMINATORWOLFSQUADGUARD 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
TheThisbearermodel hasa Wounds characteristic of+16.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 pts85 pts
changedChaplain on Bike
- Unit Composition
■ 1- 1 Chaplain on
BikeThisBike model
This model is equipped
with:with:absolvor1boltAbsolvorpistol;BolttwinPistol;bolt1rifle;CroziuscroziusArcanum;arcanum.1 Twin Bolt Rifle.- 1 Chaplain on
- Base Size
90 x 52.5mm Oval Base90x52.5mm Oval Base
changedChaplain on Bike
- Toughness
56- Objective Control
12- Keywords
Mounted, Character, Grenades, Imperium, ChaplainChaplain, Character, Explosives, Imperium, Mounted- Equipped With
Absolvor bolt pistol, Twin bolt rifle, Crozius arcanumAbsolvor 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 makesThisaunit’s meleeattack, add 1 to theattacksWoundhaveroll.[Lance].
changedCatechism of Fire
- Rules
EachIntimeyourthisShootingmodel’sphase, when this unit is selected to shoot, you can select oneenemy unit within 12" of andvisibleto this model. Until theendenemyofunit.theThisphase,unit’s rangedweapons equipped by modelsattacksinthatthistargetmodel’sthat unit havethe [DEVASTATING WOUNDS] ability when targeting that enemy[Devastatingunit.Wounds].
changedLeader
- Rules
This model can be attached to the following units:
■
BIKE SQUADOUTRIDER SQUAD
■ COMPANY VETERANS ON BIKES
■
■ 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 pts80 pts
changedChaplain with Jump Pack
- Unit Composition
■ 1- 1 Chaplain with Jump
PackThisPack model
This model is equipped
with:with:bolt1pistol;AbsolvorcroziusBoltarcanum.Pistol; 1 Crozius Arcanum.- 1 Chaplain with Jump
- Base Size
32mm40mm
changedChaplain with Jump Pack
- Toughness
45- Keywords
Infantry, Character, Jump Pack, Fly, Imperium, ChaplainChaplain, Character, Explosives, Fly, Imperium, Infantry, Jump Pack, Tacticus- Equipped With
Bolt pistol, Crozius arcanumAbsolvor Bolt Pistol, Crozius Arcanum
newCombat Doctrines
- Rules
-
goneOath of Moment
- Rules
-
changedExhortation of Rage
- Rules
Each timeWhile thismodel’sunit isselected to fight, you can select one enemy unit withinatEngagementorRangebelowofhalf-strength, thismodel’s unit and roll one D6: on a 4-5, that enemy unit suffers D3 mortal wounds; on a 6, thatunit’senemymeleeunitattackssufferscan3re-rollmortalwoundwounds.rolls.
changedLitany of Hate
- Rules
While this model is leading a unit, each time a model in that unit makesThisaunit’s meleeattack, add 1 to theattacksWoundhaveroll.[Lance].
changedLeader
- Rules
This model can be attached to the following units:
■ ASSAULT INTERCESSORS WITH JUMP PACKS
■ASSAULT SQUAD WITH JUMP PACKSDEATH COMPANY MARINES WITH
■BOLTGUNS ANDJUMP PACKS
■DEATH COMPANY MARINES WITH JUMP PACKSTALONSTRIKE KILL TEAM
■ SKYCLAWS
■
■ VANGUARD VETERANSQUAD 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 pts80 pts
changedChief Librarian Tigurius
- Unit Composition
■ 1- 1 Chief Librarian Tigurius
– EPIC HEROThismodel
This model is equipped
with:with:bolt1pistol;BoltStormPistol;of1theRodEmperor’sofWrath;Tigurius;Rod1 Storm ofTigurius.the Emperor’s Wrath.- 1 Chief Librarian Tigurius
changedChief Librarian Tigurius
- Toughness
45- Wounds
45- Keywords
Infantry, Character, Epic Hero, Psyker, Imperium, Tacticus, Chief Librarian TiguriusCharacter, Epic Hero, Explosives, Infantry, Psyker, Tacticus- Equipped With
Bolt Pistol, Storm of the Emperor’s Wrath, Rod of TiguriusBolt 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 SQUADBLADEGUARD VETERAN SQUAD
■
■ DESOLATION SQUAD
■DEVASTATORINFERNUS SQUAD
■ INTERCESSOR SQUAD
■ STERNGUARD VETERANSQUADSQUAD
■ TACTICAL
■ VANGUARD VETERAN SQUAD**
changedBolt PistolBolt Pistol
- Strength
45- 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
D32
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 pts115 pts
changedCompany Heroes
- Unit Composition
■- 1
1AncientAncient ■model - 1
1Company Champion model - 1 Company
Champion ■Veteran2with Bolt Rifle model - 1 Company
VeteransTheVeteran with Heavy Bolter model
The Ancient is equipped
with:with:bolt1pistol;CombatboltKnife;rifle;1closeMaster-craftedcombatBoltweapon.ThePistol; 1 Master-crafted Bolt Rifle. The Company Champion is equippedwith:with:bolt1pistol;Master-craftedmaster-craftedBoltpowerPistol;weapon.One1 Master-crafted Power Weapon. The Company Veteran with Bolt Rifle is equippedwith:with:bolt1pistol;Combatmaster-craftedKnife;heavy1bolter;Master-craftedcloseBoltcombatPistol;weapon.One1 Master-crafted Bolt Rifle. The Company Veteran with Heavy Bolter is equippedwith:with:bolt1pistol;Combatmaster-craftedKnife;bolt1rifle;Master-craftedcloseBoltcombatPistol;weapon.1 Master-crafted Heavy Bolter.- 1
- 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
45- Objective Control
12- Keywords
Infantry, Grenades, Imperium, Tacticus, Company HeroesExplosives, Imperium, Infantry, Tacticus- Equipped With
Bolt pistol, Master-crafted power weaponMaster-crafted Bolt Pistol, Master-crafted Power Weapon
changedCompany veteran with bolt rifle
- Toughness
45- Objective Control
12- Keywords
Infantry, Grenades, Imperium, Tacticus, Company HeroesExplosives, Imperium, Infantry, Tacticus- Equipped With
- Combat Knife, Master-crafted Bolt Pistol, Master-crafted Bolt Rifle
changedAncient
- Toughness
45- Objective Control
12- Keywords
Infantry, Grenades, Imperium, Tacticus, Ancient, Company HeroesExplosives, Imperium, Infantry, Tacticus- Equipped With
Bolt pistol, Bolt rifle, Close combat weaponCombat 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 anAttacksattackthattargetstarget thisunit, subtractunit1havefrom-1thetoWoundwoundroll.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.- 1 Darnath Lysander
changedDarnath Lysander
- Toughness
56- Keywords
Infantry, Character, Epic Hero, Imperium, Terminator, Captain, Darnath LysanderCaptain, 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 thatattack istargetgreaterthisthanunitorhaveequal-1 tothe Toughness characteristic of that unit, subtract 1 from the Woundhitroll.rolls.
changedLeader
- Rules
This model can be attached to the following units:
■
RELIC TERMINATOR SQUADTERMINATOR 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 pts160 pts
changedDesolation Squad
- Unit Composition
■ 1- 1 Desolation
Sergeant ■Sergeant4model - 4 Desolation
MarinesEveryMarine models
Every model is equipped
with:with:bolt1pistol;BoltcastellanPistol;launcher;1superfragCastellanrocketLauncher;launcher;1closeCeramitecombatFists;weapon.1 Superfrag Rocket Launcher.- 1 Desolation
- Points Scaling
+30 pts per 2 models+10 pts per 3 models
changedDesolation Sergeant
- Toughness
45- Keywords
Infantry, Grenades, Imperium, Tacticus, Desolation SquadExplosives, Imperium, Infantry, Tacticus- Equipped With
Bolt pistol, Castellan launcher, Superfrag rocket launcher, Close combat weaponBolt Pistol, Castellan Launcher, Ceramite Fists, Superfrag Rocket Launcher
changedDesolation Marine
- Toughness
45- Keywords
Infantry, Grenades, Imperium, Tacticus, Desolation SquadExplosives, Imperium, Infantry, Tacticus- Equipped With
Bolt pistol, Castellan launcher, Superfrag rocket launcher, Close combat weaponBolt 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 MovementThisphase,unit’s rangedweaponsattacksequippedthatbytargetmodelsainvisiblethisenemy unit havethe [IGNORES COVER][Ignoresability.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 pts135 pts
changedDrop Pod
- Unit Composition
■ 1- 1 Drop
PodPod model
- 1 Drop
- Base Size
HullCustom
changedDrop Pod
- Objective Control
0-- Keywords
Vehicle, Transport, Dedicated Transport, Imperium, Drop Pod, FrameDedicated 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 upon the battlefieldand all units embarked within it have disembarked,until the end of the battle,units cannot embark within thisTRANSPORT.unit.
changedDrop Pod Assault
- Rules
- This
modelunit must start the battle inReserves and can be set upstrategicinreserves. - In
theyourReinforcementsfirststepMovementofphase,yourthisfirst,unitsecondcanormakethirdanMovementingressphase,move. - When
regardlessthisofunitanyismissionsetrules.up,Anyall units embarked within thismodelunit mustimmediately disembark after it hasmakebeenasetdisembark/assaultupdisembarkonmovethe(pgbattlefield,157), andtheythose units must be set up more than 8" away from all enemymodels.units.
- This
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 ■Sergeant2model - 2
EliminatorsEveryEliminator models
Every model is equipped
with:with:bolt1pistol;BoltboltPistol;sniper1rifle;BoltcloseSnipercombatRifle;weapon.1 Ceramite Fists.- 1 Eliminator
changedEliminator Sergeant
- Movement
6"8"- Keywords
Infantry, Grenades, Imperium, Phobos, Eliminator SquadExplosives, Imperium, Infantry, Phobos, Smoke- Equipped With
Bolt pistol, Bolt sniper rifle, Close combat weaponBolt Pistol, Bolt Sniper Rifle, Ceramite Fists
changedEliminator
- Movement
6"8"- Keywords
Infantry, Grenades, Imperium, Phobos, Eliminator SquadExplosives, Imperium, Infantry, Phobos, Smoke- Equipped With
Bolt pistol, Bolt sniper rifle, Close combat weaponBolt 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 pts85 pts
changedEradicator Squad with melta rifles
was Eradicator Squad
- Unit Composition
■ 1- 1 Eradicator
Sergeant ■Sergeant2-5model - 2-5
EradicatorsEveryEradicator models
Every model is equipped
with:with:bolt1pistol;BoltmeltaPistol;rifle;1closeCeramitecombatFists;weapon.1 Melta Rifle.- 1 Eradicator
- Points Scaling
+10 pts per 3 models+15 pts per 3 models
changedEradicator Sergeant
- Keywords
Infantry, Grenades, Imperium, Gravis, Eradicator SquadExplosives, Gravis, Imperium, Infantry- Equipped With
Bolt pistol, Melta rifle, Close combat weaponBolt Pistol, Ceramite Fists, Melta Rifle
changedEradicator
- Keywords
Infantry, Grenades, Imperium, Gravis, Eradicator SquadExplosives, Gravis, Imperium, Infantry- Equipped With
Bolt pistol, Melta rifle, Close combat weaponBolt Pistol, Ceramite Fists, Melta Rifle
newCombat Doctrines
- Rules
-
goneOath of Moment
- Rules
-
changedTotal Obliteration
- Rules
Each timeThisaunit’s rangedattack 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-rollthe Damagedamageroll.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
910- AP
-4-3- Damage
D6D3+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 pts90 pts- Eradicator count
3-52
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: 1boltBoltpistol;Pistol; 1heavyCeramitebolter;Fists; 1close‑combatHeavyweaponBolter.- 1 Eradicator Sergeant
- Points Scaling
- +15 pts per 3 models
changedEradicator
- Keywords
Infantry, Imperium, Gravis, Eradicator Squad, Eradicator Squad with Heavy BoltersExplosives, Gravis, Imperium, Infantry- Equipped With
- Bolt Pistol, Ceramite Fists, Heavy Bolter
changedEradicator Sergeant
- Keywords
Infantry, Imperium, Gravis, Eradicator Squad, Eradicator Squad with Heavy BoltersExplosives, 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
56
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 pts95 pts
changedFirestrike Servo-turrets
- Unit Composition
■ 1-2- 1-2 Firestrike
Servo-turretsEveryServo-turrets models
Every model is equipped
with:with:twin1FirestrikeHoveringlas-talon;Bulk;close1combatTwinweapon.Firestrike Las-talon.- 1-2 Firestrike
changedFirestrike Servo-turrets
- Movement
3"5"- Keywords
Artillery, Vehicle, Imperium, Firestrike Servo-turretsArtillery, Imperium, Vehicle- Equipped With
Twin Firestrike las-talon, Close combat weaponHovering 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:Lancer1laserArmoureddestroyer;Hull;21stormDefensivebolters;Array;armoured1hull.Laser Destroyer.- 1 Gladiator
changedGladiator Lancer
- Keywords
Vehicle, Smoke, Imperium, Gladiator Lancer, FrameFrame, Imperium, Smoke, Vehicle- Equipped With
Lancer laser destroyer, Storm bolter, Armoured hullArmoured Hull, Defensive Array, Laser Destroyer
newCombat Doctrines
- Rules
-
newDamaged 4
goneOath of Moment
- Rules
-
changedAquilon Optics
- Rules
Each timeThisthisunit’smodelrangedisattacksselectedthattotargetshoot,ayouMonster/Vehiclecanunitre-rollcan:- Re-roll one
Hit roll, youcanhitre-rollroll. - Re-roll one
Woundwound rolland you can re-roll. - Re-roll one
Damagedamage rollwhen resolving its attacks..
- Re-roll one
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 pts165 pts
changedGladiator Reaper
- Unit Composition
■ 1- 1 Gladiator
ReaperThisReaper model
This model is equipped
with:with:21tempestArmouredbolters;Hull;twin1heavyDefensiveonslaughtArray;gatling1cannon;TwinarmouredHeavyhull.Onslaught Gatling Cannon.- 1 Gladiator
changedGladiator Reaper
- Keywords
Vehicle, Smoke, Imperium, Gladiator Reaper, FrameFrame, Imperium, Smoke, Vehicle- Equipped With
Tempest bolter, Twin heavy onslaught gatling cannon, Armoured hullArmoured 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’sgatlingrangedcannonattackshasthatthetarget[SUSTAINEDaHITSunit2](excludingabilityMonster/Vehiclewhenunits)targetinghaveINFANTRY+1units.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 pts165 pts
changedGladiator Valiant
- Unit Composition
■ 1- 1 Gladiator
ValiantThisValiant model
This model is equipped
with:with:21multi-meltas;ArmouredtwinHull;las-talon;1armouredDefensivehull.Array; 2 Multi-melta; 1 Twin Las-talon.- 1 Gladiator
changedGladiator Valiant
- Keywords
Vehicle, Smoke, Imperium, Gladiator Valiant, FrameFrame, Imperium, Smoke, Vehicle- Equipped With
Multi-melta, Twin las-talon, Armoured hullArmoured 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 withThisitsunit’stwinrangedlas-talonattacks thattargets the closest eligibletargetMONSTERaorunitVEHICLEwithinunit,12"addof1thistounitthehaveHit+1roll.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
910- AP
-4-3- Damage
D6D3+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 pts165 pts
changedHeavy Intercessor Squad
- Unit Composition
■ 1- 1 Heavy Intercessor
Sergeant ■Sergeant4-9model - 4-9 Heavy
IntercessorsEveryIntercessor models
Every model is equipped
with:with:bolt1pistol;BoltheavyPistol;bolt1rifle;CeramitecloseFists;combat1weapon.Heavy Bolt Rifle.- 1 Heavy Intercessor
changedHeavy Intercessor
- Keywords
Infantry, Battleline, Grenades, Imperium, Gravis, Heavy Intercessor SquadBattleline, Explosives, Gravis, Imperium, Infantry- Equipped With
Bolt pistol, Heavy bolt rifle, Close combat weaponBolt Pistol, Ceramite Fists, Heavy Bolt Rifle
changedHeavy Intercessor Sergeant
- Keywords
Infantry, Battleline, Grenades, Imperium, Gravis, Heavy Intercessor SquadBattleline, Explosives, Gravis, Imperium, Infantry- Equipped With
Bolt pistol, Heavy bolt rifle, Close combat weaponBolt 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 objectivemarker you control, each time an attack with a Damage characteristic of 1 is allocated to a model in, thisunit,unitaddhas1+1 toany armour saving throw made against thatsaveattack.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 pts110 pts- Heavy Intercessor count
5-94
changedHellblaster Squad
- Unit Composition
■ 1- 1 Hellblaster
Sergeant ■Sergeant4-9model - 4-9
HellblastersEveryHellblaster models
Every model is equipped
with:with:bolt1pistol;BoltplasmaPistol;incinerator;1closeCeramitecombatFists;weapon.1 Plasma Incinerator.- 1 Hellblaster
- Points Scaling
- +15 pts per 3 models
changedHellblaster Sergeant
- Toughness
45- Keywords
Infantry, Grenades, Imperium, Tacticus, Hellblaster SquadExplosives, Imperium, Infantry, Tacticus- Equipped With
Bolt pistol, Plasma incinerator, Close combat weaponBolt Pistol, Ceramite Fists, Plasma Incinerator
changedHellblaster
- Toughness
45- Keywords
Infantry, Grenades, Imperium, Tacticus, Hellblaster SquadExplosives, Imperium, Infantry, Tacticus- Equipped With
Bolt pistol, Plasma incinerator, Close combat weaponBolt 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 pts110 pts- Hellblaster count
5-94
changedImpulsor
- Unit Composition
■- 1
1ImpulsorImpulsorThismodel
This model is equipped
with:with:21stormArmouredbolters;Hull;armoured1hull.Storm Bolters.- 1
changedImpulsor
- Keywords
Vehicle, Transport, Dedicated Transport, Imperium, Impulsor, FrameDedicated Transport, Frame, Imperium, Transport, Vehicle- Equipped With
Storm bolter, Armoured hullArmoured 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
TheThisbearerunit hasa5+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 ■Sergeant2-5model - 2-5
InceptorsEveryInceptor models
Every model is equipped
with:with:assault1bolters;AssaultcloseBolters;combat1weapon.Ceramite Fists.- 1 Inceptor
changedInceptor
- Keywords
Infantry, Jump Pack, Fly, Imperium, Gravis, Inceptor SquadFly, Gravis, Imperium, Infantry, Jump Pack- Equipped With
Assault bolters, Close combat weaponAssault Bolters, Ceramite Fists
changedInceptor Sergeant
- Keywords
Infantry, Jump Pack, Fly, Imperium, Gravis, Inceptor SquadFly, Gravis, Imperium, Infantry, Jump Pack- Equipped With
Assault bolters, Close combat weaponAssault 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.Ifit does,this unitcan be set up anywhere on the battlefield that is more than 6" horizontally away from all enemy units,madebutanuntilingressthemoveendthisofturn,thethisturn,unit’sitrangedisattacksnothaveeligible+1 todeclare ahitcharge.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 pts125 pts- Inceptor count
3-52
changedIncursor Squad
- Unit Composition
■ 1- 1 Incursor
Sergeant ■Sergeant4-9model - 4-9
IncursorsEveryIncursor models
Every model is equipped
with:with:bolt1pistol;BoltocculusPistol;bolt1carbine;OcculuspairedBoltcombatCarbine;blades.1 Paired Combat Blades.- 1 Incursor
changedIncursor
- Movement
6"8"- Keywords
Infantry, Grenades, Smoke, Imperium, Phobos, Incursor SquadExplosives, Imperium, Infantry, Phobos, Smoke- Equipped With
Bolt pistol, Occulus bolt carbine, Paired combat bladesBolt Pistol, Occulus Bolt Carbine, Paired Combat Blades
changedIncursor Sergeant
- Movement
6"8"- Keywords
Infantry, Grenades, Smoke, Imperium, Phobos, Incursor SquadExplosives, Imperium, Infantry, Phobos, Smoke- Equipped With
Bolt pistol, Occulus bolt carbine, Paired combat bladesBolt 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 pts95 pts- Incursor count
5-94
changedInfernus Squad
- Unit Composition
■ 1- 1 Infernus
Sergeant ■Sergeant4-9model - 4-9 Infernus
MarinesEveryMarine models
Every model is equipped
with:with:bolt1pistol;Boltpyreblaster;Pistol;close1combatCeramiteweapon.Fists; 1 Pyreblaster.- 1 Infernus
- Points Scaling
- +10 pts per 3 models
changedInfernus Sergeant
- Toughness
45- Keywords
Infantry, Grenades, Imperium, Tacticus, Infernus SquadExplosives, Imperium, Infantry, Tacticus- Equipped With
Bolt pistol, Pyreblaster, Close combat weaponBolt Pistol, Ceramite Fists, Pyreblaster
changedInfernus Marine
- Toughness
45- Keywords
Infantry, Grenades, Imperium, Tacticus, Infernus SquadExplosives, Imperium, Infantry, Tacticus- Equipped With
Bolt pistol, Pyreblaster, Close combat weaponBolt 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
D63
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 pts100 pts- Infernus Marine count
5-94
changedInfiltrator Squad
- Unit Composition
■ 1- 1 Infiltrator
Sergeant ■Sergeant4-9model - 4-9
InfiltratorsEveryInfiltrator models
Every model is equipped
with:with:bolt1pistol;BoltmarksmanPistol;bolt1carbine;CeramitecloseFists;combat1weapon.Marksman Bolt Carbine.- 1 Infiltrator
- Points Scaling
+10 pts per 3 models
changedInfiltrator
- Movement
6"8"- Keywords
Infantry, Grenades, Smoke, Imperium, Phobos, Infiltrator SquadExplosives, Imperium, Infantry, Phobos, Smoke- Equipped With
Bolt pistol, Marksman bolt carbine, Close combat weaponBolt Pistol, Ceramite Fists, Marksman Bolt Carbine
changedInfiltrator Sergeant
- Movement
6"8"- Keywords
Infantry, Grenades, Smoke, Imperium, Phobos, Infiltrator SquadExplosives, Imperium, Infantry, Phobos, Smoke- Equipped With
Bolt pistol, Marksman bolt carbine, Close combat weaponBolt Pistol, Ceramite Fists, Marksman Bolt Carbine
newCombat Doctrines
- Rules
-
goneOath of Moment
- Rules
-
changedOmni-scramblers
- Rules
Enemy units that are setInupyouronShootingthephase,battlefieldyoufromcanReservesselectcannotonebevisiblesetenemyupunit within12"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’sInunityourhaveCommandthephase,FeelthisNounitPainheals6+D3ability.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 pts80 pts- Infiltrator count
5-94
changedIntercessor Squad
- Unit Composition
■ 1- 1 Intercessor
Sergeant ■Sergeant4-9model - 4-9
IntercessorsEveryIntercessor models
Every model is equipped
with:with:bolt1pistol;BoltboltPistol;rifle;1closeBoltcombatRifle;weapon.1 Knives and Fists.- 1 Intercessor
changedIntercessor
- Toughness
45- Keywords
Infantry, Battleline, Grenades, Imperium, Tacticus, Intercessor SquadBattleline, Explosives, Imperium, Infantry, Tacticus- Equipped With
Bolt pistol, Bolt rifle, Close combat weaponBolt Pistol, Bolt Rifle, Knives and Fists
changedIntercessor Sergeant
- Toughness
45- Keywords
Infantry, Battleline, Grenades, Imperium, Tacticus, Intercessor SquadBattleline, Explosives, Imperium, Infantry, Tacticus- Equipped With
Bolt pistol, Bolt rifle, Close combat weaponBolt 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 pts95 pts- Intercessor count
5-94
changedInvader ATVs
was Invader ATV
- Unit Composition
■ 1- 1-2 Invader
ATVThisATV models
Every model is equipped
with:with:bolt1pistol;ArmouredtwinImpact;bolt1rifle;BoltonslaughtPistol;gatling1cannon;OnslaughtcloseGatlingcombatCannon;weapon.1 Twin Bolt Rifle.- 1-2 Invader
- Base Size
HullNone- Points Scaling
- +10 pts per 3 models
changedInvader ATV
- Movement
12"10"- Toughness
56- Keywords
Mounted, Grenades, Imperium, Invader ATV, FrameFrame, Imperium, Mounted, Vehicle- Equipped With
Bolt pistol, Twin bolt rifle, Onslaught gatling cannon, Close combat weaponArmoured 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
910- AP
-4-3- Damage
D6D3+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 pts65 pts
changedInvictor Tactical Warsuit
- Unit Composition
■ 1- 1 Invictor Tactical
WarsuitThisWarsuit model
This model is equipped
with:with:fragstorm1grenadeFragstormlauncher;GrenadeheavyLauncher;bolter;1incendiumHeavycannon;Bolter;twin1ironhailIncendiumheavyCannon;stubber;1 Invictorfist.Fist; 1 Ironhail Heavy Stubbers.- 1 Invictor Tactical
changedInvictor Tactical Warsuit
- Movement
8"10"- Toughness
89- Keywords
Vehicle, Walker, Imperium, Phobos, Invictor Tactical WarsuitImperium, Phobos, Vehicle, Walker- Equipped With
Fragstorm grenade launcher, Heavy bolter, Incendium cannon, Twin ironhail heavy stubber, Invictor fistFragstorm 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 pts140 pts
changedIron Father Feirros
- Unit Composition
■ 1- 1 Iron Father Feirros
– EPIC HEROThismodel
This model is equipped
with:with:bolt1pistol;Bolt Pistol; 1 Gorgon’s Wrath; 1 Harrowhand; 1 Medusanmanipuli.Manipuli.- 1 Iron Father Feirros
changedIron Father Feirros
- Keywords
Infantry, Character, Epic Hero, Imperium, Gravis, Iron Father FeirrosCharacter, 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 ASTARTESatVEHICLEthemodelstartwithinor3"end of thismodel.unit’sThatmove,modelyouregainscanupselecttoone3friendlylostAdeptuswoundsAstartesand,Vehicleuntilmodelthewithinstart3" ofyour nextthisCommandmodel:- That
phase,Vehicleeachmodeltimehealsthat3VEHICLEwounds. - That
modelVehiclemakesmodel’sanattacksattack,canaddignore1modifiers to theHit roll. You cannot select a unit for this ability that has already been selectedfollowingforuntil theBlessingstart oftheyourOmnissiahnextabilityMovementthisphase: - BS.
