Core Rules
QCan an attached unit be given an Upgrade?
Yes.
Yes.
After.
Those groups can be selected in an order of your choosing but must be in an order that makes them come before any non-CHARACTER groups that do not contain a model with a missing wound.
Models awaiting a Fight On Death ability are still present on the battlefield for all rules purposes. This includes (but is not limited to) the following regarding such models:
The X is a placeholder for a number of inches that the ability might appear in a rule with, like Lone Operative 15" where the X has been replaced with 15"
No, units are prevented from having two enhancements, and Upgrades are enhancements.
A rule that applies to 'this/that unit' or 'models in this/that unit' applies to all models in an attached unit. Rules that just apply to one model in an attached unit (for example, a rule that grants a model Feel No Pain or Lone Operative) only apply to that model, not to all models in the attached unit.
Yes, Upgrades are a type of enhancement (but not all enhancements are Upgrades).
No, as a unit's controlling player cannot target that unit with stratagems (01.07).
Yes
Yes
Yes
No
The roll would be all at once and it would be 1 MW per fail
These statements are only true so long as the models possessing those keywords remain part of the unit; destroyed models do not contribute their keywords to their prior unit.
Example: The Aspiring Sorcerer model in a unit of Rubric Marines is destroyed; as none of the remaining models in the unit possess the PSYKER keyword, that unit is no longer a PSYKER unit.
Yes
No.
No, it increases the A characteristics of the unit's ranged weapons by 1.
No, you allocate the mortal wounds to the unit as per Mortal Wounds(06.02). (This represents Bob the guardsmen picking up his fallen squad mates plasma gun or that the twisting power of James the Chaos Sorcerer pulling his followers into the warp.)
Yes.
Yes, within the restrictions specified by the ability itself. Embarked units are Not On The Battlefield (01.02.04), so any ability requiring visibility or measurement to another unit will fail.
Example: Azrael is attached to an Intercessor Squad unit and embarked within a TRANSPORT, and that TRANSPORT is making a shooting attack using the Firing Deck ability. While Azrael's Supreme Grand Master ability is still technically active, it will have no effect, as the requirements of the ability are not met (the ability affects 'weapons equipped by models' in Azrael's unit, and for the purposes of Firing Deck, the TRANSPORT itself is equipped with those weapons instead).
Line of sight is drawn from any part of the observing model to any part of the model being observed.
Yes
Yes, players alternate resolving any pre-battle rules units from their army may have, starting with the player who will take the first turn.
Yes, because other models in your unit may have Sv's that are better those models you've mentioned, this means that enough save rolls could be allocated to the those models that the rest of the results are not greater then the Sv's of the other models in your unit.
No, the unit would make 1 single hazard roll.
In the Resolve Damage step of the Inflict Damage step (05.04).
Yes.
Yes.
That model's controlling player can draw line of sight from any part of that model that is not overhanging the edge of the battlefield. Their opponent can draw line of sight to any part of that model.
Yes.
Yes.
Yes, it just makes no attacks and then the fight type or shoot type is resolved.
Yes. That restriction is applicable before the battle, in the Declare Battle Formations step.
No, it must be in a single contiguous group as per Units and Models (01.02) and What is Coherency in the core rules.
Yes
Fight on Death rules are resolved before Deadly Demise abilities, meaning that your unit's Deadly Demise will resolve after your unit has fought/at the end of the phase and the relevant models have been removed from the battlefield.
Yes
Yes.
Yes.
No, when a model or unit is making a move it must follow requirements while ending that move in coherency
Yes, ANTI-non-(any keyword) will trigger on any unit that does not have the specified keyword.
Yes
No CP are spent and that stratagem's effects are not resolved (but that stratagem still counts as having been used this phase).
Yes, as the unit embarking is not making a normal, advance or fall-back move as part of this embarkation.
Use the Munitorium Field Manual.
19.01 Forming Attached Units02.06 Unit Composition And Other Rules
Yes.