- Hit
phase,rolls andvicewoundversa.rolls.
- That
changedRites of Tempering
- Rules
WhileAttacksthisthatmodeltargetisthisleadingunitawithunit,amodelsSingreaterthatthanunitthishaveunit’stheTFeelhaveNo-1Painto5+woundability.rolls.
changedIron Father
- Rules
While this model is within 3" of
one or morea friendlyADEPTUSADEPTUS ASTARTESVEHICLEVEHICLEunits,unit,itthishasmodelthehas Lone Operativeability.
changedLeader
- Rules
This model can be attached to the following units:
■ AGGRESSOR SQUAD
■ ERADICATORSQUADSQUAD WITH HEAVY BOLTERS
■ ERADICATOR SQUAD WITH MELTA RIFLES
■ HEAVY INTERCESSOR SQUAD**
changedBolt PistolBolt Pistol
- Strength
45- 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
56
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
810
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
1JudiciarJudiciarThismodel
This model is equipped
with:with:absolvor1boltAbsolvorpistol;BoltexecutionerPistol;relic1blade.Executioner Relic Blade.- 1
changedJudiciar
- Toughness
45- Leadership
5+6+- Invulnerable Save
4+4+ melee- Keywords
Infantry, Character, Imperium, Tacticus, JudiciarCharacter, Imperium, Infantry, Tacticus- Equipped With
Absolvor bolt pistol, Executioner relic bladeAbsolvor 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 hastheFights Firstability..
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 pts50 pts
changedKayvaan Shrike
- Unit Composition
■ 1- 1 Kayvaan Shrike
– EPIC HEROThismodel
This model is equipped
with:with: 1 Blackout;the1 Raven’s Talons.- 1 Kayvaan Shrike
changedKayvaan Shrike
- Keywords
Infantry, Character, Epic Hero, Fly, Jump Pack, Imperium, Phobos, Chapter Master, Kayvaan ShrikeCaptain, Character, Explosives, Fly, Imperium, Infantry, Jump Pack, Phobos, Smoke- Equipped With
Blackout, The Raven’s TalonsBlackout, 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 unitcannot be targeted by ranged attacks unless the attacking model ishas:- Stealth.
- -3"
withindetection12".range.
changedEcho of the Ravenspire
- Rules
At the end of your opponent’s
turn,Fight phase, if thismodel’sunit isnot within Engagement Range of one or more enemy units,unengaged, you canremoveplacethatthis unitfrom the battlefield and place it intoinStrategicstrategicReserves.reserves.
changedLeader
- Rules
This model can be attached to the following units:
■ ASSAULT INTERCESSORS WITH JUMP PACKS
■ASSAULT SQUAD WITH JUMP PACKSVANGUARD 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
21
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 pts95 pts
changedKor’sarro Khan
- Unit Composition
■ 1- 1 Kor’sarro Khan
– EPIC HEROThismodel
This model is equipped
with:with:bolt1pistol;Anzuq; 1 Bolt Pistol; 1 Moonfang.- 1 Kor’sarro Khan
changedKor'sarro Khan
- Toughness
45- Keywords
Infantry, Character, Epic Hero, Imperium, Tacticus, Captain, Kor’sarro KhanCaptain, Character, Epic Hero, Explosives, Imperium, Infantry, Tacticus- Equipped With
Bolt Pistol, MoonfangAnzuq, 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
EachThistimeunit’sthisattacksmodelthatdestroystargetanaenemyCharacterCHARACTERunitmodel,can:- Re-roll
youhitgainrolls1CP.of 1 - Re-roll wound rolls of 1.
- Re-roll
changedFor the Khan!
- Rules
While this model is leading a- This
unit,unit’s rangedweapons equipped by models in that unitattacks havethe [ASSAULT] ability[ASSAULT] - This
andunit’s meleeweapons equipped by models in that unitattacks havethe [LANCE] ability.[LANCE].
- This
changedLeader
- Rules
This model can be attached to the following units:
■ ASSAULT INTERCESSOR SQUAD
■ASSAULT SQUADBLADEGUARD VETERAN SQUAD
■
■COMMAND SQUADCOMPANY HEROES
■
■ INTERCESSOR SQUAD
■ STERNGUARD VETERANSQUAD
■ 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
45- 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
56- 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:twin1heavyArmouredbolter;Tracks; 2godhammerGodhammerlascannons;Lascannon;armoured1tracks.Twin Heavy Bolter.- 1 Land
- Base Size
HullNone
changedLand Raider
- Keywords
Vehicle, Smoke, Transport, Imperium, Land Raider, FrameFrame, Imperium, Smoke, Transport, Vehicle- Equipped With
Twin heavy bolter, Godhammer lascannon, Armoured tracksArmoured 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 timeInayourunitMovementdisembarksphase,fromwhen thismodelunitafterendsitahasnormalmademove,aunitsNormalembarkedmove,withinthatthis unitis stillcaneligiblemaketoandeclareassaultadisembarkchargemovethis(pgturn.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
910- AP
-4-3- Damage
D6D3+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 pts245 pts
changedLand Raider Crusader
- Unit Composition
■ 1- 1 Land Raider
CrusaderThisCrusader model
This model is equipped
with:with:21hurricaneArmouredbolters;Tracks;twin2assaultHurricanecannon;Bolter;armoured1tracks.Twin Assault Cannon.- 1 Land Raider
- Base Size
HullNone
changedLand Raider Crusader
- Keywords
Vehicle, Smoke, Grenades, Transport, Imperium, Land Raider, Land Raider Crusader, FrameExplosives, Frame, Imperium, Smoke, Transport, Vehicle- Equipped With
Hurricane bolter, Twin assault cannon, Armoured tracksArmoured 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 timeInayourunitMovementdisembarksphase,fromwhen thismodelunitafterendsitahasnormalmademove,aunitsNormalembarkedmove,withinthatthis unitis stillcaneligiblemaketoandeclareassaultadisembarkchargemovethis(pgturn.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
910- AP
-4-3- Damage
D6D3+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 pts245 pts
changedLand Raider Redeemer
- Unit Composition
■ 1- 1 Land Raider
RedeemerThisRedeemer model
This model is equipped
with:with:21flamestormArmouredcannons;Tracks;twin2assaultFlamestormcannon;Cannon;armoured1tracks.Twin Assault Cannon.- 1 Land Raider
- Base Size
HullNone
changedLand Raider Redeemer
- Keywords
Vehicle, Smoke, Grenades, Transport, Imperium, Land Raider, Land Raider Redeemer, FrameExplosives, Frame, Imperium, Smoke, Transport, Vehicle- Equipped With
Flamestorm cannon, Twin assault cannon, Armoured tracksArmoured 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 timeInayourunitMovementdisembarksphase,fromwhen thismodelunitafterendsitahasnormalmademove,aunitsNormalembarkedmove,withinthatthis unitis stillcaneligiblemaketoandeclareassaultadisembarkchargemovethis(pgturn.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
910- AP
-4-3- Damage
D6D3+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 pts245 pts
changedLand Speeder
- Unit Composition
▪- 1 Land Speeder
Thismodel
This model is equipped
with:with: 1multi‑melta; 1ArmouredonslaughtImpact;gatling1cannon;Multi-melta; 1stormfuryOnslaughtmissileGatlinglauncher;Cannon; 1close‑combatStormfuryweaponMissile Launcher.- 1 Land Speeder
- Base Size
105mm oval105x70mm Oval Base
changedLand Speeder
- Keywords
Vehicle, Fly, Imperium, Land Speeder, FrameFly, Frame, Imperium, Speeder, Vehicle- Equipped With
Onslaught gatling cannon, Multi-melta, Stormfury missile launcher, Close-combat weaponArmoured 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 canmake a normalusemovethisofability.upIftoyouD6".do:- This
Ifunititcandoes,makeuntilathenormalendmove oftheupturn,tothisD6". - This unit is not eligible to declare a
charge.charge until the end of the turn.
- This
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
910- AP
-4-3- Damage
D6D3+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 pts110 pts
changedLibrarian
- Unit Composition
■- 1
1LibrarianLibrarianThismodel
This model is equipped
with:with:bolt1pistol;BoltSmite;Pistol;force1weapon.Force Weapon; 1 Smite.- 1
- Points Scaling
+10 pts per 3 models
changedLibrarian
- Toughness
45- Keywords
Infantry, Character, Grenades, Psyker, Imperium, Tacticus, LibrarianCharacter, Explosives, Imperium, Infantry, Psyker, Tacticus- Equipped With
Bolt pistol, Smite, Force weaponBolt 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 SQUADDEATHWATCH VETERANS
■
■ DECIMUS KILL TEAM
■ DESOLATION SQUAD
■DEVASTATOR SQUADFORTIS KILL TEAM
■
■ HELLBLASTER SQUAD
■ INFERNUS SQUAD
■ INNER CIRCLE COMPANIONS
■ INTERCESSOR SQUAD
■LONG FANGSSTERNGUARD VETERAN SQUAD
■
■TACTICAL SQUADVANGUARD 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 pts75 pts
changedLibrarian in Phobos Armour
- Unit Composition
■ 1- 1 Librarian in Phobos
ArmourThisArmour model
This model is equipped
with:with:bolt1pistol;BoltSmite;Pistol;force1weapon.Force Weapon; 1 Smite.- 1 Librarian in Phobos
changedLibrarian in Phobos Armour
- Movement
6"8"- Keywords
Infantry, Character, Grenades, Psyker, Imperium, Phobos, LibrarianCharacter, Explosives, Imperium, Infantry, Phobos, Psyker- Equipped With
Bolt pistol, Smite, Force weaponBolt 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 OFINCURSORMORKAISQUAD
■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 pts75 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;force1weapon.Storm Bolter.- 1 Librarian in Terminator
changedLibrarian in Terminator Armour
- Toughness
56- Keywords
Infantry, Character, Psyker, Imperium, Terminator, LibrarianCharacter, Imperium, Infantry, Psyker, Terminator- Equipped With
Smite, Force weaponForce 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
■ DEATHWINGCOMMAND SQUAD
■ DEATHWING KNIGHTS
■ DEATHWING TERMINATOR SQUAD
■RELICTERMINATORTERMINATORASSAULT SQUAD
■ TERMINATORASSAULTSQUAD
■TERMINATORWOLFSQUADGUARD 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
1LieutenantLieutenantThismodel
This model is equipped
with:with:bolt1pistol;Boltmaster-craftedPistol;bolter;1closeCeramitecombatFists;weapon.1 Master-crafted Bolter.- 1
changedLieutenant
- Toughness
45- Keywords
Infantry, Character, Grenades, Imperium, Tacticus, LieutenantCharacter, Explosives, Imperium, Infantry, Tacticus- Equipped With
Bolt Pistol, Master-crafted bolter, Close combat weaponBolt 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 inThisthatunit’sunitattacks havethe [LETHAL[LethalHITS]Hits:ability.non-MONSTER/VEHICLE].
changedSupport
- Rules
This model can be attached to the following units:
■ ASSAULT INTERCESSOR SQUAD
■ASSAULT SQUADBLADEGUARD VETERAN SQUAD
■
■COMMAND SQUADCOMPANY 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
■ SWORDBRETHREN
■ 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
TheThisbearermodel has a 4+invulnerable save.InSv.
changedBolt PistolBolt Pistol
- Strength
45- 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 pts50 pts
changedLieutenant in Phobos Armour
- Unit Composition
■ 1- 1 Lieutenant in Phobos
ArmourThisArmour model
This model is equipped
with:with:bolt1pistol;Monomolecularmaster-craftedCombatboltBlades;carbine;1pairedSpecial-issuecombatBoltblades.Pistol.- 1 Lieutenant in Phobos
changedLieutenant in Phobos Armour
- Movement
6"8"- Keywords
Infantry, Character, Grenades, Imperium, Phobos, LieutenantCharacter, Explosives, Imperium, Infantry, Phobos, Smoke- Equipped With
Bolt Pistol, Master-crafted bolt carbine, Paired combat bladesMonomolecular 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 inThisthatunit’sunitattacks havethe [LETHAL[LethalHITS]Hits:ability.non-MONSTER/VEHICLE].
changedSupport
- Rules
This model can be attached to the following units:
■
HOUNDS OFELIMINATORMORKAISQUAD
■ 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 pts40 pts
changedLieutenant with Combi-weapon
- Unit Composition
■ 1- 1 Lieutenant with
Combi-weaponThisCombi-weapon model
This model is equipped
with:with:combi-weapon;1pairedCombi-weapon;combat1blades.Paired Combat Blades.- 1 Lieutenant with
changedLieutenant with Combi-weapon
- Movement
6"8"- Keywords
Infantry, Character, Grenades, Imperium, Phobos, Lieutenant, Lieutenant with Combi-weaponCharacter, Explosives, Imperium, Infantry, Phobos, Smoke- Equipped With
Combi-weapon, Paired combat bladesCombi-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 pts80 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.- 1 Marneus Calgar
changedMarneus Calgar
- Keywords
Infantry, Character, Epic Hero, Imperium, Terminator, Chapter Master, Marneus CalgarChapter 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
AtIntheyourstartMovementofphase,youryouCommandcanphase,selectifonethisvisiblemodelfriendlyisAdeptusyourAstartesWARLORDunit within 9" of this model, and select one combat doctrine. That combat doctrine isonactive for that unit until thebattlefield,startyouofgainyour1CP.next Command phase.
changedLeader
- Rules
This model can be attached to the following units:
■ AGGRESSOR SQUAD
■ ASSAULT INTERCESSOR SQUAD
■ASSAULT SQUADBLADEGUARD VETERAN SQUAD
■
■COMMANDCOMPANYSQUADHEROES
■COMPANYERADICATORHEROESSQUAD WITH HEAVY BOLTERS
■ ERADICATORSQUADSQUAD WITH MELTA RIFLES
■ HEAVY INTERCESSOR SQUAD
■ INFERNUS SQUAD
■ INTERCESSOR SQUAD
■RELIC TERMINATOR SQUAD
■ STERNGUARD VETERANSQUADSQUAD
■ TACTICAL
■ 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 ATVThe- 1 Outrider Sergeant
and everymodel - 2-5 Outrider
is equipped with: heavy bolt pistol; twin bolt rifle; Astartes chainsword.An Invadermodels
Every
ATVmodel is equippedwith: boltwith:pistol;1twinChainsword;bolt1rifle;HeavyonslaughtBoltgatlingPistol;cannon;1closeTwincombatBoltweapon.Rifle.- 1 Outrider Sergeant
- Base Size
90 x 52.5mm Oval Base90x52.5mm 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
56- Keywords
Mounted, Grenades, Imperium, Outrider SquadExplosives, Imperium, Mounted- Equipped With
Heavy bolt pistol, Twin bolt rifle, Astartes chainswordChainsword, Heavy Bolt Pistol, Twin Bolt Rifle
changedOutrider Sergeant
- Toughness
56- Keywords
Mounted, Grenades, Imperium, Outrider SquadExplosives, Imperium, Mounted- Equipped With
Heavy bolt pistol, Twin bolt rifle, Astartes chainswordChainsword, 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:twin1fragstormFragstormgrenadeGrenadelauncher;Launchers;heavy1flamer;HeavyheavyFlamer;onslaught1gatlingHeavycannon;Onslaught Gatling Cannon; 1 Redemptorfist.Fist.- 1 Redemptor
changedRedemptor Dreadnought
- Keywords
Vehicle, Walker, Imperium, Dreadnought, Redemptor DreadnoughtDreadnought, Imperium, Vehicle, Walker- Equipped With
Twin fragstorm grenade launcher, Heavy flamer, Heavy onslaught gatling cannon, Redemptor fistFragstorm Grenade Launchers, Heavy Flamer, Heavy Onslaught Gatling Cannon, Redemptor Fist
newCombat Doctrines
- Rules
-
newDamaged 4
goneOath of Moment
- Rules
-
changedDuty Eternal
- Rules
EachAttackstimethatantargetattackthisisunitallocatedwithtoathisSmodel,greatersubtractthan1thisfromunit’stheTDamagehavecharacteristic-1oftothatwoundattack.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 pts180 pts
changedReiver Squad
- Unit Composition
■ 1- 1 Reiver
Sergeant ■Sergeant4-9model - 4-9
ReiversEveryReiver models
Every model is equipped
with:with:special1issueBoltboltCarbine;pistol;1combatMonomolecularknife.Combat Knife; 1 Special-issue Bolt Pistol.- 1 Reiver
changedReiver Sergeant
- Movement
6"8"- Keywords
Infantry, Grenades, Smoke, Imperium, Phobos, Reiver SquadExplosives, Imperium, Infantry, Phobos, Smoke- Equipped With
Special issue bolt pistol, Combat knifeBolt Carbine, Monomolecular Combat Knife, Special-issue Bolt Pistol
changedReiver
- Movement
6"8"- Keywords
Infantry, Grenades, Smoke, Imperium, Phobos, Reiver SquadExplosives, Imperium, Infantry, Phobos, Smoke- Equipped With
Special issue bolt pistol, Combat knifeBolt 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 oneengagedorwithmoreaunitsunit with this abilitymust takemakes aBattle-shockbattle‑shocktest,roll,subtractingwith1-1fromto thattest.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 pts85 pts- Reiver count
5-94
changedRepulsor
- Unit Composition
■- 1
1RepulsorRepulsorThismodel
This model is equipped
with:with:heavy1onslaughtArmouredgatlingHull;cannon;1hunter-slayerDefensivemissile;Array;Repulsor1defensiveHeavyarray;OnslaughttwinGatlingheavyCannon;bolter;1armouredHunter-slayerhull.Missile; 1 Twin Heavy Bolter.- 1
changedRepulsor
- Keywords
Vehicle, Smoke, Transport, Imperium, Repulsor, FrameFrame, Imperium, Smoke, Transport, Vehicle- Equipped With
Heavy onslaught gatling cannon, Hunter-slayer missile, Repulsor defensive array, Twin heavy bolter, Armoured hullArmoured 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+1D3+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 pts190 pts
changedRepulsor Executioner
- Unit Composition
■ 1- 1 Repulsor
ExecutionerThisExecutioner model
This model is equipped
with: heavy onslaughtwith:gatling1cannon;ArmouredmacroHull;plasma1incinerator;DefensiveRepulsorArray;Executioner1defensiveHeavyarray;LasertwinDestroyer;heavy1bolter;HeavytwinOnslaughtIcarusGatlingironhailCannon;heavy1stubber;TwinarmouredHeavyhull.Bolter.- 1 Repulsor
changedRepulsor Executioner
- Keywords
Vehicle, Smoke, Transport, Imperium, Repulsor Executioner, FrameFrame, 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 hullArmoured 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 modelThismakesunit’sanrangedattackattacks thattargetstarget a unitBelownotHalf-strength,belowaddhalf-strength1haveto+1thetoHithitroll.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 pts275 pts
changedRhino
- Unit Composition
■- 1
1RhinoRhinoThismodel
This model is equipped
with:with:storm1bolter;ArmouredarmouredTracks;tracks.1 Storm Bolter.- 1
- Base Size
HullNone
changedRhino
- Keywords
Vehicle, Smoke, Transport, Dedicated Transport, Imperium, Rhino, FrameDedicated Transport, Frame, Imperium, Smoke, Transport, Vehicle- Equipped With
Storm bolter, Armoured tracksArmoured 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 pts70 pts
changedRoboute Guilliman
- Unit Composition
■ 1- 1 Roboute Guilliman
– EPIC HEROThismodel
This model is equipped
with:with:Hand1ofEmperor’sDominion;Sword;Emperor’s1Sword.Hand of Dominion.- 1 Roboute Guilliman
changedRoboute Guilliman
- Toughness
910- Wounds
1016- Keywords
Monster, Character, Epic Hero, Imperium, Primarch, Roboute Guilliman, MobileCharacter, Epic Hero, Imperium, Mobile, Monster, Primarch- Equipped With
Hand of Dominion, Emperor’s SwordEmperor’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
AtIntheyourStartMovement phase, you can select one visible friendly ADEPTUS ASTARTES unit within 12" ofyourthisCommandmodel,phase,and selecttwooneAuthorcombatofdoctrine.theThatCodexcombatabilities.doctrineUntilis active for that unit in addition to any other combat doctrines that are active for that unit until the start of your next Commandphase, 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
1410- Strength
810
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 pts415 pts
changedScout Squad
- Unit Composition
■ 1- 1 Scout
Sergeant ■Sergeant4-9model - 4-9
ScoutsEveryScout models
Every model is equipped
with:with:bolt1pistol;Boltgun;boltgun;1closeBoltcombatPistol;weapon.1 Combat Knife.- 1 Scout
- Points Scaling
+10 pts per 3 models
changedScout Sergeant
- Keywords
Infantry, Grenades, Smoke, Imperium, Scout SquadExplosives, Imperium, Infantry, Smoke- Equipped With
Bolt pistol, Boltgun, Close combat weaponBoltgun, Bolt Pistol, Combat Knife
changedScout
- Keywords
Infantry, Grenades, Smoke, Imperium, Scout SquadExplosives, Imperium, Infantry, Smoke- Equipped With
Bolt pistol, Boltgun, Close combat weaponBoltgun, 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
21- Strength
45- 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 pts65 pts- Scout count
5-94
changedSternguard Veteran Squad
- Unit Composition
■ 1- 1 Sternguard Veteran
Sergeant ■Sergeant4-9model - 4-9 Sternguard
VeteransEveryVeteranmodelmodels
The Sternguard Veteran Sergeant is equipped
with:with:Sternguard1boltArtificerpistol;Firearm; 1 Bolt Pistol; 1 Chainsword. Every SternguardboltVeteranrifle;iscloseequippedcombatwith:weapon.1 Artificer Firearm; 1 Bolt Pistol; 1 Ceramite Fists.- 1 Sternguard Veteran
- Points Scaling
- +10 pts per 3 models
changedSternguard Veteran
- Toughness
45- Keywords
Infantry, Grenades, Imperium, Tacticus, Sternguard Veteran SquadExplosives, Imperium, Infantry, Tacticus- Equipped With
Sternguard bolt pistol, Sternguard bolt rifle, Close combat weaponArtificer Firearm, Bolt Pistol, Ceramite Fists
changedSternguard Veteran Sergeant
- Toughness
45- Keywords
Infantry, Grenades, Imperium, Tacticus, Sternguard Veteran SquadExplosives, Imperium, Infantry, Tacticus- Equipped With
Sternguard bolt pistol, Sternguard bolt rifle, Close combat weaponArtificer 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+14
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 pts105 pts- Sternguard Veteran count
5-94
changedStorm Speeder Hailstrike
- Unit Composition
■ 1- 1 Storm Speeder
HailstrikeThisHailstrike model
This model is equipped
with:with:21fragstormArmouredgrenadeImpact;launchers;1onslaughtFragstormgatlingGrenadecannon;Launchers;twin1ironhailIronhailheavyHeavystubber;StubbercloseArray;combat1weapon.Onslaught Gatling Cannon.- 1 Storm Speeder
changedStorm Speeder Hailstrike
- Keywords
Vehicle, Fly, Imperium, Storm Speeder Hailstrike, FrameFly, Frame, Imperium, Speeder, Vehicle- Equipped With
Fragstorm grenade launcher, Onslaught gatling cannon, Twin ironhail heavy stubber, Close combat weaponArmoured Impact, Fragstorm Grenade Launchers, Ironhail Heavy Stubber Array, Onslaught Gatling Cannon
newCombat Doctrines
- Rules
-
goneOath of Moment
- Rules
-
changedHailstrike
- Rules
EachIntimeyour Shooting phase, when thismodelunit has shot, select one enemy unit(excluding MONSTERS and VEHICLES)hit byone or more ofthose attacks.Until the end of the phase, each time a friendly ADEPTUS ASTARTESFriendlyunitAdeptusmakesAstartesaunits’ rangedattack that targetsattacks thatenemy unit, improve the Armour Penetration characteristic oftarget thatattack by 1. The sameenemy unitcan only be affected by this ability oncehaveper[IGNORESphase.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 pts110 pts
changedStorm Speeder Thunderstrike
- Unit Composition
■ 1- 1 Storm Speeder
ThunderstrikeThisThunderstrike model
This model is equipped
with:with:stormfury1missiles;ArmouredThunderstrikeImpact;las-talon;1twinStormfury Missile Launcher; 1 Thunderstrike IcarusrocketRocketpod;Pod;close1combatThunderstrikeweapon.Las-talon.- 1 Storm Speeder
changedStorm Speeder Thunderstrike
- Keywords
Vehicle, Fly, Imperium, Storm Speeder Thunderstrike, FrameFly, Frame, Imperium, Speeder, Vehicle- Equipped With
Stormfury missiles, Thunderstrike las-talon, Twin Icarus rocket pod, Close combat weaponArmoured 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 makesThisaunit’s rangedattackattacks thattargetstargetthataenemyMonster/Vehicleunit,unitaddhave1+1 tothe Woundwoundroll.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 pts155 pts
changedStorm Speeder Hammerstrike
- Unit Composition
■ 1- 1 Storm Speeder
HammerstrikeThisHammerstrike model
This model is equipped
with:with:Hammerstrike1missileArmouredlauncher;Impact;21krakstormHammerstrikegrenadeMissilelaunchers;Launcher;melta1destroyer;KrakstormcloseGrenadecombatLaunchers;weapon.1 Melta Destroyer.- 1 Storm Speeder
changedStorm Speeder Hammerstrike
- Keywords
Vehicle, Fly, Imperium, Storm Speeder Hammerstrike, FrameFly, Frame, Imperium, Speeder, Vehicle- Equipped With
Hammerstrike missile launcher, Krakstorm grenade launcher, Melta destroyer, Close combat weaponArmoured Impact, Hammerstrike Missile Launcher, Krakstorm Grenade Launchers, Melta Destroyer
newCombat Doctrines
- Rules
-
goneOath of Moment
- Rules
-
changedHammerstrike
- Rules
Each timeThisthisunit’smodelrangedhasattacksshot,thatselecttargetonean enemy unithit by one or more of those attacks. Until the end of the phase, thatwithinenemyaunitterraincannotarea havethe Benefit[SustainedofHitsCover.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: 1heavyHeavyboltBoltpistol;Pistol; 1onslaughtOnslaughtgatlingGatlingcannon;Cannon;Stormtooth;1powerPowersword.Sword; 1 Stormtooth.- 1 Suboden Khan
changedSuboden Khan
- Toughness
56- Keywords
Mounted, Character, Epic Hero, Imperium, Grenades, Captain, Suboden KhanCaptain, 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’sisrangedeligibleattackstohaveshoot[Assault]. - When
andthisdeclareunitaischargeselectedintoamaketurnaninadvancewhichmove,itthatAdvancedadvanceormoveFelldoesBack.notIfpreventthatthis unitisfromalreadybeing eligible toshoot anddeclare a chargein. - If
atheturnassaultindoctrinewhichisitactiveAdvanced,foraddthis1unit,tothisAdvanceunitandhasCharge+1rollstomadeadvanceforrollsthatandunitchargeinstead.rolls.
- This
changedSkilled Riders
- Rules
Each time a model in this model’sThis unitmakes a Normal, Advance, Fall Back or Charge move, it can move horizontally through terrainhasfeatures.Mobile.
changedLeader
- Rules
This model can be attached to the following units:
■
BIKE SQUADOUTRIDER SQUAD
■ COMPANY VETERANS ON BIKES
■
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
67- 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 pts105 pts
changedTechmarine
- Unit Composition
■- 1
1TechmarineTechmarineThismodel
This model is equipped
with:with:forge1bolter;Forgegrav-pistol;Bolter; 1 Grav-pistol; 1 OmnissianpowerPoweraxe;Axeservo-arm.and Servo-arm.- 1
changedTechmarine
- Toughness
45- Keywords
Infantry, Character, Grenades, Imperium, Tacticus, TechmarineCharacter, Explosives, Imperium, Infantry, Tacticus- Equipped With
Forge bolter, Grav-pistol, Omnissian power axe, Servo-armForge 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 friendlyADEPTUSADEPTUS ASTARTESVEHICLEVEHICLEunits,unit, this model hastheLone Operativeability..
changedLeader
- Rules
This model can be attached to the following units:
■ ASSAULT INTERCESSOR SQUAD
■ASSAULT SQUADCRUSADER SQUAD
■
■ DECIMUS KILL TEAM
■ DESOLATION SQUAD
■DEVASTATOR SQUADFORTIS KILL TEAM
■
■ INTERCESSOR SQUAD
■LONG FANGSSWORD
■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
12- Strength
42- Damage
23
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 pts65 pts
changedTerminator Assault Squad
- Unit Composition
■ 1 Assault- 1 Terminator
Sergeant ■Sergeant4-9model - 4-9
AssaultTerminatorTerminatorsEverymodels
Every model is equipped
with:with:thunder1hammer;TwinstormLightningshield.Claws.- 1 Terminator
- Points Scaling
- +40 pts per 3 models
changedTerminator Sergeant
- Toughness
56- Keywords
Infantry, Imperium, Terminator, Terminator Assault SquadImperium, Infantry, Terminator- Equipped With
Thunder hammer, Storm ShieldTwin Lightning Claws
changedTerminator
- Toughness
56- Keywords
Infantry, Imperium, Terminator, Terminator Assault SquadImperium, Infantry, Terminator- Equipped With
Thunder hammer, Storm ShieldTwin 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
AtIfthethisstartunitofmadetheaFightchargephase,moveeachthisenemyturn,unitthiswithinunit’s:- Lightning
EngagementClawsRangeweaponsofhavethis[SustainedunitHitsmust1:takenon-Monster/Vehicle]. - Thunder
aHammerBattle-shockweaponstest.have [Sustained Hits 1: Monster/Vehicle].
- Lightning
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
TheThisbearermodel hasa Wounds characteristic of+14.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 ■Sergeant4-9model - 4-9
TerminatorsEveryTerminator models
Every model is equipped
with:with:storm1bolter;PowerpowerFist;fist.1 Storm Bolter.- 1 Terminator
- Points Scaling
- +40 pts per 3 models
changedTerminator
- Toughness
56- Keywords
Infantry, Imperium, Terminator, Terminator SquadImperium, Infantry, Terminator- Equipped With
Storm bolter, Power fistPower Fist, Storm Bolter
changedTerminator Sergeant
- Toughness
56- Keywords
Infantry, Imperium, Terminator, Terminator SquadImperium, Infantry, Terminator- Equipped With
Storm bolter, Power fistPower 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
EachThistimeunit’saattacksmodelthatintargetthisa unitmakes an attack that targets yourwithinOath9" ofMoment target, add 1thistounitthehaveHit+1roll.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 pts195 pts- Terminator count
5-94
changedTor Garadon
- Unit Composition
■ 1- 1 Tor Garadon
– EPIC HEROThismodel
This model is equipped
with:with:artificer1grav-gun;Artificer Grav-gun; 1 Hand of Defiance.- 1 Tor Garadon
changedTor Garadon
- Keywords
Infantry, Character, Epic Hero, Imperium, Gravis, Captain, Tor GaradonCaptain, Character, Epic Hero, Gravis, Imperium, Infantry- Equipped With
Artificer grav-gun, Hand of DefianceArtificer Grav-gun, Hand of Defiance
newCombat Doctrines
- Rules
-
newTranshuman Strategist
- Rules
-
goneOath of Moment
- Rules
-
changedSiege Captain
- Rules
Each time this model makesThisanmodel’sattackattacks thattargetstarget aMONSTER, VEHICLE, or FORTIFICATION unit,Fortification/Monster/VehicleimproveunitthehaveStrength,+2ArmourS,PenetrationAP andDamage characteristics of that attack by 2.D.
changedSignum Array
- Rules
WhileInthisyourmodelShootingisphase,leadingyouacanunit,selectrangedoneweaponsvisibleequippedenemybyunitmodelswithinin18"thatof this unit. That enemy unit cannot have the[IGNORESbenefitCOVER]ofability.cover.
changedLeader
- Rules
This model can be attached to the following units:
■ AGGRESSOR SQUAD
■ ERADICATORSQUADSQUAD 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 pts90 pts
changedVanguard Veteran Squad with Jump Packs
- Unit Composition
■ 1- 1 Vanguard Veteran Sergeant with Jump
Pack ■Pack4-9model - 4-9 Vanguard
VeteransVeteran with JumpPacksEveryPackmodelmodels
The Vanguard Veteran Sergeant with Jump Pack is equipped
with:with:bolt1pistol;Heavy Bolt Pistol; 1 Relic Blade. Every Vanguard Veteranweapon.with Jump Pack is equipped with: 1 Heavy Bolt Pistol; 1 Master-crafted Power Weapon.- 1 Vanguard Veteran Sergeant with Jump
changedVanguard Veteran Sergeant
- Toughness
45- Keywords
Infantry, Grenades, Jump Pack, Fly, Imperium, Vanguard Veteran Squad, Vanguard Veteran Squad with Jump PacksExplosives, Fly, Imperium, Infantry, Jump Pack, Tacticus- Equipped With
Bolt pistol, Vanguard Veteran weaponHeavy Bolt Pistol, Relic Blade
changedVanguard Veteran
- Toughness
45- Keywords
Infantry, Grenades, Jump Pack, Fly, Imperium, Vanguard Veteran Squad, Vanguard Veteran Squad with Jump PacksExplosives, Fly, Imperium, Infantry, Jump Pack, Tacticus- Equipped With
Bolt pistol, Vanguard Veteran weaponHeavy Bolt Pistol, Master-crafted Power Weapon
newCombat Doctrines
- Rules
-
goneOath of Moment
- Rules
-
changedVanguard Assault
- Rules
Each timeIf this unitendsmade aCharge move, until the endchargeofmovethethis turn,melee weapons equipped by modelsthisinunit’sthismeleeunitattacks havethe [LETHAL+HITS]1ability.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
45
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; 1master-craftedMaster-craftedpowerBoltweapon;Carbine;banner1ofMaster-craftedMacragge.Power Weapon. The Chapter Champion is equipped
Thewith:with: 1bladesBlades ofhonour.Honour. Every Victrix Honour Guard
Eachmodelis equippedwith:with: 1master-craftedMaster-craftedboltBoltcarbine;Carbine; 1master-craftedMaster-craftedpowerPowerweapon.Weapon.- 0-1 Chapter Ancient
- Points Scaling
+20 pts per 2 models+30 pts per 3 models
changedChapter Champion
- Toughness
45- Keywords
Infantry, Imperium, Tacticus, Victrix Honour Guard, Epic Hero, ChampionImperium, Infantry, Tacticus- Equipped With
Blades of honourBlades of Honour
changedChapter Ancient
- Toughness
45- Keywords
Infantry, Imperium, Tacticus, Victrix Honour Guard, Epic Hero, AncientImperium, Infantry, Tacticus- Equipped With
Master-crafted power weapon, Banner of MacraggeBanner of Macragge, Master-crafted Bolt Carbine, Master-crafted Power Weapon
changedVictrix Honour Guard
- Toughness
45- Keywords
Infantry, Imperium, Tacticus, Victrix Honour GuardImperium, Infantry, Tacticus- Equipped With
Master-crafted bolt carbine, Master-crafted power weaponMaster-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 asurgesurgemovemove 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 oftheyourFightMovement phase,theifbearerthiscanunituseisthiscontrollingability.anIfobjective,itthatdoes,objectiveuntilisthesecured. - (Once
endperofbattle,theperphase,army)addWhen1this unit is selected tothefight,StrengthyouandcanAttacksusecharacteristicsthisofability.meleeIfweaponsyouequippeddo,bythismodelsunit’sinmeleetheattacksbearer’shaveunit.+1 A and S.
- At the
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 pts120 pts- Chapter Ancient count
10- Victrix Honour Guard count
2-42
changedVulkan He’stan
- Unit Composition
■ 1- 1 Vulkan He’stan
– EPIC HEROThismodel
This model is equipped
with:with:bolt1pistol;Bolt Pistol; 1 Gauntlet of the Forge; 1 Spear of Vulkan.- 1 Vulkan He’stan
changedVulkan He'stan
- Toughness
45- Keywords
Infantry, Character, Epic Hero, Grenades, Imperium, Tacticus, Captain, Vulkan He’stanCharacter, 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
markeron the battlefield. While this model is within range of that objectivemarker,, this modelhas an Objective Control characteristic of 10, a Leadership characteristic ofhas:- 10 OC.
- 5+
and theLd. - Feel No Pain 4+
ability..
changedForgefather
- Rules
In your Shooting phase, select one visible enemy unit within 24" of
and visible tothis model.Until the end of the phase, each time a friendly ADEPTUS ASTARTES model makes a ranged attack withFriendlyaAdeptusTorrentAstartesorunits’Melta[Melta]/[Torrent]weaponattacks thattargetstarget that enemyunit, you can re-rollunitthehaveWound+2roll.S.
changedLeader
- Rules
This model can be attached to the following units:
■ ASSAULT INTERCESSOR SQUAD
■ASSAULT SQUADBLADEGUARD
■COMMANDVETERAN SQUAD
■ COMPANY HEROES
■INFERNUSERADICATORSQUADSQUAD WITH MELTA RIFLES
■TACTICALINFERNUS SQUAD
■ VANGUARD VETERAN SQUAD
changedBolt PistolBolt Pistol
- Strength
45- 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
67
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 ■Aemelia1MinervasVeteranmodel - 1
SergeantAncientMetaurusGadriel-model - 1
EPICDainalHERO ■Kornelius1model - 1 Gaius Silva
- EPIC HERO ■ 1model - 1
AemeliaLuciaMinervasVestha-model - 1
EPICVeteranHERO ■Sergeant1MetaurusDainalmodel
Aemelia
KorneliusMinervas-isEPICequippedHEROwith:
■11LuciaArcheotechVesthaLaspistol;-1EPICPowerHEROAncientWeapon. Ancient Gadriel is equippedwith:with:bolt1rifle;BoltcloseRifle;combat1weapon.Ceramite
VeteransergeantFists. DainalMetaurusKornelius is equippedwith: heavy boltwith:pistol;1master-craftedAstropathicpowerBlast;weapon;1stormForceshield.Stave. Gaius Silva is equipped
Gaiuswith:with:archeotech1laspistol;ArcheotechpowerLaspistol;weapon;1refractorPowerfield.Weapon. Lucia
AemeliaMinervasVestha is equippedwith: archeotechwith:laspistol;1powerArcheotechweaponLaspistol;
DainalKornelius1isUltramarianequippedCombatwith:Weapons. VeteranAstropathicSergeantblast;Metaurusforceisstaveequipped
LuciaVesthawith:is1equippedHeavywith:BoltarcheotechPistol;laspistol;1closeMaster-craftedcombatPowerweaponWeapon.- 1
- Base Size
- 28.5mm, 40mm
changedVeteran Sergeant Metaurus
- Toughness
45- Invulnerable Save
- 4+
- Keywords
Infantry, Epic Hero, Grenades, Imperium, Tacticus, Wardens of UltramarEpic Hero, Explosives, Imperium, Infantry, Tacticus- Equipped With
Heavy bolt pistol, Master-crafted power weapon, Storm ShieldHeavy Bolt Pistol, Master-crafted Power Weapon
changedAncient Gadriel
- Toughness
45- Objective Control
12- Keywords
Infantry, Epic Hero, Grenades, Imperium, Tacticus, Wardens of UltramarEpic Hero, Explosives, Imperium, Infantry, Tacticus- Equipped With
Bolt rifle, Close combat weaponBolt Rifle, Ceramite Fists
changedGaius Silva
- Invulnerable Save
- 5+
- Keywords
Infantry, Epic Hero, Grenades, Imperium, Tacticus, Wardens of UltramarEpic Hero, Explosives, Imperium, Infantry, Tacticus- Equipped With
Archeotech laspistol, Power weapon, Refractor FieldArcheotech Laspistol, Power Weapon
changedDainal Komelius
- Keywords
Infantry, Epic Hero, Grenades, Imperium, Tacticus, Wardens of Ultramar, PsykerEpic Hero, Explosives, Imperium, Infantry, Tacticus- Equipped With
Astropathic Blast, Force staveAstropathic Blast, Force Stave
changedAemelia Minervas
- Keywords
Infantry, Epic Hero, Grenades, Imperium, Tacticus, Wardens of UltramarEpic Hero, Explosives, Imperium, Infantry, Tacticus- Equipped With
Archeotech laspistol, Power weaponArcheotech Laspistol, Power Weapon
changedLucia Vestha
- Keywords
Infantry, Epic Hero, Grenades, Imperium, Tacticus, Wardens of UltramarEpic Hero, Explosives, Imperium, Infantry, Tacticus- Equipped With
Archeotech laspistol, Close combat weaponArcheotech 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 theyoubattlefield)canselectredeploy up to threeADEPTUS ASTARTES units from your armyfriendlyandAdeptusredeployAstartesthem.units. When doing so, you can set those units up inStrategicstrategicReserves,reserves, regardless of how many units are already inStrategicstrategicReserves.reserves.
changedSupport
- Rules
This model can be attached to the following units:
■ ASSAULT INTERCESSOR SQUAD
■ASSAULT SQUADBLADEGUARD 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
D63
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 pts115 pts
Codex Supplement: Black Templars
goneLand Raider Crusader
goneSternguard Veteran Squad
goneTerminator Squad
changedCastellan
- Unit Composition
•
11CastellanCastellan modelThisThis model is equippedwith:with:combi-weapon;1master-craftedCombi-weapon;power1weapon.Master-crafted Power Weapon.
changedCastellan
- Toughness
45- Keywords
Infantry, Character, Grenades, Imperium, Tacticus, Lieutenant, CastellanCharacter, Explosives, Imperium, Infantry, Lieutenant, Tacticus- Equipped With
Combi-weapon, Master-crafted power weaponCombi-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 leadingInatheunit,Fighteachphase,timewhenthatthis unit is selected tofight, take a Leadership test for that unit: iffight,passed,youuntilcantheuseendthisofability.theIfphase,youeachdo,timemake amodelleadershipinrollthatforunitthismakesunit:- This
anunit'sattack,meleeyouattacks can re-rollthe Hit roll; if failed,hituntilrollstheofend1. - Or:
ofIfthethatphase,rolleachsucceeds:- This
- Can
thatre-rollunithitmakesrollsanofattack,1. - Can re-roll
a Hitwoundrollrolls of 1.
timeunit'sameleemodelattacks:in - Can
- This
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
■ SWORDBRETHRENBRETHREN 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 pts75 pts
changedChaplain Grimaldus
- Unit Composition
•
11 Chaplain Grimaldus– EPIC HEROmodel
•33 CenobyteServitors** *If this unit’s Chaplain GrimaIdus model is ever destroyed, all af this unit’s remaining CenabyteServitor modelsare 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 equippedwith:with:plasma1pistol;ArtificierartificerCrozius;crozius.1 Plasma Pistol.EveryEvery Cenobyte Servitor is equippedwith:with:close1combatServitorweapon.Combat Weapon.- Base Size
Chaplain Grimaldus: 40mm Cenobyte Servitors: 28.5mm28.5mm, 40mm
changedCenobyte Servitor
- Keywords
Infantry, Imperium, TacticusImperium, Infantry, Tacticus
changedChaplain Grimaldus
- Toughness
45- Wounds
45- Keywords
Infantry, Imperium, Tacticus, Character, Epic Hero, Grenades, Chaplain, GrimaldusImperium, Infantry, Tacticus, Character, Epic Hero- Equipped With
Plasma pistol, Artificer croziusPlasma 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 oneTempleofRelicstheabilityabilities(seein the Temple Relicssection).section. Until the start of your next Command phase, thisunit’s Chaplain Grimaldusmodel has that ability.
changedTemple RelicsBanner of the Emperor Victorious
- Rules
AddThis1unittohasAdvance+1andtoChargeadvance rollsmadeforandthischargeunit.rolls.
changedTemple RelicsColumn from the Major Altar
- Rules
Add 1 to the Toughness characteristic ofThismodelsunitinhasthis+1unit.T.
changedTemple RelicsWater from the Stoup of Elucidation
- Rules
Improve the Armour Penetration characteristicThisofunit's meleeweapons equipped by models in thisattacksunithaveby+11.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 makesThisaunit's meleeattack, youattacks can re-rollthe Hithitroll.rolls.
changedLeader
- Rules
This model can be attached to the following units:
■ ASSAULT INTERCESSOR SQUAD
■ CRUSADER SQUAD
■ INFERNUS SQUAD
■ INTERCESSOR SQUAD
■ SWORDBRETHRENBRETHREN 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 pts120 pts
changedCrusade Ancient
- Unit Composition
•
11 CrusadeAncientAncient model
ThisThis model is equipped
with:with:bolt1pistol;Boltmaster-craftedPistol;power1weapon.Master-crafted Power Weapon.
changedCrusade Ancient
- Toughness
45- Keywords
Infantry, Character, Grenades, Imperium, Tacticus, Ancient, Crusade AncientCharacter, Explosives, Imperium, Infantry, Tacticus- Equipped With
Master-crafted power weapon, Bolt pistolMaster-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
WhileInthisthemodelFightisphase,leadingyouacanunit,useeachthistimeability. If you do, when a model inthatthis unit is destroyed,byifathismeleeunitattack,hasifnotitbeenhasselectednottofoughtfight this phase, roll one D6:on- On a 4+, do not remove
itthis model fromplay.theThebattlefield.destroyedWhenmodelyourcanunitfighthasafterfought, or at theattackingendunitofhasthefinishedphasemaking(whicheveritscomesattacks,first),andthisismodelthenis removed fromplay.the battlefield.