When that unit is selected to make a normal/advance/fall-back/charge move. Note that for an advance/charge move, this means you must declare that a unit will take to the skies before rolling for that advance/charge move.
Yes.
Yes (excluding rules in the Core Rules)'.
For each attacking model in your unit, determine whether the target unit has the benefit of cover, as described in Terrain and Visibility. In this scenario, the target unit will likely have the benefit of cover against some of the attacking models, but not all.
This means that, in an example unit where all attacking models are using the same weapon, when you get to the Resolve Attacks step of the Attack Sequence, you will collect dice for attacks made by models against which the target unit has the benefit of cover separately from the dice for attacks made by models against which the target unit does not have the benefit of cover.
No, a stratagem that costs 1CP and is making use of an optional +1CP section has an original cost of 2CP.
When you select a model in the Select Model step of Mortal Wounds (06.02).
No
No.
Yes, the [PRECISION] ability is not an applicable ability for those attacks as there is no CHARACTER in the target unit for the ability to trigger its rule.
Yes. For example, if an ability gave a unit +1 OC until the end of the turn, at the end of the turn, that unit would still have +1 OC. That unit would not have +1 OC at the start of the next turn.
Yes
A charging unit may only select charge targets that are within the maximum distance of their charge roll, including any modifiers. If such a modifier occurs after selecting a charge target and causes that charge target to no longer be within the maximum distance, the charging unit would then select new targets (Target No Longer Eligible Or Viable, 04.03.03).
Example: A unit's charge roll is 7", and that unit has a datasheet ability which adds 1 to charge rolls: that charge's maximum distance is 8", so you can select charge targets within 8".
Example: A FLYING unit chooses to take to the skies and rolls a charge roll of 9"; that charge's maximum distance is 7" (9" minus the 2" from taking to the skies), so you can select charge targets within 7".
No.
Yes
Change to: 'That model has the INFANTRY/BEASTS/SWARM keyword and is within a terrain area that contains one or more light/dense terrain features.'
Add 'CHARACTER'.
Change to:
‘While this model is within 3" of a friendly ADEPTUS ASTARTES VEHICLE unit, this model has Lone Operative.
Add the following to the first sentence: '(excluding attacks made with [BLAST] weapons)'.
Change to:
‘While this model is within 3" of a friendly ADEPTUS ASTARTES VEHICLE unit, this model has Lone Operative.
WHILE MOVING: Set up each model in your unit:
Each model that still cannot be set up is destroyed.
The Tank Shock Stratagem is the same as the Crushing Impact stratagem.
Change to:
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.
The Grenade Stratagem is the same as the Explosives stratagem.
Unless otherwise stated, no: when snap shooting, each attack only hits on a roll of 6.
Yes, except when snap shooting: when snap shooting, each attack only hits on a roll of 6.
Add:
▪ A unit must be split 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). If a rule states a specific starting strength of the split units, but this is not possible based on the number of models in the unit being split (e.g. due to attached Leader/Support models), split the unit as stated above.
Change to:
Each model that started this move engaged with an enemy unit must still be engaged with that enemy unit. If one or more enemy units engaged with your unit have not been selected to fight this phase, your opponent must select each of those units, one at a time; when each is selected, it becomes eligible to fight and is selected to fight
Add 'FRAME'.
Change to:
'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.'
Change to:
'Cybernetica Datasmith model only. When the bearer is attached to a Kastelan Robots unit, until the end of the battle, models in that unit gain the Halo Override keyword. That unit cannot be selected when selecting units as part of the Noospheric Transference Detachment rule.'
Change 9" to: 8"
▪ Core Abilities section: Remove 'Leader', add 'Support'
▪ Keywords section: Remove ‘INFANTRY’, add ‘VEHICLE’.
▪ Add new ability: ‘Data-severed: If there are no KASTELAN ROBOT models in this unit:
▫ This unit loses VEHICLE.
▫ This unit has INFANTRY.'
Remove 'Leader', add 'Support'.