- On a 4+, do not remove
changedSupport
- Rules
This model can be attached to the following units:
■ CRUSADER SQUAD
■ SWORDBRETHRENBRETHREN 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 pts45 pts
changedCrusader Squad
- Unit Composition
•
1 Primaris1 SwordBrotherBrother model
•5-114-8PrimarisNeophyteInitiatesmodels
•4-85-11PrimarisInitiateNeophytesmodelsThe PrimarisThe Sword Brother is equippedwith:with:heavy1boltHeavypistol;Boltmaster-craftedPistol;power1weapon.Master-crafted
EveryPrimarisPowerInitiateWeapon.
Every Neophyte is equippedwith: boltwith:pistol;1boltBoltrifle;Pistol;close1combatNeophyteweapon.Chainsword.Every PrimarisEveryNeophyteInitiate is equippedwith:with:bolt1pistol;BoltAstartesPistol;chainsword.1 Bolt Rifle; 1 Knives and Fists.- Base Size
Sword Brother: 40mm Initiates: 32mm Neophytes: 28.5mm28.5mm, 32mm, 40mm
changedSword Brother
- Toughness
45- Keywords
Infantry, Battleline, Grenades, Imperium, Tacticus, Crusader SquadBattleline, Explosives, Imperium, Infantry, Tacticus- Equipped With
Heavy bolt pistol, Master-crafted power weaponHeavy Bolt Pistol, Master-crafted Power Weapon
changedInitiate
- Toughness
45- Keywords
Infantry, Battleline, Grenades, Imperium, Tacticus, Crusader SquadBattleline, Explosives, Imperium, Infantry, Tacticus- Equipped With
Bolt pistol, Bolt rifle, Close combat weaponBolt Pistol, Bolt Rifle
changedNeophyte
- Keywords
Infantry, Battleline, Grenades, Imperium, Tacticus, Crusader SquadBattleline, Explosives, Imperium, Infantry, Tacticus- Equipped With
Bolt pistol, Astartes chainswordBolt 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, ifanyamodelsmodel in this unitwere destroyed as awasresultdestroyedofby those attacks, this unit can make asurgesurgemovemove of up toD6+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
D63- 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
pyrehandpistol.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 pts160 pts- Neophyte count
84- Initiate count
115
changedEmperor's Champion
was Emperor’s Champion
- Unit Composition
•
11Emperor’sEmperor'sChampionChampion modelThisThis model is equippedwith: boltwith:pistol;1 BlackSword.Sword; 1 Bolt Pistol.
changedEmperor's Champion
- Toughness
45- Keywords
Infantry, Character, Grenades, Imperium, Tacticus, Emperor’s ChampionCharacter, 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 modeland the saving throw is failed, you can change the Damage characteristic of that attackhaveto‑10.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
■ SWORDBRETHRENBRETHREN 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
45- 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
•
11ExecratorExecrator modelThisThis model is equippedwith:with:absolver1boltAbsolvorpistol;BoltcroziusPistol;arcanum.1 Crozius Arcanum.
changedExecrator
- Toughness
45- Keywords
Infantry, Character, Grenades, Imperium, Tacticus, Chaplain, ExecratorChaplain, Character, Explosives, Imperium, Infantry, Tacticus- Equipped With
Absolvor bolt pistol, Crozius arcanumAbsolvor Bolt Pistol, Crozius Arcanum
newCombat Doctrines
- Rules
-
goneTemplar Vows
- Rules
-
changedRemorseless Persecution
- Rules
WhileIn your Movement phase, when thismodelunit isleadingselectedatounit,make an advance move, thatunitadvanceismoveeligibledoestonotdeclarepreventathischargeunitinfromabeingturneligibleintowhichdeclareitaAdvanced.charge.
changedCondemnatory Annihilation
- Rules
Each timeAfter thismodel’sunit has fought, ifone orthismoreunitenemydestroyedunitsanwereenemydestroyedmodelasthisaphase,resulteachofenemythoseunitattacks,engagedeachwithenemythis unitwithinmakes6"aofbattle-shockthisroll,modelwithmust-1taketoathatBattle-shockbattle-shocktest.roll.
changedLeader
- Rules
This model can be attached to the following units:
■ CRUSADER SQUAD
■ SWORDBRETHRENBRETHREN 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 pts65 pts
changedGladiator Lancer
- Unit Composition
•
11 GladiatorLancerLancer modelThisThis model is equippedwith:with:Lancer1laserArmoureddestroyer;Hull;21stormDefensivebolters;Array;armoured1hull.Laser Destroyer.- Points Scaling
+10 pts per 3 models+20 pts per 3 models
changedGladiator Lancer
- Keywords
Vehicle, Smoke, Imperium, Gladiator Lancer, FrameFrame, Imperium, Smoke, Vehicle- Equipped With
Lancer laser destroyer, Storm bolter, Armoured hullArmoured Hull, Defensive Array, Laser Destroyer
newCombat Doctrines
- Rules
-
newDamaged 4
goneTemplar Vows
- Rules
-
changedAquilon Optics
- Rules
Each timeThisthisunit’smodelrangedisattacksselectedthattotargetshoot,ayouMonster/Vehiclecanunitre-rollcan:- Re-roll one
Hit roll, youcanhitre-rollroll. - Re-roll one
Woundwound rolland you can re-roll. - Re-roll one
Damagedamage rollwhen resolving its attacks..
- Re-roll one
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
910- AP
-4-3- Damage
D6D3+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 pts165 pts
changedGladiator Reaper
- Unit Composition
•
11 GladiatorReaperReaper modelThisThis model is equippedwith:with:21tempestArmouredbolters;Hull;twin1heavyDefensiveonslaughtArray;gatling1cannon;TwinarmouredHeavyhull.Onslaught Gatling Cannon.- Points Scaling
+10 pts per 3 models+20 pts per 3 models
changedGladiator Reaper
- Keywords
Vehicle, Smoke, Imperium, Gladiator Reaper, FrameFrame, Imperium, Smoke, Vehicle- Equipped With
Tempest bolter, Twin heavy onslaught gatling cannon, Armoured hullArmoured 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’sgatlingrangedcannonattackshasthatthetarget[SUSTAINEDaHITSunit2](excludingabilityMonster/Vehiclewhenunits)targetinghaveINFANTRY+1units.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
910- AP
-4-3- Damage
D6D3+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 pts165 pts
changedGladiator Valiant
- Unit Composition
•
11 GladiatorValiantValiant modelThisThis model is equippedwith:with:21multi-meltas;ArmouredtwinHull;las-talon;1armouredDefensivehull.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, FrameFrame, Imperium, Smoke, Vehicle- Equipped With
Multi-melta, Twin las-talon, Armoured hullArmoured 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 withThisitsunit’stwinrangedlas-talonattacks thattargets the closest eligibletargetMONSTERaorunitVEHICLEwithinunit,12"addof1thistounitthehaveHit+1roll.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
910- AP
-4-3- Damage
D6D3+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 pts145 pts
changedHigh Marshal Helbrecht
- Unit Composition
•
11 High Marshal Helbrecht– EPIC HEROmodelThisThis model is equippedwith:with: 1 Ferocity; 1 Sword of the High Marshals.
changedHigh Marshal Helbrecht
- Toughness
45- Keywords
Infantry, Character, Epic Hero, Grenades, Imperium, Tacticus, Chapter Master, High Marshal HelbrechtChapter 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 Rangeengagedofwith thismodel’sunit and roll oneD6, 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.
- On a 2-3, that enemy unit suffers D3 mortal
changedCrusade of Wrath
- Rules
While this model is leading a unit, add 1 to the Attacks and Strength characteristicThisofunit's meleeweapons equipped by modelsattacksinhave:- +1
thatA. - +1
unit.S.
- +1
changedLeader
- Rules
This model can be attached to the following units:
■ ASSAULT INTERCESSOR SQUAD
■ BLADEGUARD VETERAN SQUAD
■ COMPANY HEROES
■ CRUSADER SQUAD
■ INTERCESSOR SQUAD
■ SWORDBRETHRENBRETHREN 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 pts125 pts
changedImpulsor
- Unit Composition
•
11ImpulsorImpulsor modelThisThis model is equippedwith:with:21stormArmouredbolters;Hull;armoured1hull.Storm Bolters.
changedImpulsor
- Keywords
Vehicle, Transport, Dedicated Transport, Imperium, Impulsor, FrameDedicated Transport, Frame, Imperium, Transport, Vehicle- Equipped With
Storm bolter, Armoured hullArmoured 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
TheThisbearerunit hasa5+invulnerable save.InSv.
changedMulti-meltaMulti-melta
- Strength
910- AP
-4-3- Damage
D6D3+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 pts70 pts
changedMarshal
- Unit Composition
•
11MarshalMarshal modelThisThis model is equippedwith:with:plasma1pistol;Master-craftedmaster-craftedPowerpowerWeapon;weapon.1 Plasma Pistol.- Points Scaling
+10 pts per 3 models
changedMarshal
- Toughness
45- Keywords
Infantry, Character, Grenades, Imperium, Tacticus, Captain, MarshalCaptain, Character, Explosives, Imperium, Infantry, Tacticus- Equipped With
Plasma pistol, Master-crafted power weaponPlasma 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 makesThisaunit's meleeattack, an unmodified Hit roll ofattacks5+havescores+1atoCriticalhitHit.rolls.
changedPious Fervour
- Rules
Each timeWhen thismodel’sunit is selected tofight, until the endfight,ofyouthecanphase,useaddthis1ability.toIftheyouAttacksdo,characteristicthisofmodel'sthismeleemodel’sattacksmaster-craftedhavepower+1weaponA 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
■ SWORDBRETHRENBRETHREN 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
•
11RepulsorRepulsor modelThisThis model is equippedwith:with:heavy1onslaughtArmouredgatlingHull;cannon;1hunter-slayerDefensivemissile;Array;Repulsor1defensiveHeavyarray;OnslaughttwinGatlingheavyCannon;bolter;1armouredHunter-slayerhull.Missile; 1 Twin Heavy Bolter.
changedRepulsor
- Keywords
Vehicle, Smoke, Transport, Imperium, Repulsor, FrameFrame, Imperium, Smoke, Transport, Vehicle- Equipped With
Heavy onslaught gatling cannon, Hunter-slayer missile, Repulsor defensive array, Twin heavy bolter, Armoured hullArmoured 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
D6D3+3
changedMulti-meltaMulti-melta
- Strength
910- AP
-4-3- Damage
D6D3+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 pts190 pts
changedRepulsor Executioner
- Unit Composition
•
11 RepulsorExecutionerExecutioner modelThisThis model is equippedwith: heavy onslaughtwith:gatling1cannon;ArmouredmacroHull;plasma1incinerator;DefensiveRepulsorArray;Executioner1defensiveHeavyarray;LasertwinDestroyer;heavy1bolter;HeavytwinOnslaughtIcarusGatlingironhailCannon;heavy1stubber;TwinarmouredHeavyhull.Bolter.
changedRepulsor Executioner
- Keywords
Vehicle, Smoke, Transport, Imperium, Repulsor Executioner, FrameFrame, 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 hullArmoured 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
910- AP
-4-3- Damage
D6D3+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 pts265 pts
changedSword Brethren Squad
- Unit Composition
•
4-104-10 SwordBrothersBrother modelsEveryEvery model is equippedwith:with:heavy1boltChainsword;pistol;1AstartesHeavychainsword.Bolt Pistol.
changedSword Brother
- Toughness
45- Keywords
Infantry, Grenades, Imperium, Tacticus, Sword Brethren SquadExplosives, Imperium, Infantry, Tacticus- Equipped With
Heavy bolt pistol, Astartes chainswordHeavy 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 pts115 pts- Sword Brother count
104
Codex Supplement: Blood Angels
goneDeath Company Marines with Bolt Rifles
changedAstorath
- Unit Composition
•
11 Astorath– EPIC HEROmodelThisThis model is equippedwith:with:the1Executioner’sThe Executioner's Axe.
changedAstorath
- Toughness
45- Keywords
Infantry, Character, Epic Hero, Fly, Jump Pack, Imperium, Tacticus, Chaplain, AstorathChaplain, Character, Epic Hero, Fly, Imperium, Infantry, Jump Pack, Tacticus- Equipped With
The Executioner’s AxeThe Executioner's Axe
newCombat Doctrines
- Rules
-
goneOath of Moment
- Rules
-
changedMass of Doom
- Rules
Each timeIf thismodel’sunitmakesmade aCharge move, until the endchargeofmovethethis turn,melee weapons equipped by modelsthisinunit'sthatmeleeunitattacks havethe [DEVASTATING[DEVASTATINGWOUNDS]WOUNDS:ability.non-MONSTER/VEHICLE].
changedRedeemer of the Lost
- Rules
While this model is leadingInatheunit,Fighteachphase,timewhen a model inthatthis unit is destroyedby a melee attack,, ifthatthismodelunit has notfoughtbeen selected to fight this phase, roll oneD6.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 fromplay;thethatbattlefield.destroyedWhenmodelthiscanunitfighthasafterfought, or at theattackingendmodel’sofunitthehasphasefinished(whichevermakingcomesitsfirst),attacks,thatandmodel isthenremoved fromplay.the battlefield.
- On a 4+, do not remove
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 pts90 pts
changedBaal Predator
- Unit Composition
•
11 BaalPredatorPredator modelThisThis model is equippedwith:with:twin1assaultArmouredcannon;Tracks;armoured1tracks.Twin Assault Cannon.- Points Scaling
+10 pts per 3 models+15 pts per 3 models
changedBaal Predator
- Keywords
Vehicle, Smoke, Imperium, Baal Predator, FrameFrame, Imperium, Smoke, Vehicle- Equipped With
Twin assault cannon, Armoured tracksTwin Assault Cannon, Armoured Tracks
newCombat Doctrines
- Rules
-
newDamaged 4
goneOath of Moment
- Rules
-
changedOvercharged Engines
- Rules
YouThis unit canre‐rollre-rollAdvanceadvance rollsmade 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 pts135 pts
changedBlood Angels Captain
- Unit Composition
•
11 Blood AngelsCaptainCaptain modelThisThis model is equippedwith:with:heavy1boltHeavypistol;Boltmaster‐craftedPistol;chainsword1 Master-crafted Chainsword.
changedBlood Angels Captain
- Toughness
45- Keywords
Infantry, Character, Grenades, Imperium, Tacticus, CaptainCaptain, 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 pts90 pts
changedChief Librarian Mephiston
- Unit Composition
•
11 Chief Librarian Mephiston– EPIC HEROmodelThisThis model is equippedwith: plasmawith:pistol;1 Fury of the Ancients; 1 Plasma Pistol; 1 Vitarus.
changedChief Librarian Mephiston
- Movement
7"8"- Toughness
56- Invulnerable Save
5+4+- Keywords
Infantry, Character, Epic Hero, Psyker, Grenades, Imperium, Tacticus, Chief Librarian MephistonCharacter, Epic Hero, Explosives, Imperium, Infantry, Psyker, Tacticus- Equipped With
Plasma pistol, Fury of the Ancients, VitarusPlasma 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
910- Damage
D33
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 pts175 pts
changedCommander Dante
- Unit Composition
•
11 Commander Dante– EPIC HEROmodelThisThis model is equippedwith:with: 1 Perdition Pistol;the1 The Axe Mortalis.- Base Size
50mm40mm
changedCommander Dante
- Toughness
45- Keywords
Infantry, Character, Epic Hero, Fly, Jump Pack, Grenades, Imperium, Tacticus, Chapter Master, Commander DanteChapter 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 aBattle-shockbattle-shocktest,roll,subtractingwith1-1fromto thattest when theybattle-shockdo.roll.
changedWarden of the Imperium Nihilus
- Rules
While this model is leading a unit, add 1ThetoassaultAdvancedoctrine andChargetacticalrollsdoctrinemadeare active forthatthis unitand each time a modelinthat unit makes an attack, add 1addition totheanyHitotherroll.combat doctrine.
changedPerdition PistolPerdition Pistol
- Range
6"9"- Strength
910- AP
-4-3- Damage
D6D3+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 pts140 pts
changedDeath Company Captain
- Unit Composition
•
11 Death CompanyCaptainCaptain modelThisThis model is equippedwith:with:heavy1boltHeavypistol;Boltmaster‐craftedPistol;chainsword1 Master-crafted Chainsword.
changedDeath Company Captain
- Toughness
45- Keywords
Infantry, Character, Grenades, Imperium, Tacticus, Death Company, CaptainCaptain, 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 unithave thehas Scouts 6"ability..
changedBlack Rage
- Rules
Each time a model in this unit makes- This
aunit's meleeattack, youattacks canre‑rollre-rollthehitHitrollsroll.of 1. - While this unit is not within 6" of one or more friendly
BLOODBloodANGELSAngelsCHARACTERCharacter models, or not within 12" of one or more friendlyCHAPLAINChaplain models, it cannotbe selectedmaketoaFallfall-backBackmove anditsit'sObjectiveOCControlischaracteristicmodifiedisto 0.
- This
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 pts80 pts
changedDeath Company Captain with Jump Pack
- Unit Composition
•
11 Death Company Captain with JumpPackPack modelThisThis model is equippedwith:with:heavy1boltChainsword;pistol;1AstartesHeavychainsword.Bolt Pistol.
changedDeath Company Captain with Jump Pack
- Toughness
45- Keywords
Infantry, Character, Jump Pack, Fly, Grenades, Imperium, Tacticus, Death Company, CaptainCaptain, 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 aThisunit,unit's meleeweapons equipped by models in that unitattacks havethe [SUSTAINED[SUSTAINED HITS1] ability.1].
changedBlack Rage
- Rules
Each time a model in this unit makes- This
aunit's meleeattack, youattacks canre‑rollre-rollthehitHitrollsroll.of 1. - While this unit is not within 6" of one or more friendly
BLOODBloodANGELSAngelsCHARACTERCharacter models, or not within 12" of one or more friendlyCHAPLAINChaplain models, it cannotbe selectedmaketoaFallfall-backBackmove anditsit'sObjectiveOCControlischaracteristicmodifiedisto 0.
- This
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 pts85 pts
changedDeath Company Dreadnought
- Unit Composition
•
11 Death CompanyDreadnoughtDreadnought modelThisThis model is equippedwith:with:twin1IcarusBloodironhailFistheavyBoltstubber;Rifles;twin1heavyBloodbolter;Fists;blood1fistTwinboltHeavyrifles;Bolter;blood1fists.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 DreadnoughtDeath Company, Dreadnought, Imperium, Vehicle, Walker- Equipped With
Twin Icarus ironhail heavy stubber, Twin heavy bolter, Brutalis bolt rifles, Brutalis fistsTwin 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 meleeattack, youattacks canre‑rollre-rollthehitHitrollsroll.of 1. - While this unit is not within 6" of one or more friendly
BLOODBloodANGELSAngelsCHARACTERCharacter models, or not within 12" of one or more friendlyCHAPLAINChaplain models, it cannotbe selectedmaketoaFallfall-backBackmove anditsit'sObjectiveOCControlischaracteristicmodifiedisto 0.
- This
changedDriven by Fury
- Rules
In your
opponent’sopponent's Shooting phase, when an enemy unit has shot, if thismodel lost a wound asunitawasresulthitofby those attacks,this unitit can make asurgesurgemovemove of up toD6+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 pts165 pts
changedDeath Company Marines
- Unit Composition
•
5-105-10 Death CompanyMarinesMarines modelsEveryEvery model is equippedwith:with:heavy1boltChainsword;pistol;1AstartesHeavychainsword.Bolt Pistol.- Points Scaling
+10 pts per 3 models+15 pts per 3 models
changedDeath Company Marines
- Toughness
45- Keywords
Infantry, Grenades, Imperium, Tacticus, Death Company, Death Company MarinesDeath Company, Explosives, Imperium, Infantry, Tacticus- Equipped With
Heavy bolt pistol, Astartes chainswordHeavy Bolt Pistol, Chainsword
newCombat Doctrines
- Rules
-
goneOath of Moment
- Rules
-
changedBlack Rage
- Rules
Each time a model in this unit makes- This
aunit's meleeattack, youattacks canre‑rollre-rollthehitHitrollsroll.of 1. - While this unit is not within 6" of one or more friendly
BLOODBloodANGELSAngelsCHARACTERCharacter models, or not within 12" of one or more friendlyCHAPLAINChaplain models, it cannotbe selectedmaketoaFallfall-backBackmove anditsit'sObjectiveOCControlischaracteristicmodifiedisto 0.
- This
changedAn Honourable Death in Combat
- Rules
Each time a model in this unit makes an attack, that attackThishasunit'stheattacks:- Have
[SUSTAINED[SUSTAINED HITS1] ability1], if this unit is belowits Starting Strength,startingorstrength. - Or:
thehave[SUSTAINED[SUSTAINED HITS2] ability2], if this unit isBelowbelowHalf-strength.half-strength.
- Have
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 JumpPacksPacks modelsEveryEvery model is equippedwith:with:heavy1boltChainsword;pistol;1AstartesHeavychainsword.Bolt Pistol.- Points Scaling
+15 pts per 3 models+30 pts per 3 models
changedDeath Company Marines with Jump Packs
- Toughness
45- Keywords
Infantry, Fly, Jump Pack, Grenades, Imperium, Tacticus, Death Company, Death Company MarinesDeath Company, Explosives, Fly, Imperium, Infantry, Jump Pack, Tacticus- Equipped With
Heavy bolt pistol, Astartes chainswordHeavy Bolt Pistol, Chainsword
newCombat Doctrines
- Rules
-
goneOath of Moment
- Rules
-
changedSavage Fury
- Rules
You can re‐rollThisChargeunitrollshasmade+1fortothischargeunit.rolls.
changedBlack Rage
- Rules
Each time a model in this unit makes- This
aunit's meleeattack, youattacks canre‑rollre-rollthehitHitrollsroll.of 1. - While this unit is not within 6" of one or more friendly
BLOODBloodANGELSAngelsCHARACTERCharacter models, or not within 12" of one or more friendlyCHAPLAINChaplain models, it cannotbe selectedmaketoaFallfall-backBackmove anditsit'sObjectiveOCControlischaracteristicmodifiedisto 0.
- This
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 HEROmodelThisThis model is equippedwith:with:absolvor1boltAbsolvorpistol;BoltthePistol; 1 The Blood Crozius.
changedLemartes
- Toughness
45- Wounds
45- Keywords
Infantry, Character, Epic Hero, Fly, Jump Pack, Grenades, Imperium, Tacticus, Chaplain, LemartesChaplain, Character, Death Company, Epic Hero, Explosives, Fly, Imperium, Infantry, Jump Pack, Tacticus- Equipped With
Absolvor bolt pistol, The Blood CroziusAbsolvor Bolt Pistol, The Blood Crozius
newCombat Doctrines
- Rules
-
goneOath of Moment
- Rules
-
changedFury Unbound
- Rules
While this model is leading aThisunit,unit's meleeweapons equipped by models in that unitattacks havethe [LETHAL HITS][LETHALability.HITS].
changedGuardian of the Lost
- Rules
While this model is leading a unit, each time an attack is allocated to a model inAttacks thatunit, subtract 1 from thetargetDamagethischaracteristicunitofhavethat-1attack.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
56
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 pts110 pts
changedSanguinary Guard
- Unit Composition
•
3‐63-6 SanguinaryGuardGuard modelsEveryEvery model is equippedwith:with: 1 Angelusboltgun;Boltgun;encarmine1blade.Encarmine Weapon.- Points Scaling
+20 pts per 3 models+15 pts per 3 models
changedSanguinary Guard
- Toughness
45- Objective Control
12- Keywords
Infantry, Fly, Jump Pack, Grenades, Imperium, Tacticus, Sanguinary GuardExplosives, Fly, Imperium, Infantry, Jump Pack, Tacticus- Equipped With
Angelus boltgun, Encarmine bladeAngelus Boltgun, Encarmine Weapon
newCombat Doctrines
- Rules
-
goneOath of Moment
- Rules
-
changedAngelic Visage
- Rules
Each time aMeleemeleeattacksattackthattargetstarget thisunit, subtractunit1havefrom-1thetoHithitroll.rolls.
changedHeirs of Azkaellon
- Rules
While a CHARACTER modelAttacksisthatleadingtarget thisunit, eachunittimewith ameleeSattackgreatertargetsthan thisunit,unit’ssubtractT1havefrom‑1thetoWoundwoundroll.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 pts135 pts- Sanguinary Guard count
4-63
changedSanguinary Priest
- Unit Composition
•
11 SanguinaryPriestPriest modelThisThis model is equippedwith:with:absolver1boltAbsolvorpistol;BoltAstartesPistol;chainsword.1 Chainsword.- Points Scaling
+10 pts per 3 models
changedSanguinary Priest
- Toughness
45- Keywords
Infantry, Character, Grenades, Imperium, Tacticus, Sanguinary PriestCharacter, Explosives, Imperium, Infantry, Tacticus- Equipped With
Absolvor bolt pistol, Astartes chainswordAbsolvor 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 unitbyhas1.+1 T.
changedSupport
- Rules
This model can be attached to the following units:
■ ASSAULT INTERCESSOR SQUAD
■ BLADEGUARD VETERAN SQUAD
■DESOLATIONCOMPANYSQUADHEROES
■DEVASTATORDESOLATION SQUAD
■ HELLBLASTER SQUAD
■ INFERNUS SQUAD
■ INTERCESSOR SQUAD
■ STERNGUARD VETERANSQUADSQUAD**
■ TACTICAL
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 pts60 pts
changedThe Sanguinor
- Unit Composition
•
11 The Sanguinor– EPIC HEROmodelThisThis model is equippedwith:with:encarmine1broadsword.Encarmine Broadsword.
changedThe Sanguinor
- Toughness
45- Keywords
Infantry, Character, Epic Hero, Fly, Jump Pack, Imperium, Tacticus, The SanguinorCharacter, Epic Hero, Fly, Imperium, Infantry, Jump Pack, Tacticus- Equipped With
Encarmine broadswordEncarmine 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 ADEPTUSFriendlyASTARTESADEPTUSunitASTARTESisunits within6"12" of thismodel, youmodel can re-rollBattle-shock and Leadership tests taken for thatleadershipunit.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 HEROmodelThisThis model is equippedwith:with:heavy1boltCroziuspistol;ArcanumcroziusandarcanumPowerandWeapon;power1weapon.Heavy Bolt Pistol.
changedAsmodai
- Toughness
45- Keywords
Infantry, Character, Epic Hero, Grenades, Imperium, Deathwing, Chaplain, Tacticus, AsmodaiChaplain, Character, Deathwing, Epic Hero, Explosives, Imperium, Infantry, Tacticus- Equipped With
Heavy bolt pistol, Crozius arcanum and power weaponHeavy 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 modelmust takemakes aBattle-shock test, subtracting 1 from that test when they do. In addition, each time this model destroys an enemy CHARACTERbattle-shockmodelroll, witha melee-1attack,toyouthatgainbattle-shock1CP.roll.
changedExemplar of Hate
- Rules
While this model is leading a unit, each time a model in that unit makesThisaunit's meleeattack, youattacks can re-rollthe Hithitroll.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 pts80 pts
changedAzrael
- Unit Composition
•
11 Azrael– EPIC HEROmodelThisThis model is equippedwith:with:Lion’s1 Lion's Wrath;theTheSwordLionofHelm;Secrets;1theTheLionSwordHelm.of Secrets.
changedAzrael
- Toughness
45- Keywords
Infantry, Character, Epic Hero, Grenades, Imperium, Deathwing, Tacticus, Chapter Master, AzraelChapter Master, Character, Deathwing, Epic Hero, Explosives, Imperium, Infantry, Tacticus- Equipped With
Lion’s Wrath, The Sword of Secrets, The Lion HelmLion'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
AtIntheyourstartMovementofphase,yourselectCommandupphase,toifone visible friendly Adeptus Astartes unit within 9" of thismodelmodel, and select one combat doctrine. That combat doctrine isonactive for that unit until thebattlefield,startyouofgainyour1CP.next Command phase.
changedSupreme Grand Master
- Rules
While this model is leading a unit, weapons equipped by models inThisthatunit'sunitattacks havethe [SUSTAINED[SUSTAINED HITS1] 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 VETERANSQUAD
■ 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 unithave 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 pts150 pts
changedBelial
- Unit Composition
•
11 Belial– EPIC HEROmodelThisThis model is equippedwith:with:master-crafted1stormMaster-craftedbolter;StormtheBolter; 1 The Sword of Silence.
changedBelial
- Toughness
56- Keywords
Infantry, Character, Epic Hero, Imperium, Terminator, Deathwing, Captain, BelialCaptain, Character, Deathwing, Epic Hero, Imperium, Infantry, Terminator- Equipped With
Master-crafted storm bolter, The Sword of SilenceMaster-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 aThismodelunit'sinattacks thatunit makestarget anattack, if a Critical Hit isenemyscored,Characterthatunitattackhavehas+1theto[PRECISION]woundability.rolls.
changedStrikes of Retribution
- Rules
EachIntimetheafightmeleephase,attackwhen this model isallocateddestroyed,toif thismodel, afterunitthehasattackingnotunitbeenhasselectedfinishedtomakingfightitsthisattacks,phase, roll oneD6 (toD6:- On a
maximum2+,ofdosixnotD6removeperthisattackingmodelunit):fromfortheeachbattlefield.4+,When your unit has fought, or at theattackingendunitofsuffersthe1phasemortal(whicheverwound.comes first), this model is removed from the battlefield.
- On a
changedLeader
- Rules
This model can be attached to the following units:
■ DEATHWING COMMAND SQUAD
■ DEATHWING KNIGHTS
■ DEATHWING TERMINATOR SQUAD
■ TERMINATORASSAULT 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 pts100 pts
changedDeathwing Knights
- Unit Composition
•
11 KnightMasterMaster model
•44 DeathwingKnightsKnights modelsTheThe Knight Master is equippedwith:with:great1weaponGreat Weapon of the Unforgiven.EveryEvery DeathwingKnightKnights is equippedwith:with:mace1 Mace ofabsolution.Absolution.
changedDeathwing Knights
- Toughness
56- Keywords
Infantry, Imperium, Terminator, Deathwing, Deathwing KnightsDeathwing, Imperium, Infantry, Terminator- Equipped With
Mace of absolutionMace of Absolution
changedKnight Master
- Toughness
56- Keywords
Infantry, Imperium, Terminator, Deathwing, Deathwing KnightsDeathwing, Imperium, Infantry, Terminator- Equipped With
Great weapon of the UnforgivenGreat 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
isthatallocatedtargettothisaunitmodelhavein-1D. - This
thisunitunit,cannotsubtractbe1targetedfromwith theDamage characteristicTacticalofDreadnoughtthatFortitudeattack.stratagem.
- Attacks
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 DeathwingSergeantSergeant model
•4-94-9 DeathwingTerminatorsTheTerminatorsDeathwingmodelsEvery
Sergeantmodel is equippedwith: storm bolter; power weapon.with:
Every Deathwing Terminator isequipped1with:PowerstormFist;bolter;1powerStormfist.Bolter.- Points Scaling
- +40 pts per 3 models
changedDeathwing Sergeant
- Toughness
56- Keywords
Infantry, Imperium, Terminator, Deathwing, Deathwing Terminator SquadDeathwing, Imperium, Infantry, Terminator- Equipped With
Storm bolter, Power weaponStorm Bolter, Power Fist
changedDeathwing Terminators
- Toughness
56- Keywords
Infantry, Imperium, Terminator, Deathwing, Deathwing Terminator SquadDeathwing, Imperium, Infantry, Terminator- Equipped With
Storm bolter, Power fistStorm 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 anThisattack,unit'syouattacks can ignoreany or allmodifiersto 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.
- BS
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
32
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 HeromodelThisThis model is equippedwith: thewith:Deliverer;1 Mind Wipe;Traitor’s1Bane;TheBookDeliverer;of1Salvation.Traitor's Bane.
changedEzekiel
- Toughness
45- Wounds
45- Keywords
Infantry, Character, Epic Hero, Psyker, Grenades, Imperium, Deathwing, Librarian, EzekielCharacter, Deathwing, Epic Hero, Explosives, Imperium, Infantry, Librarian, Psyker, Tacticus- Equipped With
The Deliverer, Mind Wipe, Traitor’s Bane, Book of SalvationThe 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 unithave thehas Feel No Pain 4+abilityagainstPsychicpsychicAttacks.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
45
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 CircleCompanionsEvery InnerCompanionsCirclemodelsEvery
Companionmodel is equippedwith:with:heavy1boltCalibanitepistol;Greatsword;Calibanite1greatsword.Heavy Bolt Pistol.- Points Scaling
+10 pts per 3 models+15 pts per 3 models
changedInner Circle Companions
- Toughness
45- Keywords
Infantry, Imperium, Deathwing, Tacticus, Inner Circle CompanionsDeathwing, Imperium, Infantry, Tacticus- Equipped With
Heavy bolt pistol, Calibanite greatswordHeavy 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
hithitrolls.rolls.
- This unit has
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 HEROmodelThisThis model is equippedwith:with:bolt1pistol;BoltEnmity’sPistol; 1 Enmity's Edge.
changedLazarus
- Toughness
45- Keywords
Infantry, Character, Epic Hero, Grenades, Imperium, Deathwing, Tacticus, Captain, LazarusCaptain, Character, Deathwing, Epic Hero, Explosives, Imperium, Infantry, Tacticus- Equipped With
Bolt Pistol, Enmity’s EdgeBolt Pistol, Enmity's Edge
newCombat Doctrines
- Rules
-
newTranshuman Strategist
- Rules
-
goneOath of Moment
- Rules
-
changedThe Spiritshield Helm
- Rules
This
modelunit hastheFeel No Pain 3+abilityagainstPsychicpsychicAttacksattacks and mortalwounds.wounds.
changedIntractable Will
- Rules
While this model is leadingInatheunit,Fighteachphase,timewhen a model inthatthis unit is destroyedby a melee attack,, ifthatthismodelunit has notfoughtbeen selected to fight this phase, roll oneD6.D6:- On a 4+, do not remove
itthat model fromplay;thethatbattlefield.destroyedWhenmodelyourcanunitfighthasafterfought, or at theattackingendunitofhasthefinishedphasemaking(whicheveritscomesattacks,first),andthatismodelthenis removed fromplay.the battlefield.
- On a 4+, do not remove
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 VETERANSQUAD
■ 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
45- 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 pts80 pts
changedLand Speeder Vengeance
- Unit Composition
•
1 Ravenwing1 Land SpeederVengeanceVengeance modelThisThis model is equippedwith:with:heavy1bolter;ArmouredplasmaHull;storm1battery;HeavycloseBolter;combat1weapon.Plasma Storm Battery.
changedLand Speeder Vengeance
- Toughness
89- Wounds
1011- Keywords
Vehicle, Fly, Imperium, Ravenwing, Land Speeder Vengeance, FrameFly, Frame, Imperium, Ravenwing, Speeder, Vehicle- Equipped With
Heavy bolter, Plasma storm battery, Close combat weaponHeavy 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 pts150 pts
changedLion El'Jonson
was Lion El’Jonson
- Unit Composition
•
11 LionEl’Jonson – EPICEl'JonsonHEROmodelThisThis model is equippedwith:with: 1 Arma Luminis; 1 Fealty.
changedLion El'Jonson
- Toughness
910- Wounds
1016- Keywords
Monster, Character, Epic Hero, Imperium, Primarch, Lion El’Jonson, MobileCharacter, 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" ofone or morea friendlyADEPTUSDarkASTARTESAngelsINFANTRYInfantryunits,unit, thismodelunit hastheLone Operativeability..
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 instrategicstrategicreserves.reserves.
▫ This unit can make aningressingressmovemove 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 NephilimJetfighterJetfighter modelThisThis model is equippedwith:with:avenger1megaArmouredbolter;Hull;blacksword1missiles;AvengertwinMegaheavyBolter;bolter;1armouredBlackswordhull.Missiles; 1 Twin Heavy Bolter.- Base Size
120 x 92mm Oval Base120x92mm Oval Base
changedNephilim Jetfighter
- Keywords
Vehicle, Aircraft, Fly, Imperium, Ravenwing, Nephilim JetfighterAircraft, Fly, Imperium, Ravenwing, Vehicle- Equipped With
Avenger mega bolter, Blacksword missiles, Twin heavy bolter, Armoured hullAvenger 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
woundwoundrolls.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 pts200 pts
changedRavenwing Black Knights
- Unit Composition
•
11 RavenwingHuntmasterHuntmaster model
•2-52-5 Ravenwing BlackKnightsKnight modelsEveryEvery model is equippedwith:with:bolt1pistol;BoltplasmaPistol;talon;1BlackCorvusKnightHammers;combat1weapon.Plasma Talon.- Base Size
75 x 42mm Oval Base75x42mm Oval Base
changedRavenwing Huntmaster
- Toughness
56- Keywords
Mounted, Grenades, Imperium, Ravenwing, Ravenwing Black KnightsExplosives, Imperium, Mounted, Ravenwing- Equipped With
Bolt pistol, Plasma talon, Black Knight combat weaponBolt Pistol, Plasma Talon, Corvus Hammers
changedRavenwing Black Knight
- Toughness
56- Keywords
Mounted, Grenades, Imperium, Ravenwing, Ravenwing Black KnightsExplosives, Imperium, Mounted, Ravenwing- Equipped With
Bolt pistol, Plasma talon, Black Knight combat weaponBolt Pistol, Plasma Talon, Corvus Hammers
newCombat Doctrines
- Rules
-
goneOath of Moment
- Rules
-
changedKnights of Caliban
- Rules
Each timeIf this unitis selected to fight, if itmade aChargecharge move this turn,until the end of thethisphase,unit's meleeweapons equipped by models in this unitattacks havethe [ANTI-MONSTER 4+] and [ANTI-VEHICLE 4+][ANTI-MONSTER/VEHICLEabilities.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 pts85 pts- Ravenwing Black Knight count
3-52
changedRavenwing Command Squad
- Unit Composition
•
11 RavenwingChampionAncient model
•11 RavenwingApothecaryApothecary model
•11 RavenwingAncientChampion modelTheThe RavenwingChampionAncient is equippedwith:with:bolt1pistol;BoltplasmaPistol;talon;1master-craftedCorvuspowerHammers;weapon.1 Plasma Talon.EveryTheotherRavenwingmodelApothecary is equippedwith:with:bolt1pistol;BoltplasmaPistol;talon;1BlackCorvusKnightHammers;combat1weapon.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 Base75x42mm Oval Base- Points Scaling
+10 pts per 3 models+20 pts per 3 models
changedRavenwing Apothecary
- Toughness
56- Keywords
Mounted, Grenades, Imperium, Ravenwing, Ravenwing Command SquadExplosives, Imperium, Mounted, Ravenwing- Equipped With
Bolt pistol, Plasma talon, Black Knight combat weaponBolt Pistol, Plasma Talon, Corvus Hammers
changedRavenwing Champion
- Toughness
56- Keywords
Mounted, Grenades, Imperium, Ravenwing, Ravenwing Command Squad, CharacterExplosives, Imperium, Mounted, Ravenwing- Equipped With
Bolt pistol, Plasma talon, Master-crafted power weaponBolt Pistol, Plasma Talon, Master-crafted Power Weapon
changedRavenwing Ancient
- Toughness
56- Keywords
Mounted, Grenades, Imperium, Ravenwing, Ravenwing Command SquadExplosives, Imperium, Mounted, Ravenwing- Equipped With
Bolt pistol, Plasma talon, Black Knight combat weaponBolt 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 ATVthismodels)unittohealsthisD3+1unit.wounds.
changedAstartes Banner
- Rules
While this unit contains a Ravenwing
Ancient, add 1 to the Objective Control characteristicAncient,ofthismodelsunitinhasthis+1unit.OC.
changedHonour or Death
- Rules
While this unit contains a Ravenwing
Champion, addChampion:- This
1unittohasAdvance+1andtoChargeadvance rollsmade forthisandunit.charge rolls. - When you target this unit with the Heroic Intervention stratagem, that use is
-1 CP.-1CP.
- This
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 pts115 pts
changedRavenwing Darkshroud
- Unit Composition
•
11 RavenwingDarkshroudDarkshroud modelThisThis model is equippedwith:with:heavy1bolter;ArmouredcloseHull;combat1weapon.Heavy Bolter.
changedRavenwing Darkshroud
- Keywords
Vehicle, Fly, Imperium, Ravenwing, Darkshroud, FrameFly, Frame, Imperium, Ravenwing, Speeder, Vehicle- Equipped With
Heavy bolter, Close combat weaponHeavy Bolter, Armoured Hull
newCombat Doctrines
- Rules
-
newDeep Strike
newLone Operative 15"
goneOath of Moment
- Rules
-
changedIcon of Old Caliban
- Rules
FriendlyWhileADEPTUSaASTARTESfriendlyunitsDark Angels unit is within 6" of this unit, that unithavehasStealth.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 pts80 pts
changedRavenwing Dark Talon
- Unit Composition
•
11 Ravenwing DarkTalonTalon modelThisThis model is equippedwith:with:rift1cannon;Armoured Hull; 2hurricaneHurricanebolters;Bolter;armoured1hull.Rift Cannon.- Base Size
120 x 92mm Oval Base120x92mm Oval Base
changedRavenwing Dark Talon
- Keywords
Vehicle, Aircraft, Fly, Imperium, Ravenwing, Dark TalonAircraft, Fly, Imperium, Ravenwing, Vehicle- Equipped With
Rift cannon, Hurricane bolter, Armoured hullRift 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 (excludingAIRCRAFT/LoneAIRCRAFT/LoneOperativeOperative units) within 24" of this unit. That enemy unit isslowedslowed until the end of youropponent’sopponent's next Movement phase:
•- While a unit is
slowed,slowed, in youropponent’sopponent's Movement phase, when that unit isselectedselected tomove,move, unless that unitremainsremainsstationary,stationary, roll one D6:•- On a 1-4, that unit suffers D3
mortalmortalwoundswounds and that unit has-2" M. •-2” M. - On a 5-6, that unit suffers 2D3
mortalmortalwoundswounds and that unit has-3"-3”M.’M.
- On a 1-4, that unit suffers D3
- While a unit is
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 pts190 pts
changedSammael
- Unit Composition
•
11 Sammael– EPIC HEROmodelThisThis model is equippedwith:with:bolt1pistol;Boltmaster-craftedPistol;plasma1cannon;Master-craftedtwinPlasmastormCannon;bolter;1theThe RavenSword.Sword; 1 Twin Storm Bolter.
changedSammael
- Toughness
56- Keywords
Mounted, Character, Epic Hero, Fly, Grenades, Imperium, Ravenwing, Captain, Sammael, FrameCaptain, Character, Epic Hero, Explosives, Fly, Frame, Imperium, Mounted, Ravenwing- Equipped With
Bolt Pistol, Master-crafted plasma cannon, Twin storm bolter, The Raven SwordBolt 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 Rangeengagedofwith thismodel’sunitis(excludingselectedMonster/Vehicletounits)FallmakesBack,amodelsfall-backinmove, that enemy unit musttake Desperate Escape tests as if their unit wasuseBattle-shocked.theWhendesperatedoingescapeso,mode.ifIf that enemy unit isalso Battle-shocked by other means, subtractbattle‑shocked,1‑1 fromeach ofthoseDesperate Escapehazardtests.rolls.
changedGrand Master of the Ravenwing
- Rules
■- This
unit’sunitrangedhasattacksMobile. - In
haveyour[ASSAULT]. ■CommandWhenphase,thisyouunitcanisuseselectedthistoability.makeIfanyouadvancedo,move,selectthatoneadvancecombatmovedoctrinedoestonotbepreventactive for this unitfrom being eligible tountildeclaretheastartcharge. ■ofThisyourunitnexthasCommandMOBILE.phase.
- This
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
45- 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 pts120 pts
Codex Supplement: Space Wolves
newVenerable Dreadnought
goneVenerable Dreadnought
changedArjac Rockfist
- Unit Composition
•
11 Arjac Rockfist– EPIC HEROmodelThisThis model is equippedwith:with: 1 Foehammer.
changedArjac Rockfist
- Toughness
56- Keywords
Infantry, Character, Epic Hero, Imperium, Terminator, Arjac RockfistCharacter, Epic Hero, Imperium, Infantry, Terminator
newCombat Doctrines
- Rules
-
goneOath of Moment
- Rules
-
changedAnvil of Endurance
- Rules
While this model is leadingInatheunit,Fighteachphase,timewhen a model inthatthis unit is destroyedby a melee attack,, ifthatthismodelunit has notfoughtbeen selected to fight this phase, roll one D6:on- On a 4+, do not remove
the destroyedthat model fromplay.theThebattlefield.destroyedWhenmodelyourcanunitfighthasafterfought, or at theattackingendunitofhasthefinishedphasemaking(whicheveritscomesattacks,first),andthat model is then removed fromplay.the battlefield.
- On a 4+, do not remove
changedChampion of the Kingsguard
- Rules
Each time this model makes aThismeleemodel’sattackattacks thattargetstarget aCHARACTER unit, youCharactercanunit:re‑roll- Can
there-rollHithitrollrollsandofyou1. - Can
canre-rollre‑rollwoundtherollsWoundofroll.1.
- Can
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 pts105 pts
changedBjorn the Fell-handed
was Bjorn the Fell-Handed
- Unit Composition
•
11 Bjorn theFell-Handed– EPICFell-handedHEROmodelThisThis model is equippedwith:with:assault1cannon;AssaultheavyCannon;flamer;1 Heavy Flamer; 1 Trueclaw.
changedBjorn the Fell-handed
- Toughness
910- Keywords
Vehicle, Walker, Character, Epic Hero, Smoke, Imperium, Dreadnought, Bjorn the Fell-HandedCharacter, Dreadnought, Epic Hero, Imperium, Smoke, Vehicle, Walker- Equipped With
Assault cannon, Heavy flamer, TrueclawAssault 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 anAttacksattackthattargetstarget thismodel, if the Strength characteristic ofunitthatwithattackaisS greater than thismodel’s Toughness characteristic,unit'ssubtractT1havefrom-1thetoWoundwoundroll.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
910- AP
-4-3- Damage
D6D3+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 PackLeaderLeader model
•9-199-19 BloodClawsClaw modelsEveryEvery model is equippedwith:with:bolt1pistol;BoltAstartesPistol;chainsword.1 Chainsword.
changedBlood Claw Pack Leader
- Toughness
45- Keywords
Infantry, Battleline, Grenades, Imperium, Tacticus, Blood ClawsBattleline, Explosives, Imperium, Infantry, Tacticus- Equipped With
Bolt pistol, Astartes chainswordBolt Pistol, Chainsword
changedBlood Claw
- Toughness
45- Keywords
Infantry, Battleline, Grenades, Imperium, Tacticus, Blood ClawsBattleline, Explosives, Imperium, Infantry, Tacticus- Equipped With
Bolt pistol, Astartes chainswordBolt Pistol, Chainsword
newCombat Doctrines
- Rules
-
goneOath of Moment
- Rules
-
changedBerserk Charge
- Rules
ThisWhen this unit iseligibleselected todeclaremakeaanchargeadvanceinmove,athatturnadvanceinmovewhichdoesitnotAdvanced.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 pts150 pts- Blood Claw count
10-199
changedFenrisian Wolves
- Unit Composition
•
5-105-10 FenrisianWolvesWolf modelsEveryEvery model is equippedwith:with:teeth1 Teeth andclaws.Claws.
changedFenrisian Wolf
- Keywords
Beasts, Imperium, Fenrisian WolvesBeasts, Imperium- Equipped With
Teeth and clawsTeeth 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 friendlySPACESpaceWOLVESWolvesCHARACTERCharactermodelsmodel (excludingWULFEN models),Wulfen), if this unit is notBattle‑shocked, models in it have anbattle-shocked,ObjectivethisControlunitcharacteristichasof+11.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 pts45 pts- Fenrisian Wolf count
6-105
changedGrey Hunters
- Unit Composition
•
11 Grey Hunter PackLeaderLeader model
•99 GreyHuntersHunter modelsEveryEvery model is equippedwith:with:bolt1carbine;BoltboltCarbine;pistol;1AstartesBoltchainsword.Pistol; 1 Chainsword.
changedGrey Hunter Pack Leader
- Toughness
45- Keywords
Infantry, Battleline, Grenades, Imperium, Tacticus, Grey HuntersBattleline, Explosives, Imperium, Infantry, Tacticus- Equipped With
Bolt pistol, Bolt carbine, Astartes chainswordBolt Pistol, Bolt Carbine, Chainsword
changedGrey Hunter
- Toughness
45- Keywords
Infantry, Battleline, Grenades, Imperium, Tacticus, Grey HuntersBattleline, Explosives, Imperium, Infantry, Tacticus- Equipped With
Bolt pistol, Bolt carbine, Astartes chainswordBolt 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
EachIntimetheaFightmodelphase,inif this unitmakes an attack, re‑roll a Wound roll of 1. If the targetis within range of an objective,marker,thisyouunit’scanmeleere‑rollattacks:the- Have
Wound+1rollS. - Have
instead.+1 AP.