Remove 'Leader', add 'Support'.
Change Protector Imperative to:
■ Ranged weapons equipped by models in this unit have the [HEAVY] ability
■ Improve the Ballistic Skill characteristic of ranged weapons equipped by models in this unit by 1.
■ Each time a melee attack targets this unit, if this unit has the BATTLELINE keyword and/or it is within 6" of one or more friendly ADEPTUS MECHANICUS BATTLELINE units, subtract 1 from the Hit roll.'
Change Conqueror Imperative to:
'■ Ranged weapons equipped by models in this unit have the [ASSAULT] ability.
■ Improve the Weapon Skill characteristic of melee weapons equipped by models in this unit by 1.
■ Each time a model in this unit makes an attack, if this unit has the BATTLELINE keyword and/or it is within 6" of one or more friendly ADEPTUS MECHANICUS BATTLELINE units, improve the Armour Penetration characteristic of that attack by 1.'
Change to:
‘Add 2" to the Move characteristic of models in LEGIO CYBERNETICA units from your army. In addition, unless that unit is Battle‑shocked, add 1 to the Objective Control characteristic of models in that unit.’
Rad-bombardment Detachment Rule, Battle Round 1 Section, Unit Taking Cover Section
Change to:
‘• That unit is battle-shocked.
• On a 5+, that unit suffers D3 mortal wounds.'
Stealth Optimisation Detachment Rule
Change to:
'Friendly SKITARII INFANTRY, SKITARII MOUNTED and IRONSTRIDER BALLISTARII units have Stealth.'
Change to:
‘SKITARII MARSHAL model only. After both players have deployed their armies, you can select up to three SKITARII INFANTRY units from your army 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.’
Belisarius Cawl, Corpuscarii Electro-Priests, Cybernetica Datasmith, Fulgurite Electro-Priests, Kastelan Robots, Tech-Priest Dominus, Tech-Priest Enginseer, Tech-Priest Manipulus, Technoarcheologist
Faction Abilities section
Add 'Doctrina Imperatives'.
Cybernetica DatasmithBelisarius CawlCorpuscarii Electro-PriestsKastelan RobotsTech-Priest ManipulusTechnoarcheologistTech-Priest DominusFulgurite Electro-Priests
Add the 'FRAME' keyword.
Remove 'Hover'.
Change M and OC to '-'.
■ Profile: Change M to 14".
■ Keywords: Remove 'AIRCRAFT'.
Change to:
'At the end of your opponent’s Fight phase, select one visible enemy unit (excluding Lone Operative units) within 24" of this unit, and roll six D6 for that unit: for each 4+, that unit suffers 1 mortal wound.'
Change to:
'In your first Movement phase, this unit can make an ingress move.'
■ Keywords section: Add 'MOBILE'
■ Move characteristic: change to 8".
■ Canticles of the Omnissiah Ability
Change to:
‘At the start of your Command phase, select one of the abilities in the Canticles of the Omnissiah section. Until the start of your next Command phase, this model has that ability.’
■ Invocation of Machine Vengeance Ability
Change to:
‘At the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Machine Vengeance target. Each time a model in a friendly ADEPTUS MECHANICUS unit makes an attack that targets your Machine Vengeance target, you can re-roll the Hit roll.’
■ Mantra of Discipline Ability
Change to:
‘This model has the BATTLELINE keyword and has the following ability: Binharic Courage (Aura): While a friendly ADEPTUS MECHANICUS unit is within 6" of this model, add 1 to the Objective Control characteristic of models in that unit and each time you take a Battle-shock or Leadership test for that unit, add 1 to that test.’
■ Shroudpsalm (Aura) Ability
Change to:
‘While a friendly ADEPTUS MECHANICUS unit is within 6" of this model, that unit has the Stealth ability.’
■ Solar atomiser weapon: Change A to '3' and D to 'D6'.
Change to:
‘Once per battle, at the start of any phase, you can select one friendly SKITARII unit that is Battle-shocked and within 6" of this model. That unit is no longer Battle-shocked.’