- Have
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 pts180 pts
changedIron Priest
- Unit Composition
•
11 IronPriestPriest modelThisThis model is equippedwith:with:helfrost1pistol;HelfrosttempestPistol;hammer1 Tempest Hammer andservo‑arm.Servo-arm.
changedIron Priest
- Toughness
45- Keywords
Infantry, Character, Imperium, Techmarine, Iron PriestCharacter, Imperium, Infantry, Techmarine- Equipped With
Helfrost pistol, Tempest hammer and servo-armHelfrost Pistol, Tempest Hammer and Servo-arm
newCombat Doctrines
- Rules
-
goneOath of Moment
- Rules
-
changedGift of the Iron Wolf
- Rules
In your
CommandMovement phase,youatcanthe start or end of this unit's move, select up to one friendlyADEPTUSSpaceASTARTESWolvesVEHICLEVehicle model within 3" of thismodel.model:- That
model regainsVehicleupmodeltoheals D3lost woundswounds. - That
and,VEHICLEuntilmodel’stheattacksstartcanofignoreyourmodifiersnexttoCommandhitphase,rollsselectandonewoundrangedrollsweaponuntilequippedthebystartthatofmodelyourtonexthaveMovementthephase.
You
[RAPIDcannotFIREselect1]theability.sameEachVEHICLE modelcan only be selectedfor this abilityor the Blessing of the Omnissiahmoreabilitythan once perturn.phase.- That
changedIron Priest
- Rules
While this model is within 3" of
one or morea friendlyADEPTUSSpaceASTARTESWolvesVEHICLEVehicleunits,unit, this model hastheLone Operativeability..
changedJudgement of the Omnissiah
- Rules
Each time this model makesThisanmodel'sattackattacks thattargetstarget an enemy unitwithin Engagement Range of oneengagedorwithmorea friendlyADEPTUS ASTARTES VEHICLESpaceunits,WolvesyouVehicle canre‑roll there-rollWoundwoundroll.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 pts60 pts
changedLogan Grimnar
- Unit Composition
•
Logan Grimnar1–LoganEPICGrimnarHEROmodelThisThis model is equippedwith: stormwith:bolter;1 Axe Morkai; 1 Storm Bolter; 1 Tyrnak and Fenrir.
changedLogan Grimnar
- Toughness
56- Keywords
Infantry, Character, Epic Hero, Imperium, Terminator, Chapter Master, Logan GrimnarChapter Master, Character, Epic Hero, Imperium, Infantry, Terminator- Equipped With
Tyrnak and Fenrir, Storm bolter, Axe MorkaiTyrnak 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 armyAtwithinthe12”start ofthis model with a stratagem, you can use this ability. Ifeachyouphase,dotheincreaseassaultthedoctrine,CPdevastatorcostdoctrineofandthattacticalusedoctrineofarethatactivestratagemforbythis1CP.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 pts150 pts
changedMurderfang
- Unit Composition
•
Murderfang –1EPICMurderfangHEROmodelThisThis model is equippedwith:with:heavy1flamer;HeavystormFlamer;bolter;1Murderclaws.Murderclaws; 1 Storm Bolter.
changedMurderfang
- Keywords
Vehicle, Walker, Character, Epic Hero, Imperium, Dreadnought, Wulfen, MurderfangCharacter, Dreadnought, Epic Hero, Imperium, Vehicle, Walker, Wulfen- Equipped With
Heavy flamer, Storm bolter, MurderclawsHeavy Flamer, Storm Bolter, Murderclaws
newCombat Doctrines
- Rules
-
goneOath of Moment
- Rules
-
changedMurder-maker
- Rules
In the Fight phase,
each time an attack targetswhen a friendlyWULFENWulfenunitmodel within 6" of thismodel, if a model in thatunit is destroyedas a result of that attack,, if thatmodelmodel's unit has notfoughtbeen selected to fight this phase, roll one D6:on- On a 4+, do not remove
the destroyedthat model fromplay;theitbattlefield.canWhenfightyourafterunit has fought, or at theattackingendunitofhasthefinishedphasemaking(whicheveritscomesattacks,first),andthatismodelthenis removed fromplay.the battlefield.
- On a 4+, do not remove
changedBestial Fury
- Rules
You canThisre‑rollunit:Advance- Can
andre-rollChargeadvance rollsmade. - Can
forre-rollthischargemodel.rolls.
- Can
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 HEROmodelThisThis model is equippedwith:with:bolt1pistol;Bolt Pistol; 1 Living Lightning; 1 Staff of the Stormcaller.
changedNjal Stormcaller
- Toughness
45- Keywords
Infantry, Character, Epic Hero, Psyker, Imperium, Tacticus, Njal StormcallerCharacter, Epic Hero, Imperium, Infantry, Psyker, Tacticus- Equipped With
Bolt pistol, Living Lightning, Staff of the StormcallerBolt 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 rangedweapons equipped by models in that unitattacks havethe [ASSAULT] ability and each time[ASSAULT]. - When
thatthis unitAdvances,isdoselectednotto make anAdvance roll. Instead, untiladvancethemove,endthisofunitthecanphase,changeaddadvance6"rolls tothe Move characteristic of models in thisaunit.6.
- This
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
D32
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 pts100 pts
changedRagnar Blackmane
- Unit Composition
•
11 Ragnar Blackmane– EPIC HEROmodelThisThis model is equippedwith:with:bolt1pistol;Bolt Pistol; 1 Frostfang.
changedRagnar Blackmane
- Toughness
45- Keywords
Infantry, Character, Epic Hero, Imperium, Grenades, Tacticus, Captain, Ragnar BlackmaneCaptain, 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, eachattachedtimeto amodel inBloodthatClawsunitunit,makesthisaunit's meleeattack,attacksyouhavecan+1re‑rollStheandWound[SUSTAINEDroll.HITS 1]. - While this model is
leadingattached to aWOLFWolfGUARDGuardHEADTAKERSHeadtakers unit,thatwhen this unit iseligibleselected todeclaremakeaanchargeadvanceinmove,athatturnadvanceinmovewhichdoesitnotAdvanced.prevent this unit from being eligible to declare a charge.
- While this model is
changedBattle-lust
- Rules
Each timeIf thismodelunitendsmade aCharge move, until the endchargeofmovethethis turn,add 2 to the Attacksthischaracteristicmodel'sofmeleethisattacksmodel’shaveFrostfang+2weapon.A.
changedBolt PistolBolt Pistol
- Strength
45- 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 pts100 pts
changedThunderwolf Cavalry
- Unit Composition
•
11 Thunderwolf Cavalry PackLeaderLeader model
•2-52-5 ThunderwolfCavalryCavalry modelsEveryEvery model is equippedwith:with:bolt1pistol;BoltteethPistol; 1 Teeth andclaws;Claws; 1 Wolf Guardweapon.Weapon.
changedThunderwolf Cavalry Pack Leader
- Keywords
Mounted, Grenades, Imperium, Thunderwolf CavalryExplosives, Imperium, Mounted- Equipped With
Bolt pistol, Teeth and Claws, Wolf Guard weaponBolt Pistol, Teeth and Claws, Wolf Guard Weapon
changedThunderwolf Cavalry
- Keywords
Mounted, Grenades, Imperium, Thunderwolf CavalryExplosives, Imperium, Mounted- Equipped With
Bolt pistol, Teeth and Claws, Wolf Guard weaponBolt Pistol, Teeth and Claws, Wolf Guard Weapon
newCombat Doctrines
- Rules
-
goneOath of Moment
- Rules
-
changedThunderous Charge
- Rules
Each time a model inIf this unitmakes a melee attack with its Wolf Guard weapon, if itmade aChargecharge move this turn,add 1 tothistheunit'sDamagemeleecharacteristicattacksofhave:- +1
thatS. - +1
attack.D.
- +1
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
TheThisbearermodel has a 4+invulnerable save.InSv.
changedBoltgunBoltgun
- Attacks
21- Strength
45- 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 pts115 pts- Thunderwolf Cavalry count
3-52
changedUlrik the Slayer
- Unit Composition
•
11 Ulrik the Slayer– EPIC HEROmodelThisThis model is equippedwith:with:plasma1pistol;ArtificerartificerCroziuscroziusArcanum;arcanum.1 Plasma Pistol.
changedUlrik the Slayer
- Toughness
45- Keywords
Infantry, Character, Epic Hero, Grenades, Imperium, Wolf Priest, Ulrik the SlayerCharacter, Epic Hero, Explosives, Imperium, Infantry, Wolf Priest- Equipped With
Plasma pistol, Artificer crozius arcanumPlasma 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 meleeattack,attacksaddhave1+1 tothe Hit roll. Ifhitthatrolls. - Or:
attackThistargetsunit'sameleeunitattacks thathastarget thismodel’s Slayer’s Oath keyword (seeunit'sSlayer’sslayer'sOath),oathaddhave1+1 tothehitWoundrollsrollandaswoundwell.rolls.
- This
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 pts90 pts
changedWolf Guard Battle Leader
- Unit Composition
•
11 Wolf Guard BattleLeaderLeader modelThisThis model is equippedwith:with:master‑crafted1powerMaster-craftedweapon;PowerstormWeapon;shield.1 Plasma Pistol.
changedWolf Guard Battle Leader
- Toughness
45- Keywords
Infantry, Character, Imperium, Tacticus, Wolf Guard, Battle LeaderCharacter, Imperium, Infantry, Tacticus- Equipped With
Master-crafted power weapon, Storm ShieldMaster-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'sunitattacks havethe [SUSTAINED[SUSTAINED HITS1] ability and, each time a model in that unit makes1]. - This
anunit'sattackattacks thattargetstarget an enemy unit within6",6"re‑rollofathisHitunitrollcan re-roll hit rolls of 1.
- This
changedHeroic Last Stand
- Rules
IfIn the Fight phase, when this model is destroyed,byifathismeleeunitattack,hasifnotitbeenhasselectednottofoughtfight this phase, roll one D6:on- On a 2+, do not remove
itthis model fromplay.theThebattlefield.destroyedWhenmodelyourcanunitfighthasafterfought, or at theattackingendunitofhasthefinishedphasemaking(whicheveritscomesattacks,first),andthisismodelthenis removed fromplay.the battlefield.
- On a 2+, do not remove
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
TheThisbearermodel hasa Wounds characteristic of+16.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 pts80 pts
changedWolf Guard Headtakers
- Unit Composition
•
3‑63-6WolfHuntingGuardWolfHeadtakersmodels■ 0‑6 Hunting•WolvesEvery3-6 Wolf Guard HeadtakerismodelsEvery
equippedHuntingwith:Wolfheavyisboltpistol;equippedmaster‑craftedwith:power1weapon;Teethstormandshield.Claws.Every HuntingEvery Wolf Guard Headtaker is equippedwith:with:teeth1andHeavyclaws.Bolt Pistol; 1 Paired Master-crafted Power Weapons.- Base Size
Wolf Guard Headtakers: 40mm Hunting Wolves: 60x35.5mm Oval Base40mm, 60x35.5mm Oval Base
changedWolf Guard Headtaker
- Toughness
45- Keywords
Infantry, Imperium, Tacticus, Wolf Guard, HeadtakersImperium- Equipped With
Heavy bolt pistol, Master-crafted power weapon, Storm ShieldHeavy Bolt Pistol, Paired Master-crafted Power Weapons
changedHunting Wolf
- Keywords
Beasts, Imperium, Hunting WolvesImperium- Equipped With
Teeth and clawsTeeth 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
ofWolfitsGuardHEADTAKERSHeadtaker models andoneallcontainingleader/supportallmodels,oftheitsotherHUNTINGcontainingWOLVESall Hunting Wolves models, with newStartingstartingStrengthsstrengths accordingly.
changedHunting Hounds
- Rules
While this unit is within 6" of
one or morea friendlySPACESpaceWOLVESWolvesCHARACTERCharactermodelsmodel (excludingWULFEN models),Wulfen), if this unit is notBattle‑shocked,battle-shocked,HUNTINGHuntingWOLVESWolf modelsin ithavean Objective Control characteristic of+11.OC.
changedHeadhunters
- Rules
At the start of the
battle,firstselectbattleoneround,unitselectfromupyourtoopponent’sonearmyenemy unit to be thisunit’s quarry. Weaponsunit'sequippedquarry:- This
byunit'sHEADTAKERSattacksmodelsthatintarget thisunitunit'shavequarrythehave[DEVASTATING[DEVASTATINGWOUNDS]WOUNDS] and[PRECISION] abilities while targeting its quarry.[PRECISION]. - Each time this
unit’sunit's quarry is destroyed, select onenewenemy unit to be thisunit’s quarry. This ability can be used even if this unit is embarked within aunit'sTRANSPORT.quarry.
- This
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
TheThisbearermodel 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 PackLeaderLeader
■ 4-9 WolfGuardmodel
•TerminatorsThe4-9 Wolf Guard TerminatorPackmodelsEvery
Leadermodel is equippedwith: storm bolter; master‑crafted power weapon.with:
Every Wolf Guard Terminator isequipped1with:Master-craftedstormPowerbolter;Weapon;master‑crafted1powerStormweapon.Bolter.
changedWolf Guard Terminator Pack Leader
- Toughness
56- Keywords
Infantry, Imperium, Terminator, Wolf Guard, Wolf Guard TerminatorsImperium, Infantry, Terminator- Equipped With
Storm bolter, Master-crafted power weaponStorm Bolter, Master-crafted Power Weapon
changedWolf Guard Terminator
- Toughness
56- Keywords
Infantry, Imperium, Terminator, Wolf Guard, Wolf Guard TerminatorsImperium, Infantry, Terminator- Equipped With
Storm bolter, Master-crafted power weaponStorm Bolter, Master-crafted Power Weapon
newCombat Doctrines
- Rules
-
goneOath of Moment
- Rules
-
changedRugged Resilience
- Rules
Each time anAttacksattackthattargetstarget thisunit, if the Strength characteristic ofunitthatwithattackaisS greater thanthe Toughness characteristic ofthisunit,unit'ssubtractT1havefrom-1thetoWoundwoundroll.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
TheThisbearermodel hasa Wounds characteristic of+14.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 pts180 pts- Wolf Guard Terminator count
5-94
changedWolf Priest
- Unit Composition
•
11 WolfPriestPriest modelThisThis model is equippedwith:with:absolvor1boltAbsolvorpistol;BoltcroziusPistol;arcanum.1 Crozius Arcanum.
changedWolf Priest
- Toughness
45- Keywords
Infantry, Character, Imperium, Tacticus, Wolf PriestCharacter, Imperium, Infantry, Tacticus- Equipped With
Absolvor bolt pistol, Crozius arcanumAbsolvor 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 makesThisaunit's meleeattack, add 1 to theattacksWoundhaveroll.[LANCE].
changedHealing Balms
- Rules
While this model is leading a unit, inIn your Command phase,you can return 1 destroyed model (excluding CHARACTERthismodels)unittohealsthatD3+1unit.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 pts75 pts
changedWolf Scouts
- Unit Composition
•
11 Wolf Scout PackLeaderLeader
■ 4 WolfScoutsmodel
•11-2 HuntingWolfOR■ 1WolfScout Pack Leadermodels
•94-9 WolfScoutsScout
■ 2 HuntingWolvesmodelsTheThe Wolf Scout Pack Leadermodelis equippedwith:with:plasma1pistol;PlasmapowerPistol;weapon.1
EveryWolfPowerScoutWeapon.
EverymodelHunting Wolf is equippedwith:with:plasma1pistol;Teethcombatandblade.Claws.Every HuntingEvery WolfmodelScout is equippedwith:with:teeth1andCombatclaws.Knife; 1 Plasma Pistol.- Base Size
Wolf Scouts: 32mm Hunting Wolves: 60x35.5mm Oval Base32mm, 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 ScoutsExplosives, Imperium, Infantry, Phobos, Smoke- Equipped With
Plasma pistol, Power weaponPlasma Pistol, Power Weapon
changedWolf Scout
- Movement
7"8"- Keywords
Infantry, Grenades, Smoke, Imperium, Phobos, Wolf ScoutsExplosives, Imperium, Infantry, Phobos, Smoke- Equipped With
Plasma pistol, Combat bladePlasma Pistol, Combat Knife
changedHunting Wolf
- Keywords
Infantry, Grenades, Smoke, Imperium, Phobos, Wolf ScoutsExplosives, Imperium, Infantry, Phobos, Smoke- Equipped With
Teeth and clawsTeeth 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 friendlySPACESpaceWOLVESWolvesCHARACTERCharactermodelsmodel (excludingWULFEN models),Wulfen), if this unit is notBattle-shocked,battle-shocked, HuntingWolvesWolf modelsin this unithavean Objective Control characteristic of+11.OC.
changedDeadly Stalkers
- Rules
Each time a model in this unit makesThisanunit'sattackattacks thattargetstarget an enemyunit, if there areunitnomoreotherthanunits6" fromyour opponent’s army within 6"anyofotherthatenemytarget,unitsaddhave1+1 tothe Woundwoundroll.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
D32
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 pts95 pts- Hunting Wolf count
21- Wolf Scout count
94
changedWulfen
- Unit Composition
•
5-105-10WulfenWulfen modelsEveryEvery model is equippedwith:with:WulfenDeathweapons;Totem;death1totem.Wulfen Weapons.- Points Scaling
+10 pts per 3 models+15 pts per 3 models
changedWulfen
- Keywords
Infantry, Imperium, WulfenImperium, Infantry, Wulfen- Equipped With
Death Totem, Wulfen weaponsDeath Totem, Wulfen Weapons
newCombat Doctrines
- Rules
-
goneOath of Moment
- Rules
-
changedSavage Frenzy
- Rules
Each timeWhen an enemy unit(excluding MONSTERS and VEHICLES) withinengagedEngagementwithRangeyourofunitthis(excludingunitMonster/VehicleFallsunits)Back,makesallamodelsfall-backinmove that enemy unit musttake a Desperate Escapeusetest.theWhendesperatedoingescapeso,mode.ifIf that enemy unit isBattle‑shocked, subtractbattle-shocked,1-1 fromeach ofthosetests.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 makesThisaunit's meleeattack,attacksre‑rollcanare-rollHithitrollrolls 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 pts90 pts- Wulfen count
6-105
changedWulfen with Storm Shields
- Unit Composition
•
5-105-10WulfenWulfen with Storm Shield modelsEveryEvery model is equippedwith:with:thunder1hammer;StormfragdeathAuto-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 ShieldsImperium, Infantry, Wulfen- Equipped With
Death Totem, Thunder hammerThunder Hammer, Stormfrag Auto-launcher
newCombat Doctrines
- Rules
-
goneOath of Moment
- Rules
-
changedHammer Blow
- Rules
In the Fight phase,
afterwhen this unit has fought, selectoneupenemytoMONSTERoneorenemyVEHICLEMonster/Vehicle unit hit byone or more ofthose attacks.Until the end of theIfnextyouturn,do, that enemy unit issuppressed.suppressedWhileuntilatheunitstartisofsuppressed,youreachnexttimeturn:- While a
model in thatunitmakesisansuppressed,attack,thatsubtractunit's1attacksfromhavethe-1Hittoroll.hit rolls.