Add ‘Firing Deck 2’.
■ Daedalus missile launcher: Change A to '2'.
■ Eradication beamer: Change A to '3D3' and S to '10'.
■ Neutron laser: Change A to '3' and D to 'D6+2'.
■ Twin Onager heavy phosphor blaster: Change A to '12'.
■ Add the following ability:
'Scuttling Walker: Each time this model makes a Normal, Advance or Fall Back move, it can move through friendly MONSTER and VEHICLE models and sections of terrain features that are 4" or less in height.'
■ Twin cognis autocannon: Change A to '4'.
■ Twin cognis lascannon: Change A to '2' .
Change to:
'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, it can do one of the following:
■ Make a Normal move of up to D6"
■ Make a Normal move of up to 6" provided every model in this unit ends that move wholly within 6" of one or more friendly ADEPTUS MECHANICUS BATTLELINE units.'
■ Power weapon: Change A to '4'.
■ Taser goad: Change A to '3' and AP to '-1'.
■ Transonic blades: Change A to '5' and S to '5'.
■ Transonic blades and chordclaw: Change A to '5' and S to '5'.
■ Transonic razor and chordclaw: Change A to '3' and S to '5'.
Change D to 'D6+1'.
Change to:
‘When an enemy unit targets this unit with ranged attacks, until that enemy unit has shot, when this unit makes a save roll:
▪ On an unmodified 6, that enemy unit suffers 1 mortal wound after that enemy unit has shot.'
The Ballistic Skill characteristic of ranged weapons equipped by models in that unit is first changed to 3+ by the Stratagem, then improved by 1 by the Protector Imperative, for a final result of 2+ (assuming no other modifiers apply).
Add 'FRAME'.
■ Core Abilities: Remove 'Hover'.
■ Profile: Change M and OC to '-'.
■ Profile: Change M to '40"' and OC to '-'.
Remove 'Super-heavy Walker' ability from abilities section
Add 'Super-heavy Walker' to Core abilities section.
Add FRAME to the following:
Agamatus, Ares Gunship, Coronus Grav Carrier, Orion Assault Dropship, Caladius Grav-tank and Pallas Grav Attack
Agamatus CustodiansPallas Grav-attackCoronus Grav-carrierOrion Assault DropshipAres GunshipCaladius Grav-tank
The following unit has M 14":
Orion Assault Dropship
The following units lose the Aircraft keyword:
Orion Assault Dropship
The following unit loses the Hover core ability:
Ares Gunship.
The following unit has M and OC of "-":
Ares Gunship.
Change to:
'WHEN: Start of your opponent's Charge phase.
TARGET: One friendly SHADOW LEGION unit.
EFFECT: Select one visible enemy unit within 12" of your unit. When that enemy unit declares a charge, that enemy unit has -1 to charge rolls. If your unit has Nurgle, that enemy unit must make a battle-shock roll.'
Change to:
'SHADOW LEGION TZEENTCH units only. This unit has Stealth. Each time a melee attack targets this unit, subtract 1 from the Hit roll.'
Change to:
'In your opponent's movement phase, each time an enemy unit (excluding AIRCRAFT) ends a move within 8" of one or more LEGIONES DAEMONICA KHORNE units from your army, one of those LEGIONES DAEMONICA KHORNE units can make a surge move of up to D6".'
Change to:
'WHEN: Your opponent’s Movement phase, when an enemy unit ends a fall‑back move.
TARGET: One friendly unengaged LEGIONES DAEMONICA KHORNE unit that is within 6" of that enemy unit.
EFFECT: Declare a charge with your unit. When selecting charge targets, you can only select enemy units that made a fall‑back move this phase and are within the maximum distance.'
Change 9" to: 8"
Change to:
'SHADOW LEGION SLAANESH units only. Enemy units cannot target this unit with snap shooting attacks.'
Add 'FRAME'.
Change to:
'While this model is leading a unit, you can re-roll charge rolls made for that unit. In addition, once per battle, 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.'