- While a
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 makesThisaunit's meleeattack,attacksre‑rollcanare-rollHithitrollrolls 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
deathStormfragtotemAuto-launcher replaced with 1stormfragDeathauto‑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 WulfenDreadnoughtDreadnought modelThisThis model is equippedwith: stormwith:bolter;1 Fenrisiangreataxe;GreatgreatAxe;wolf1claw.Great Wolf Claw; 1 Storm Bolter.
changedWulfen Dreadnought
- Keywords
Vehicle, Walker, Imperium, Wulfen, DreadnoughtDreadnought, Imperium, Vehicle, Walker, Wulfen- Equipped With
Storm bolter, Fenrisian great axe, Great wolf clawStorm 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 thismodelunit lost a wound as a result of those attacks, this unit can make asurgesurgemovemove of up toD6+2".D6+1".
changedViolent Fury
- Rules
If this model is equipped with two melee weapons,
thosemeleeweaponattacksprofilesmadehavebythethis[TWIN-LINKED]unitability.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
TheThisbearermodel hasa4+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 pts140 pts
Imperial Armour: Orks
changedGargantuan Squiggoth
- Unit Composition
•
11 GargantuanSquiggothSquiggoth modelThisThis model is equippedwith:with:huge1tusks.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, FrameFrame, Monster, Titanic, Towering, Transport- Equipped With
Huge tusksHuge 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'stheattackspenaltycantoignoreitsmodifiers 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
2022ORKSOrksINFANTRYInfantry models. EachMEGA ARMOURMegaorArmour,JUMPJumpPACKPack model takes up the space of 2 models.GHAZGHKULLEachTHRAKAGhazghkull Thraka model takes up the space of18 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
2D68
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 pts500 pts
Imperial Armour: Imperial Knights
changedCerastus Knight Atrapos
changed1 Cerastus Knight Atrapos
- Points
405 pts420 pts
Codex: Adeptus Mechanicus
changedCorpuscarii Electro-Priests
changed5 Corpuscarii Electro-Priest
- Points
65 pts60 pts
changed6-10 Corpuscarii Electro-Priest
- Points
130 pts120 pts
changedCybernetica Datasmith
changed1 Cybernetica Datasmith
- Points
25 pts20 pts
changedFulgurite Electro-Priests
changed5 Fulgurite Electro-Priest
- Points
70 pts65 pts
changed6-10 Fulgurite Electro-Priest
- Points
140 pts130 pts
changedHastarii Exterminators
changed1 Hastarii Exterminator Alpha, 4 Hastarii Exterminator
- Points
105 pts100 pts
changedHastarii Fusiliers
changed1 Hastarii Fusilier Alpha, 4 Hastarii Fusilier
- Points
115 pts105 pts
changedKastelan Robots
- Points Scaling
+30 pts per 2 models+30 pts per 3 models
changedKataphron Breachers
changed3 Kataphron Breacher
- Points
150 pts140 pts
changed4-6 Kataphron Breacher
- Points
310 pts290 pts
changedOnager Dunecrawler
changed1 Onager Dunecrawler
- Points
155 pts150 pts
changedSerberys Raiders
changed1 Serberys Raider Alpha, 3-5 Serberys Raider
- Points
110 pts105 pts
changedSerberys Sulphurhounds
changed3-5 Serberys Sulphurhound, 1 Serberys Sulphurhound Alpha
- Points
100 pts95 pts
changedServitor Battleclade
changed1 Servitor Underseer, 6 Combat Servitor, 2 Gun Servitor
- Points
65 pts75 pts
changedSydonian Dragoons with Radium Jezzails
changed2 Sydonian Dragoon
- Points
100 pts95 pts
changed3 Sydonian Dragoon
- Points
150 pts140 pts
changedSydonian Skatros
changed1 Sydonian Skatros
- Points
50 pts45 pts
Index: Chaos Daemons
changedBloodcrushers
changed3-5 Bloodcrusher, 1 Bloodhunter
- Points
200 pts210 pts
changedFiends
- Points Scaling
+15 pts per 3 models+25 pts per 3 models
changedFlesh Hounds
changed4 Flesh Hound, 1 Gore Hound
- Points
75 pts80 pts
changedSkarbrand
changed1 Skarbrand
- Points
315 pts330 pts
Codex: Necrons
changedAnnihilation Barge
changed1 Annihilation Barge
- Points
95 pts100 pts
changedCanoptek Doomstalker
changed1 Canoptek Doomstalker
- Points
140 pts130 pts
changedCanoptek Tomb Crawlers
changed2 Canoptek Tomb Crawlers
- Points
50 pts60 pts
changedDoomsday Ark
- Points Scaling
+20 pts per 3 models+30 pts per 3 models
changed1 Doomsday Ark
- Points
210 pts200 pts
changedImmortals
changed5 Immortal
- Points
70 pts65 pts
changed6-10 Immortal
- Points
140 pts130 pts
changedLokhust Destroyers
changed4-6 Lokhust Destroyer
- Points
175 pts190 pts
changedNekrosor Ammentar
changed1 Nekrosor Ammentar
- Points
185 pts195 pts
changedPsychomancer
changed1 Psychomancer
- Points
55 pts65 pts
changedTesseract Vault
- Points Scaling
+20 pts per 2 models+40 pts per 2 models
changedTrazyn the Infinite
changed1 Trazyn the Infinite
- Points
65 pts60 pts
Codex: Tyranids
changedBarbgaunts
changed5 Barbgaunt
- Points
55 pts50 pts
changed6-10 Barbgaunt
- Points
110 pts100 pts
changedGargoyles
changed10 Gargoyle
- Points
80 pts75 pts
changed11-20 Gargoyle
- Points
155 pts150 pts
changedMawloc
changed1 Mawloc
- Points
135 pts130 pts
changedNeurotyrant
changed1 Neurotyrant
- Points
130 pts120 pts
changedOld One Eye
changed1 Old One Eye
- Points
140 pts130 pts
changedParasite of Mortrex
changed1 Parasite of Mortrex
- Points
70 pts65 pts
changedTermagants
changed10 Termagant
- Points
60 pts55 pts
changedTervigon
changed1 Tervigon
- Points
160 pts150 pts
changedThe Red Terror
changed1 The Red Terror
- Points
130 pts120 pts
changedTrygon
changed1 Trygon
- Points
140 pts135 pts
Codex: Adeptus Custodes
changedAllarus Custodians
- Points Scaling
+30 pts per 3 models+40 pts per 3 models
changedCastellan axeranged
- Strength
45
changedGuardian spearranged
- Strength
45
changed2 Allarus Custodian
- Points
110 pts120 pts
changed3 Allarus Custodian
- Points
165 pts180 pts
changed4-5 Allarus Custodian
- Points
280 pts300 pts
changed6 Allarus Custodian
- Points
340 pts360 pts
changedAnathema Psykana Rhino
changedAnathema Psykana Rhino
- Equipped With
Storm bolter, Armoured tracksStorm 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
45
changedSentinel bladeranged
- Strength
45
changed4 Custodian Guard
- Points
170 pts180 pts
changed5 Custodian Guard
- Points
215 pts225 pts
changedCustodian Wardens
changedCastellan axeranged
- Strength
45
changedGuardian spearranged
- Strength
45
changed4 Custodian Warden
- Points
200 pts210 pts
changed5 Custodian Warden
- Points
250 pts260 pts
changedKnight-Centura
changedMaster-crafted boltgunMaster-crafted boltgun
- Strength
45- AP
0-1
changedProsecutors
changedBoltgunBoltgun
- Strength
45- 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 pts50 pts
changed4 Prosecutor, 1 Prosecutor Sister Superior
- Points
50 pts55 pts
changed5-8 Prosecutor, 1 Prosecutor Sister Superior
- Points
75 pts80 pts
changed9 Prosecutor, 1 Prosecutor Sister Superior
- Points
85 pts90 pts
changedShield-Captain
changedCastellan axeRanged
- Strength
45
changedGuardian spearRanged
- Strength
45
changedSentinel bladeRanged
- Strength
45
changedShield-Captain in Allarus Terminator Armour
changedCastellan axeRanged
- Strength
45
changedGuardian spearRanged
- Strength
45
changedShield-Captain on Dawneagle Jetbike
changedVertus hurricane bolterVertus hurricane bolter
- Strength
45
changed1 Shield-Captain on Dawneagle Jetbike
- Points
140 pts150 pts
changedValerian
changedLeader
- Rules
This model can be attached to the following units:
■ CUSTODIAN GUARD
■ CUSTODIAN GUARDSODALITYWITH ADRASITESPEARS
■ CUSTODIAN GUARD SODALITY WITH PYRITHITE SPEARS
■ CUSTODIAN GUARD WITH ADRASITE AND PYRITHITE SPEARS
■ CUSTODIAN WARDENS
■ SAGITTARUM CUSTODIANS
■ SAGITTARUM CUSTODIANS SODALITY
changedGnosisranged
- Strength
45
changed1 Valerian
- Points
110 pts120 pts
changedVenerable Contemptor Dreadnought
changedCombi-bolterCombi-bolter
- Strength
45- AP
0-1
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
45
changed2 Vertus Praetor
- Points
145 pts155 pts
changed3 Vertus Praetor
- Points
215 pts230 pts
Codex: T’au Empire
changedBreacher Team
changed1 Breacher Fire Warrior Shas’ui, 9 Breacher Fire Warrior
- Points
90 pts80 pts
changedThe Twin Lance
changed1 Ri’Locai, 1 Ri’Lantar
- Points
230 pts240 pts
Codex: Chaos Space Marines
changedAbaddon the Despoiler
changedAbaddon the Despoiler
- Toughness
56
changed1 Abaddon the Despoiler
- Points
295 pts300 pts
changedAccursed Cultists
changed6-10 Mutant, 3-6 Torment
- Points
195 pts185 pts
changed4-6 Torment, 5-10 Mutant
- Points
195 pts185 pts
changedChaos Bikers
changedBiker Champion
- Toughness
56- Equipped With
Bolt pistol, Combi-bolter, Close combat weaponBolt pistol, Combi-bolter, Close Combat Weapon
changedChaos Biker
- Toughness
56- Equipped With
Bolt pistol, Combi-bolter, Close combat weaponBolt 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
45
changedBolt pistolBolt pistol
- Strength
45- AP
0-1
changedCombi-bolterCombi-bolter
- Strength
45- 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 pts80 pts
changed3-5 Chaos Biker, 1 Biker Champion
- Points
130 pts150 pts
changedChaos Land Raider
changedCombi-bolterCombi-bolter
- Strength
45- 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
45- AP
01
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
45
changedAstartes chainswordAstartes chainsword
- Strength
45
changed1 Chaos Lord
- Points
90 pts95 pts
changedChaos Lord in Terminator Armour
changedChaos Lord in Terminator Armour
- Toughness
56- Equipped With
Combi-bolter, Exalted weapon
changedCombi-weaponCombi-weapon
- Strength
45- AP
0-1
changedCombi-bolterCombi-bolter
- Strength
45- AP
0-1
changed1 Chaos Lord in Terminator Armour
- Points
85 pts90 pts
changedChaos Lord with Jump Pack
changedChaos Lord with Jump Pack
- Toughness
45
changedBolt PistolBolt Pistol
- Strength
45- AP
0-1
changed1 Chaos Lord with Jump Pack
- Points
80 pts85 pts
changedChaos Predator Annihilator
changedCombi-bolterCombi-bolter
- Strength
45- 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
45- AP
01
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 pts140 pts
changedChaos Predator Destructor
changedCombi-bolterCombi-bolter
- Strength
45- 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
45- AP
01
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 pts145 pts
changedChaos Rhino
changedCombi-bolterCombi-bolter
- Strength
45- 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
45- AP
01
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
56
changedChaos Terminator
- Toughness
56
changedCombi-bolterCombi-bolter
- Strength
45- 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
45- AP
01
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 pts185 pts
changed1 Terminator Champion, 5-9 Chaos Terminator
- Points
350 pts370 pts
changedChaos Vindicator
changedCombi-bolterCombi-bolter
- Strength
45- 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
45- AP
01
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 pts180 pts
changedChosen
changedChosen Champion
- Toughness
45
changedChosen
- Toughness
45
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
45- AP
0-1
changed1 Chosen Champion, 4 Chosen
- Points
135 pts140 pts
changed5-9 Chosen, 1 Chosen Champion
- Points
270 pts280 pts
changedCypher
changedCypher
- Toughness
45
changedCypher’s bolt pistolRanged
- Strength
45
changedCypher’s bolt pistolMelee
- Strength
45
changed1 Cypher
- Points
90 pts95 pts
changedDark Apostle
changedDark Apostle
- Toughness
45
changedDark Disciple
- Toughness
45
changedBolt pistolBolt pistol
- Strength
45- AP
0-1
changed2 Dark Disciple, 1 Dark Apostle
- Points
65 pts70 pts
changedFabius Bile
changedFabius Bile
- Toughness
45
changedSurgeon Acolyte
- Toughness
45
changed1 Fabius Bile, 1 Surgeon Acolyte
- Points
100 pts110 pts
changedForgefiend
changed1 Forgefiend
- Points
160 pts155 pts
changedHaarken Worldclaimer
changedHaarken Worldclaimer
- Toughness
45
changed1 Haarken Worldclaimer
- Points
90 pts95 pts
changedHavocs
changedHavoc Champion
- Wounds
23
changedHavoc
- Wounds
23- Equipped With
Havoc autocannon, Havoc lascannon, Close combat weaponHavoc 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
45
changedBoltgunBoltgun
- Strength
45- AP
0-1
changed1 Havoc Champion, 4 Havoc
- Points
125 pts135 pts
changedHelbrute
changedCombi-bolterCombi-bolter
- Strength
45- 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 pts125 pts
changedHeretic Astartes Daemon Prince
changed1 Heretic Astartes Daemon Prince
- Points
165 pts155 pts
changedHeretic Astartes Daemon Prince with Wings
changed1 Heretic Astartes Daemon Prince with Wings
- Points
180 pts170 pts
changedHuron Blackheart
changedHuron Blackheart
- Toughness
56
changed1 Huron Blackheart
- Points
130 pts135 pts
changedKravek Morne
changedKravek Morne
- Toughness
56
changedCombi-bolterCombi-bolter
- Strength
45- AP
0-1
changed1 Kravek Morne
- Points
120 pts130 pts
changedLegionaries
changedAspiring Champion
- Toughness
45- Equipped With
Bolt pistol, Boltgun, Close combat weaponBolt pistol, Boltgun, Close Combat Weapon
changedLegionary
- Toughness
45- Equipped With
Bolt pistol, Boltgun, Close combat weaponBolt 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
45
changedBolt pistolBolt pistol
- Strength
45- AP
0-1
changedBoltgunBoltgun
- Strength
45- AP
0-1
changed1 Aspiring Champion, 4 Legionary
- Points
90 pts95 pts
changed5-9 Legionary, 1 Aspiring Champion
- Points
170 pts180 pts
changedLord Discordant on Helstalker
changedBolt PistolBolt Pistol
- Strength
45- AP
0-1
changed1 Lord Discordant on Helstalker
- Points
160 pts155 pts
changedMaster of Executions
changedMaster of Executions
- Toughness
45
changedBolt pistolBolt pistol
- Strength
45- AP
0-1
changed1 Master of Executions
- Points
70 pts75 pts
changedMaster of Possession
changedMaster of Possession
- Toughness
45
changedBolt pistolBolt pistol
- Strength
45- AP
0-1
changed1 Master of Possession
- Points
60 pts65 pts
changedMasters of the Maelstrom
changedGarreon the Corpsemaster
- Toughness
45
changedGarlon Souleater
- Toughness
45
changedKatar Garrix
- Toughness
45
changedBolt pistolBolt pistol
- Strength
45
changed1 Captain Sargotta, 1 Katar Garrix, 1 The Enforcer, 1 Garreon the Corpsemaster, 1 Garlon Souleater
- Points
145 pts150 pts
changedMaulerfiend
changed1 Maulerfiend
- Points
130 pts125 pts
changedMutilators
- Points Scaling
+10 pts per 3 models+20 pts per 3 models
changedNemesis Claw
changedVisionary
- Toughness
45
changedLegionary
- Toughness
45
changedAstartes chainswordAstartes chainsword
- Strength
45
changedNostraman chainbladeNostraman chainblade
- Strength
45
changedBolt pistolBolt pistol
- Strength
45- AP
0-1
changedBoltgunBoltgun
- Strength
45- AP
0-1
changed1 Visionary, 4 Legionary
- Points
100 pts105 pts
changed5-9 Legionary, 1 Visionary
- Points
180 pts190 pts
changedPossessed
- Points Scaling
+10 pts per 3 models+20 pts per 3 models
changedHideous mutationsHideous mutations
- Strength
56
changed1 Possessed Champion, 4 Possessed
- Points
120 pts130 pts
changed5-9 Possessed, 1 Possessed Champion
- Points
250 pts260 pts
changedRaptors
changedRaptor Champion
- Toughness
45
changedRaptor
- Toughness
45
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
45
changedBolt pistolBolt pistol
- Strength
45- AP
0-1
changed1 Raptor Champion, 4 Raptor
- Points
110 pts115 pts
changed5-9 Raptor, 1 Raptor Champion
- Points
210 pts225 pts
changedRed Corsairs Raiders
changedRed Corsairs Raider Champion
- Toughness
45
changedRed Corsairs Raider
- Toughness
45
changedBolt pistolBolt pistol
- Strength
45- AP
0-1
changedBoltgunBoltgun
- Strength
45- AP
0-1
changed4 Red Corsairs Raider, 1 Red Corsairs Raider Champion
- Points
110 pts120 pts
changed1 Red Corsairs Raider Champion, 5-9 Red Corsairs Raider
- Points
210 pts220 pts
changedRed Corsairs Reave-Captain
changedRed Corsairs Reave-Captain
- Toughness
45
changedBolt PistolBolt Pistol
- Strength
45- AP
0-1
changed1 Red Corsairs Reave-Captain
- Points
60 pts65 pts
changedSorcerer
changedSorcerer
- Toughness
45- Equipped With
Bolt pistol, Infernal Gaze, Force weapon
changedBolt pistolBolt pistol
- Strength
45- AP
0-1
changed1 Sorcerer
- Points
60 pts65 pts
changedSorcerer in Terminator Armour
changedSorcerer in Terminator Armour
- Toughness
56
changedCombi-bolterCombi-bolter
- Strength
45- 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
45- AP
01
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 pts85 pts
changedTraitor Guardsmen Squad
changed9 Traitor Guardsmen, 1 Traitor Sergeant
- Points
70 pts65 pts
changedWarpsmith
changedWarpsmith
- Toughness
45
changed1 Warpsmith
- Points
60 pts65 pts
changedWarp Talons
changedWarp Talon Champion
- Toughness
45
changedWarp Talon
- Toughness
45
changed4 Warp Talon, 1 Warp Talon Champion
- Points
125 pts130 pts
changed1 Warp Talon Champion, 5-9 Warp Talon
- Points
280 pts290 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 pts115 pts
changedCelestian Sacresants
changedSacresant Superior
- Keywords
Infantry, Grenades, Imperium, Celestian SacresantsInfantry, Grenades, Imperium, Celestian Sacresants, Celestian
changedCelestian Sacresant
- Keywords
Infantry, Grenades, Imperium, Celestian SacresantsInfantry, 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 pts215 pts
changedParagon Warsuits
changed2 Paragon, 1 Paragon Superior
- Points
180 pts165 pts
changedSaint Celestine
changed2 Geminae Superia, 1 Celestine
- Points
150 pts135 pts
Codex: Genestealer Cults
changedAcolyte Hybrids with Autopistols
changed4 Acolyte Hybrid, 1 Acolyte Leader
- Points
70 pts65 pts
changed1 Acolyte Leader, 5-9 Acolyte Hybrid
- Points
130 pts120 pts
changedGoliath Rockgrinder
changed1 Goliath Rockgrinder
- Points
120 pts110 pts
changedNexos
changed1 Nexos
- Points
60 pts50 pts
changedPrimus
changed1 Primus
- Points
70 pts60 pts
changedSanctus
changed1 Sanctus
- Points
65 pts60 pts
Codex: Imperial Agents
changedAquila Kill Team
- Unit Composition
•
11KillDeathwatchTeamVeteranSergeantwith
■1XenophaseGravisBladeVeteranand
■3Special-issueDeathwatchBoltVeteransOR■Pistol1model
• 1 Kill TeamSergeantSergeant model
•21-2GravisDeathwatchVeteransVeteran
■7with DeathwatchVeteransEachMarksmanKillBoltTeamCarbine,SergeantSpecial-issueisBoltequippedPistolwith:andplasmaKnivespistol;andpowerFistsweapon.modelsEach•Gravis1-2 Deathwatch VeteraniswithequippedHeavywith:ThunderinfernusHammerheavyandbolter;BoltboltPistolpistol;models
•close1-2combatDeathwatchweapon.Veteran
Foreverywith5Stalker Bolt Rifle, Bolt Pistol and Knives and Fists models
•in1-2theGravisunit,VeteranonemodelsThe Deathwatch Veteran with Xenophase Blade and Special-issue Bolt Pistol is equipped
with: stalkerwith:bolt1rifle;Special-issueboltBoltpistol;Pistol;close1combatXenophaseweapon.Blade.ForTheeveryKill5TeammodelsSergeantinistheequippedunit,with:one1 Plasma Pistol; 1 Power Weapon.
Every Deathwatch Veteran with Deathwatch Marksman Bolt Carbine, Special-issue Bolt Pistol and Knives and Fists is equippedwith:with:bolt1pistol;DeathwatchheavyMarksmanthunderBolthammer.Carbine;
Forevery15KnivesmodelsandinFists;the1unit,Special-issueoneBolt Pistol.
Every Deathwatch Veteran with Heavy Thunder Hammer and Bolt Pistol is equippedwith:with: 1 Bolt Pistol; 1 Heavy Thunder Hammer.
Every DeathwatchmarksmanVeteranboltwithcarbine;Stalkerspecial-issueBoltboltRifle,pistol;BoltclosePistolcombatandweapon.Knives
IftheandunitFistscontainsis10equippedmodels,with:one1DeathwatchBolt Pistol; 1 Knives and Fists; 1 Stalker Bolt Rifle.
Every Gravis Veteran is equippedwith:with:special-issue1boltBoltpistol;Pistol;xenophase1blade.Infernus Heavy Bolter; 1 Knives and Fists.- Base Size
Kill Team Sergeant, Deathwatch Veterans: 32mm Gravis Veterans: 40mm32mm, 40mm
changedKill Team Sergeant
- Toughness
45- Keywords
Infantry, Battleline, Grenades, Imperium, Ordo Xenos, Retinue, Deathwatch, Aquila Kill Team, TacticusBattleline, Explosives, Imperium, Infantry, Kill Team, Ordo Xenos, Retinue- Equipped With
Plasma pistol, Power weaponPlasma Pistol, Power Weapon
changedGravis Veteran
- Keywords
Infantry, Battleline, Grenades, Imperium, Ordo Xenos, Retinue, Deathwatch, Aquila Kill Team, GravisBattleline, Explosives, Imperium, Infantry, Kill Team, Ordo Xenos, Retinue- Equipped With
Infernus heavy bolter, Bolt pistol, Close combat weaponBolt Pistol, Infernus Heavy Bolter, Knives and Fists
changedDeathwatch Veteran with Heavy Thunder Hammer and Bolt Pistol
- Toughness
45- Keywords
Infantry, Battleline, Grenades, Imperium, Ordo Xenos, Retinue, Deathwatch, Aquila Kill Team, TacticusBattleline, Explosives, Imperium, Infantry, Kill Team, Ordo Xenos, Retinue- Equipped With
Stalker bolt rifle, Bolt pistol, Close combat weaponBolt Pistol, Heavy Thunder Hammer
changedDeathwatch Veteran with Deathwatch Marksman Bolt Carbine, Special-issue Bolt Pistol and Knives and Fists
- Toughness
45- Keywords
Infantry, Battleline, Grenades, Imperium, Ordo Xenos, Retinue, Deathwatch, Aquila Kill Team, TacticusBattleline, Explosives, Imperium, Infantry, Kill Team, Ordo Xenos, Retinue- Equipped With
Bolt pistol, Heavy thunder hammerDeathwatch Marksman Bolt Carbine, Knives and Fists, Special-issue Bolt Pistol
changedDeathwatch Veteran with Stalker Bolt Rifle, Bolt Pistol and Knives and Fists
- Toughness
45- Keywords
Infantry, Battleline, Grenades, Imperium, Ordo Xenos, Retinue, Deathwatch, Aquila Kill Team, TacticusBattleline, Explosives, Imperium, Infantry, Kill Team, Ordo Xenos, Retinue- Equipped With
Special-issue bolt pistol, Xenophase bladeBolt Pistol, Knives and Fists, Stalker Bolt Rifle
changedDeathwatch Veteran with Xenophase Blade and Special-issue Bolt Pistol
- Toughness
45- Keywords
Infantry, Battleline, Grenades, Imperium, Ordo Xenos, Retinue, Deathwatch, Aquila Kill Team, TacticusBattleline, Explosives, Imperium, Infantry, Kill Team, Ordo Xenos, Retinue- Equipped With
Deathwatch marksman bolt carbine, Special-issue bolt pistol, Close combat weaponSpecial-issue Bolt Pistol, Xenophase Blade
goneAssigned Agents
- Rules
-
changedDeath to the Alien
- Rules
Each time a model in this unit makes anThisattack,unit'sre‐rollattacksacan:- Re-roll
Hithitrollrolls of 1. - Or: If the target of
thatthoseattackattacks does not havethe IMPERIUM or CHAOS keywords, you can re‐roll theIMPERIUM/CHAOS,Hitre-rollrollhitinstead.rolls.
- Re-roll
changedKill Team
- Rules
Each time an attack targets this unit, if it contains models with different
ToughnessT characteristics, until the attackingunitmodels has finished makingitsit's attacks, use theToughnessT characteristic of the majority of the models inthatthe unit when determining what roll is required for that attack to successfully wound. If two or moreToughnessT characteristics are tied for majority, use the highest value.For the
purposespurpose of determining which models in this unit can embark within aTRANSPORT,Transport, Gravis Veteran models take up the space of 2 models, but can otherwise embark within anyTRANSPORTTransport their unit can embark within, even though similar models in other units have theGRAVISGravis 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 CorvusBlackstarBlackstar modelThisThis model is equippedwith:with: 1 Armoured Hull; Auspex Array; 2 Blackstarrocket launchers;RockettwinLauncher;assault1cannon;TwinarmouredAssaulthull.Cannon.- Base Size
120 x 92mm Oval Base120x92mm Oval Base
changedCorvus Blackstar
- Keywords
Vehicle, Fly, Transport, Imperium, Ordo Xenos, Retinue, Deathwatch, Corvus BlackstarFly, Imperium, Ordo Xenos, Retinue, Smoke, Transport, Vehicle- Equipped With
Blackstar rocket launcher, Twin assault cannon, Armoured hullArmoured 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
EachIntimeyour Movement phase, when thismodelunit ends aNormalnormal move,youselectcanupselectto one enemy unititthis unit moved over during that move and roll six D6:for- For each
5+,4+, that unit suffers 1 mortalwound.wound.
- For each
changedTransport
- Rules
This model has a transport capacity of 12
DEATHWATCHDeathwatchINFANTRYInfantry 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 WatchSergeantSergeant model
•4‐94-9 DeathwatchVeteransVeteran modelsEveryEvery model is equippedwith:with:boltgun;1powerBoltgun;weapon.1 Power Weapon.
changedWatch Sergeant
- Toughness
45- Keywords
Infantry, Battleline, Grenades, Imperium, Ordo Xenos, Retinue, Deathwatch, Kill TeamBattleline, Explosives, Imperium, Infantry, Kill Team, Ordo Xenos, Retinue- Equipped With
Boltgun, Power weaponBoltgun, Power Weapon
changedDeathwatch Veteran
- Toughness
45- Keywords
Infantry, Battleline, Grenades, Imperium, Ordo Xenos, Retinue, Deathwatch, Kill TeamBattleline, Explosives, Imperium, Infantry, Kill Team, Ordo Xenos, Retinue- Equipped With
Boltgun, Power weaponBoltgun, Power Weapon
goneAssigned Agents
- Rules
-
changedDeath to the Alien
- Rules
Each time a model in this unit makes anThisattack,unit'sre‐rollattacksacan:- Re-roll
Hithitrollrolls of 1. - Or: If the target of
thatthoseattackattacks does not havethe IMPERIUM or CHAOS keywords, you can re‐roll theIMPERIUM/CHAOS,Hitre-rollrollhitinstead.rolls.
- Re-roll
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
21- Strength
45- 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
56- Equipped With
Storm bolter, Nemesis force weaponStorm Bolter, Nemesis force weapon
changedGrey Knights Terminators
- Toughness
56- Equipped With
Storm bolter, Nemesis force weaponStorm 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 CaptainArtemisArtemis modelThisThis model is equippedwith:with: 1 Hellfire Extremis;master-crafted1powerMaster-craftedweapon.Power Weapon.
changedWatch Captain Artemis
- Toughness
45- Keywords
Infantry, Character, Epic Hero, Grenades, Imperium, Ordo Xenos, Deathwatch, Watch Captain ArtemisCaptain, Character, Epic Hero, Explosives, Imperium, Infantry, Ordo Xenos- Equipped With
Hellfire Extremis, Master-crafted power weaponHellfire 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 inThisthatunit'sunitattacks havethe [LETHAL[SustainedHITS]Hitsability.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
D63
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 pts75 pts
changedWatch Master
- Unit Composition
•
11 WatchMasterMaster modelThisThis model is equippedwith:with:vigil1spear.Vigil Spear.
changedWatch Master
- Toughness
45- Keywords
Infantry, Character, Grenades, Imperium, Ordo Xenos, Deathwatch, Watch MasterCharacter, Explosives, Imperium, Infantry, Ordo Xenos- Equipped With
Vigil spearVigil 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 pts105 pts
Codex: Aeldari
changedAutarch
changed1 Autarch
- Points
75 pts70 pts
changedD-cannon Platform
- Points Scaling
+15 pts per 2 models+20 pts per 3 models
changedDeath Jester
changed1 Death Jester
- Points
70 pts65 pts
changedDragon Knights
- Points Scaling
- +10 pts per 3 models
changed1 Dragon Knight Leader, 2 Dragon Knight
- Points
90 pts85 pts
changedFarseer
changed1 Farseer
- Points
65 pts60 pts
changedFire Dragons
changed4 Fire Dragon, 1 Fire Dragon Exarch
- Points
120 pts110 pts
changedKharseth
changed1 Kharseth
- Points
85 pts80 pts
changedLeystalker
changed1 Leystalker
- Points
80 pts75 pts
changedNight Spinner
- Points Scaling
+20 pts per 2 models+30 pts per 3 models
changed1 Night Spinner
- Points
170 pts165 pts
changedShroud Runners
changed4-6 Shroud Runner
- Points
175 pts165 pts
changedSkyweavers
changed2 Skyweaver
- Points
95 pts90 pts
changed3-4 Skyweaver
- Points
190 pts180 pts
changedSolitaire
changed1 Solitaire
- Points
115 pts105 pts
changedStonesinger
changed1 Stonesinger
- Points
60 pts55 pts
changedThe Yncarne
changed1 Yncarne
- Points
245 pts230 pts
changedWarlock Conclave
changed3-4 Warlock
- Points
120 pts110 pts
changedYvraine
changed1 Yvraine
- Points
100 pts90 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 RSVVehicle, Imperium, Smoke, Squadron, Transport, Dedicated Transport, Centaur RSV, Frame
changedCommissar Graves
changedCommissar Graves
- Keywords
Vehicle, Character, Squadron, Epic Hero, Imperium, Officer, Commissar GravesVehicle, 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 FootInfantry, Character, Epic Hero, Imperium, Commissar Graves on Foot, Officer
changedCommissar Yarrick
changed1 Commissar Yarrick
- Points
120 pts110 pts
changedDeathstrike
- Points Scaling
+10 pts per 2 models+20 pts per 3 models
changedHellhound
changed1 Hellhound
- Points
125 pts115 pts
changedHippogriff AFV
changedHippogriff AFV
- Keywords
Vehicle, Imperium, Smoke, Squadron, Hippogriff AFVVehicle, Imperium, Smoke, Squadron, Hippogriff AFV, Frame
changedLord Marshal Dreir
changed1 Lord Marshal Dreir
- Points
75 pts70 pts
changedLord Solar Leontus
changed1 Lord Solar Leontus
- Points
130 pts120 pts
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
45- 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
45- AP
01
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 pts210 pts
changedChaos Rhino
changedCombi-bolterCombi-bolter
- Strength
45- 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
45- AP
01
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
56
changedChaos Terminator
- Toughness
56
changedCombi-bolterCombi-bolter
- Strength
45- 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
45- AP
01
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 pts155 pts
changedDaemon Prince of Slaanesh
changed1 Daemon Prince of Slaanesh
- Points
170 pts165 pts
changedDaemon Prince of Slaanesh with Wings
- Points Scaling
+30 pts per 2 models+20 pts per 2 models
changedFlawless Blades
changedBolt pistolBolt pistol
- Strength
45- AP
0-1
changedInfractors
changedObsessionist
- Toughness
45
changedInfractor
- Toughness
45
changedDuelling sabreDuelling sabre
- Strength
45
changedBolt pistolBolt pistol
- Strength
45- AP
0-1
changed4 Infractor, 1 Obsessionist
- Points
85 pts95 pts
changed5-9 Infractor, 1 Obsessionist
- Points
160 pts175 pts
changedLord Exultant
changedLord Exultant
- Equipped With
- Bolt Pistol, Plasma pistol, Phoenix power spear, Close combat weapon
changedClose combat weaponClose combat weapon
- Strength
45
changedBolt PistolBolt Pistol
- Strength
45- AP
0-1
changed1 Lord Exultant
- Points
90 pts95 pts
changedLord Kakophonist
changedLord Kakophonist
- Toughness
56- Equipped With
- Screamer pistol, Power sword
changedClose combat weaponClose combat weapon
- Strength
45
changedLucius the Eternal
changedLucius the Eternal
- Toughness
56
changed1 Lucius the Eternal
- Points
120 pts130 pts
changedNoise Marines
changedDisharmonist
- Wounds
23- Equipped With
Sonic blaster, Close combat weaponSonic blaster, Close Combat Weapon
changedNoise Marine
- Wounds
23- Equipped With
Sonic blaster, Close combat weaponSonic 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 pts160 pts
changedSorcerer
changedSorcerer
- Equipped With
- Agonising Energies, Bolt pistol, Force weapon
changedBolt pistolBolt pistol
- Strength
45- AP
0-1
changedTormentors
changedTormentor
- Equipped With
Boltgun, Close combat weaponBoltgun, 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
45- AP
0-1
changedBoltgunBoltgun
- Strength
45- AP
0-1
changed4 Tormentor, 1 Obsessionist
- Points
80 pts85 pts
changed1 Obsessionist, 5-9 Tormentor
- Points
160 pts170 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
45- 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
45- AP
0-1
changed1 Blightlord Champion, 3-4 Blightlord Terminator
- Points
180 pts185 pts
changed1 Blightlord Champion, 5-9 Blightlord Terminator
- Points
360 pts370 pts
changedChaos Land Raider
changedCombi-bolterCombi-bolter
- Strength
45- AP
0-1
changedCombi-weaponCombi-weapon
- Strength
45- AP
01
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
45- AP
0-1
changedCombi-weaponCombi-weapon
- Strength
45- AP
01
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 pts130 pts
changedChaos Predator Destructor
changedCombi-bolterCombi-bolter
- Strength
45- AP
0-1
changedCombi-weaponCombi-weapon
- Strength
45- AP
01
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 pts140 pts
changedChaos Rhino
changedCombi-bolterCombi-bolter
- Strength
45- AP
0-1
changedCombi-weaponCombi-weapon
- Strength
45- AP
01
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).
changedDaemon Prince of Nurgle
changed1 Daemon Prince of Nurgle
- Points
195 pts185 pts
changedDaemon Prince of Nurgle with Wings
changed1 Daemon Prince of Nurgle with Wings
- Points
170 pts160 pts
changedDeathshroud Terminators
changed2 Deathshroud Terminator, 1 Deathshroud Champion
- Points
160 pts150 pts
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
45
changedHelbrute
changedCombi-bolterCombi-bolter
- Strength
45- AP
0-1
changed1 Death Guard Helbrute
- Points
110 pts105 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
45- AP
0-1
changedPlague knifePlague knife
- Strength
45- AP
0-1
changedLord of Contagion
changed1 Lord of Contagion
- Points
120 pts110 pts
changedLord of Virulence
changed1 Lord of Virulence
- Points
100 pts90 pts
changedMalignant Plaguecaster
changedBolt pistolBolt pistol
- Strength
45- 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).*
changedPlagueburst Crawler
- Points Scaling
+30 pts per 2 models+30 pts per 3 models
changedPlague Marines
changedBolt pistolBolt pistol
- Strength
45- AP
0-1
changedBoltgunBoltgun
- Strength
45- AP
0-1
changedPlague knivesPlague knives
- Strength
45- AP
0-1
changed7-9 Plague Marine, 1 Plague Champion
- Points
180 pts175 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
45- 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
45
changedTyphus
changed1 Typhus
- Points
100 pts90 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’sMove characteristic and to Advance and Charge rolls made for it, and each time a model in that unit makes ameleeattack, you can ignore any or all modifiers to that attack’s WeaponattacksSkillcan:
▪characteristicRe‐rolland/orhitanyrollsorofall1.
▪modifiersRe‐rolltowoundtherollsHitofroll.1.
changedChaos Land Raider
changedCombi-bolterCombi-bolter
- Strength
45- AP
01
changedCombi-weaponCombi-weapon
- Strength
45- AP
01
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 pts200 pts
changedChaos Predator Annihilator
changedCombi-bolterCombi-bolter
- Strength
45- AP
01
changedCombi-weaponCombi-weapon
- Strength
45- AP
01
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
45- AP
01
changedCombi-weaponCombi-weapon
- Strength
45- AP
01
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
45- AP
01
changedCombi-weaponCombi-weapon
- Strength
45- AP
01
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
56
changedWorld Eaters Terminator
- Toughness
56
changedCombi-bolterCombi-bolter
- Strength
45- AP
01
changedCombi-weaponCombi-weapon
- Strength
45- AP
01
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 pts175 pts
changed1 World Eaters Terminator Champion, 5-9 World Eaters Terminator
- Points
330 pts350 pts
changedEightbound
changed3-5 Eightbound, 1 Eightbound Champion
- Points
255 pts250 pts
changedExalted Eightbound
changed1 Exalted Eightbound Champion, 3-5 Exalted Eightbound
- Points
265 pts260 pts
changedGoremongers
changed1 Blood Herald, 7 Goremongers
- Points
75 pts70 pts
changedHelbrute
changedCombi-bolterCombi-bolter
- Strength
45- AP
01
changedJakhals
changed1 Jakhal Pack Leader, 17 Jakhal, 2 Dishonoured
- Points
130 pts120 pts
changedKhârn the Betrayer
changedKhârn the Betrayer
- Toughness
45
changedKhorne Berzerkers
changedKhorne Berzerker Champion
- Toughness
45
changedKhorne Berzerker
- Toughness
45
newMurderous Charge
- Rules
If this unit made a charge move this turn, this unit’s melee attacks have +1 S.
changedChainbladeChainblade
- Strength
45
changedBolt pistolBolt pistol
- Strength
45- AP
01
changed1 Khorne Berzerker Champion, 9 Khorne Berzerker
- Points
160 pts170 pts
changed1 Khorne Berzerker Champion, 10-19 Khorne Berzerker
- Points
320 pts330 pts
changedLord Invocatus
changedBolt pistolBolt pistol
- Ballistic Skill
3+4+- Strength
45- AP
01
changedMaster of Executions
changedMaster of Executions
- Toughness
45
changedBolt pistolBolt pistol
- Ballistic Skill
3+4+- Strength
45- AP
01
changedSlaughterbound
changed1 Slaughterbound
- Points
100 pts90 pts
Codex: Thousand Sons
changedAhriman
changedAhriman
- Toughness
45
changedInferno bolt pistolInferno bolt pistol
- Strength
45- AP
-1-2
changed1 Ahriman
- Points
100 pts105 pts
changedChaos Land Raider
changedInferno combi-bolterInferno combi-bolter
- Strength
45
changedInferno combi-weaponInferno combi-weapon
- Strength
45
changedChaos Predator Annihilator
changedInferno combi-bolterInferno combi-bolter
- Strength
45
changedInferno combi-weaponInferno combi-weapon
- Strength
45
changedChaos Predator Destructor
changedInferno combi-bolterInferno combi-bolter
- Strength
45
changedInferno combi-weaponInferno combi-weapon
- Strength
45
changedChaos Rhino
changedInferno combi-bolterInferno combi-bolter
- Strength
45
changedInferno combi-weaponInferno combi-weapon
- Strength
45
changedChaos Vindicator
changedInferno combi-bolterInferno combi-bolter
- Strength
45
changedInferno combi-weaponInferno combi-weapon
- Strength
45
changedExalted Sorcerer
changedExalted Sorcerer
- Toughness
45
changedInferno bolt pistolInferno bolt pistol
- Strength
45- AP
-1-2
changed1 Exalted Sorcerer
- Points
95 pts100 pts
changedExalted Sorcerer on Disc of Tzeentch
changedExalted Sorcerer
- Toughness
45
changedInferno bolt pistolInferno bolt pistol
- Strength
45- AP
-1-2
changed1 Exalted Sorcerer
- Points
90 pts95 pts
changedHelbrute
changedInferno combi-bolterInferno combi-bolter
- Strength
45
changedInfernal Master
changedInfernal Master
- Toughness
45
changedInferno bolt pistolInferno bolt pistol
- Strength
45- AP
-1-2
changed1 Infernal Master
- Points
100 pts105 pts
changedRubric Marines
changedAspiring Sorcerer
- Toughness
45
changedRubric Marine
- Toughness
45
changedInferno bolt pistolInferno bolt pistol
- Strength
45- AP
-1-2
changedInferno boltgunInferno boltgun
- Strength
45
changedClose combat weaponClose combat weapon
- Strength
45
changed1 Aspiring Sorcerer, 4 Rubric Marine
- Points
100 pts115 pts
changed1 Aspiring Sorcerer, 5-9 Rubric Marine
- Points
190 pts210 pts
changedScarab Occult Terminators
- Points Scaling
+15 pts per 3 models+40 pts per 3 models
changedScarab Occult Sorcerer
- Toughness
56
changedScarab Occult Terminator
- Toughness
56
changedInferno combi-bolterInferno combi-bolter
- Strength
45
changed1 Scarab Occult Sorcerer, 4 Scarab Occult Terminator
- Points
180 pts200 pts
changed5-9 Scarab Occult Terminator, 1 Scarab Occult Sorcerer
- Points
385 pts425 pts
changedSorcerer
changedThousand Sons Sorcerer
- Toughness
45
changedInferno bolt pistolInferno bolt pistol
- Strength
45- AP
-1-2
changed1 Thousand Sons Sorcerer
- Points
95 pts100 pts
changedSorcerer in Terminator Armour
changedSorcerer in Terminator Armour
- Toughness
56
changedInferno combi-bolterInferno combi-bolter
- Strength
45
changedInferno combi-weaponInferno combi-weapon
- Strength
45
changed1 Sorcerer in Terminator Armour
- Points
100 pts110 pts
Codex: Chaos Knights
changedKnight Abominant
- Points Scaling
+15 pts per 3 models+20 pts per 3 models
changed1 Knight Abominant
- Points
355 pts350 pts
changedKnight Desecrator
- Points Scaling
+15 pts per 3 models+20 pts per 3 models
changed1 Knight Desecrator
- Points
355 pts350 pts
changedKnight Rampager
- Points Scaling
+15 pts per 3 models+20 pts per 3 models
changed1 Knight Rampager
- Points
355 pts350 pts
changedKnight Ruinator
- Points Scaling
+15 pts per 3 models+20 pts per 3 models
changed1 Knight Ruinator
- Points
340 pts325 pts
changedKnight Tyrant
changed1 Knight Tyrant
- Points
400 pts390 pts
Codex: Grey Knights
changedBrother-Captain
changedBrother-Captain
- Toughness
56- Equipped With
Storm bolter, Nemesis force weaponStorm 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 pts100 pts
changedBrotherhood Champion
changedBrotherhood Champion
- Toughness
45- Equipped With
Storm bolter, Nemesis force weaponStorm 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 pts75 pts
changedBrotherhood Chaplain
changedBrotherhood Chaplain
- Toughness
56- Equipped With
Storm bolter, Crozius arcanumStorm 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 pts70 pts
changedBrotherhood Librarian
changedBrotherhood Librarian
- Toughness
56
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
45- AP
01
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 pts95 pts
changedBrotherhood Techmarine
changedBrotherhood Techmarine
- Toughness
45
changed1 Brotherhood Techmarine
- Points
70 pts75 pts
changedBrotherhood Terminator Squad
changedJusticar
- Toughness
56- Equipped With
Storm bolter, Nemesis force weaponStorm Bolter, Nemesis force weapon
changedTerminator
- Toughness
56- Equipped With
Storm bolter, Nemesis force weaponStorm Bolter, Nemesis force weapon
changedAncient
- Toughness
56- Equipped With
Storm bolter, Nemesis force weaponStorm 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 pts150 pts
changed1 Justicar, 3 Terminator, 0 Ancient
- Points
140 pts150 pts
changed0 Ancient, 1 Justicar, 4 Terminator
- Points
175 pts185 pts
changed3 Terminator, 1 Ancient, 1 Justicar
- Points
175 pts185 pts
changed0 Ancient, 1 Justicar, 5-7 Terminator
- Points
300 pts315 pts
changed1 Justicar, 1 Ancient, 4-6 Terminator
- Points
300 pts315 pts
changed8-9 Terminator, 1 Justicar, 0 Ancient
- Points
360 pts380 pts
changed1 Ancient, 7-8 Terminator, 1 Justicar
- Points
360 pts380 pts
changedCastellan Crowe
changedCastellan Crowe
- Toughness
45- Equipped With
Purifying Flame, Storm bolter, Black Blade of AntwyrPurifying 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 pts105 pts
changedGrand Master
changedGrand Master
- Toughness
56- Equipped With
Storm bolter, Nemesis force weaponStorm 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 pts100 pts
changedGrand Master in Nemesis Dreadknight
changedGrand Master in Nemesis Dreadknight
- Toughness
89
changed1 Grand Master in Nemesis Dreadknight
- Points
200 pts210 pts
changedGrand Master Voldus
changedGrand Master Voldus
- Toughness
56- Equipped With
Searing Purity, Storm bolter, Malleus ArgyrumSearing 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 pts130 pts
changedInterceptor Squad
changedInterceptor Justicar
- Toughness
45- Equipped With
Storm bolter, Nemesis force weaponStorm Bolter, Nemesis force weapon
changedInterceptor
- Toughness
45- Equipped With
Storm bolter, Nemesis force weaponStorm 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 pts135 pts
changed1 Interceptor Justicar, 5-9 Interceptor
- Points
250 pts270 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
45- 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
89
changed1 Nemesis Dreadknight
- Points
195 pts205 pts
changedPaladin Squad
changedParagon
- Toughness
56- Equipped With
Storm bolter, Nemesis force weaponStorm Bolter, Nemesis force weapon
changedPaladin Ancient
- Toughness
56- Equipped With
Storm bolter, Nemesis force weaponStorm Bolter, Nemesis force weapon
changedPaladin
- Toughness
56- Equipped With
Storm bolter, Nemesis force weaponStorm 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 pts185 pts
changed1 Paladin Ancient, 2 Paladin, 1 Paragon
- Points
170 pts185 pts
changed1 Paragon, 4 Paladin, 0 Paladin Ancient
- Points
215 pts230 pts
changed1 Paladin Ancient, 1 Paragon, 3 Paladin
- Points
215 pts230 pts
changed0 Paladin Ancient, 5-7 Paladin, 1 Paragon
- Points
360 pts385 pts
changed1 Paragon, 1 Paladin Ancient, 4-6 Paladin
- Points
360 pts385 pts
changed1 Paragon, 8-9 Paladin, 0 Paladin Ancient
- Points
460 pts490 pts
changed1 Paragon, 7-8 Paladin, 1 Paladin Ancient
- Points
460 pts490 pts
changedPurgation Squad
changedPurgator Justicar
- Toughness
45- Equipped With
Storm bolter, Nemesis force weaponStorm Bolter, Nemesis force weapon
changedPurgator
- Toughness
45- Equipped With
Storm bolter, Nemesis force weaponStorm 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 pts115 pts
changed1 Purgator Justicar, 5-9 Purgator
- Points
210 pts230 pts
changedPurifier Squad
changedKnight of the Flame
- Toughness
45- Equipped With
Purifying Flame, Storm bolter, Nemesis force weaponPurifying Flame, Storm Bolter
changedPurifier
- Toughness
45- Equipped With
Purifying Flame, Storm bolter, Nemesis force weaponPurifying 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 pts145 pts
changed1 Knight of the Flame, 5-9 Purifier
- Points
260 pts290 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 tracksStorm 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
45- Equipped With
Storm bolter, Nemesis force weaponStorm Bolter, Nemesis force weapon
changedGrey Knight
- Toughness
45- Equipped With
Storm bolter, Nemesis force weaponStorm 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 pts125 pts
changed1 Justicar, 5-9 Grey Knight
- Points
230 pts250 pts
changedStormraven Gunship
changedHurricane bolterHurricane bolter
- Strength
45- AP
0-1
changedVenerable Dreadnought
changedVenerable Dreadnought
- Equipped With
Assault cannon, Storm bolter, Dreadnought combat weaponAssault 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 pts90 pts
changed6-10 Cthonian Beserk
- Points
190 pts180 pts
changedHekaton Land Fortress
- Points Scaling
+15 pts per 2 models+20 pts per 2 models
changedHernkyn Pioneers
changed3 Hernkyn Pioneer
- Points
80 pts85 pts
changed4-6 Hernkyn Pioneer
- Points
160 pts170 pts
changedKapricus Defenders
- Points Scaling
+10 pts per 3 models+20 pts per 3 models
changed1 Kapricus Defender
- Points
70 pts75 pts
changed2 Kapricus Defender
- Points
140 pts150 pts
changedÛthar the Destined
changed1 Ûthar the Destined
- Points
90 pts100 pts
Codex: Imperial Knights
changedKnight Defender
changed1 Knight Defender
- Points
400 pts385 pts
changedKnight Valiant
changed1 Knight Valiant
- Points
400 pts390 pts
changedKnight Warden
changed1 Knight Warden
- Points
375 pts365 pts
Codex: Drukhari
changedTalos
changed1 Talos
- Points
75 pts70 pts
changed2 Talos
- Points
150 pts140 pts
changedWracks
changed1 Acothyst, 4 Wrack
- Points
60 pts55 pts
changed5-7 Wrack, 1 Acothyst
- Points
100 pts90 pts
changed1 Acothyst, 8-9 Wrack
- Points
120 pts110 pts