Change to:
'Once per turn, when your opponent targets a unit from their army within 12” of this model with a stratagem, you can use this ability. If you do, increase the CP cost of the use of that stratagem by 1CP.'
No.
Yes.
Yes.
No.
No.
No.
No.
No.
Lord of ChangeKairos FateweaverBloodthirsterKeeper of SecretsShalaxi HelbaneRotigusGreat Unclean OneSkarbrand
No.
The starting strength of that Blue Horrors unit is the same as the starting strength of the original Pink Horrors unit when it was added to your army list.
Yes, it is considered to have made a successful battle-shock roll.
Add 'FRAME'.
Chaos Acastus Knight AsteriusChaos Acastus Knight Porphyrion
Change to:
'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.'
Change to:
‘If your Army Faction is NECRONS, at the end of your Command phase, each friendly unit with this ability that is on the battlefield activates its Reanimation Protocols:
▪ When a unit’s Reanimation Protocols activate, that unit heals D3 wounds.'
Change to:
'Once per turn, when your opponent targets a unit from their army within 12” of this model with a stratagem, you can use this ability. If you do increase the CP cost of that use of that stratagem by 1CP.'
Change to:
'DESTROYER CULT model only. In your opponent’s Shooting phase, when an enemy unit has shot, if a model in this unit was destroyed by those attacks, this unit can make a surge move of up to D6”.'
Add the following paragraph:
‘Each time a DESTROYER CULT unit from your army makes a ranged attack that targets the closest eligible target, add 1 to the Armour Penetration characteristic of that attack.’
Change to:
‘Until the end of the phase, weapons equipped by CRYPTEK or CANOPTEK models in your unit have the [DEVASTATING WOUNDS] ability.’
Change 9" to 8".
Change to:
‘Incursion: Up to 1 unit
Strike Force: Up to 2 units
Onslaught: Up to 3 units’
Change to:
‘One NECRONS unit from your army (excluding MONSTER units) that is arriving using an ingress move this phase.’
Change to:
‘In your Command phase, select one enemy unit. Until the start of your next Command phase, each time a NOBLE, LYCHGUARD or TRIARCH unit from your army makes an attack that targets that unit, add 1 to the Wound roll.
Change to:
‘One LYCHGUARD or TRIARCH unit from your army.’
▪Core Abilities: 'Leader', add 'Support'.
▪Leader Section: Remove ‘You can attach this model to one of the above units even if one ROYAL WARDEN or NOBLE unit has already been attached to it. If you do, and that Bodyguard unit is destroyed, the Leader units attached to it become separate units, with their orginial Starting Strengths.'
PsychomancerPlasmancerOrikan the DivinerChronomancerGeomancerTechnomancer
Add 'FRAME'.
Doomsday ArkGhost ArkTesseract VaultMonolithTriarch StalkerAnnihilation BargeConvergence of DominionSeraptek Heavy ConstructNight ScytheObeliskCatacomb Command Barge
Change M and OC to '-'.
■ Profile: Change M to 14".
■ Core Abilities: Add 'Hover'.
■ Keywords: Remove 'AIRCRAFT'.
Change to:
'In your movement phase (excluding the first battle round), you can select one friendly NECRONS INFANTRY unit that is either in strategic reserves or on the battlefield (if you select a unit on the battlefield, remove that unit from the battlefield and place it into strategic reserves). That unit can make an ingress move, and while making that ingress move, that unit must be set up wholly within 6" of this unit and unengaged (instead of more than 8" horizontally from all enemy units), even if that is within your opponent’s deployment zone. That unit cannot make a charge move this turn.'
Change to:
‘In your Shooting phase, select one enemy unit within 18" of and visible to this model (excluding units with the Lone Operative ability that are not part of an Attached unit and are not within 12" of this model) and roll four D6: for each 4+, that enemy unit suffers 1 mortal wound.
■ Bringer of Unity Ability: Change to ‘Relentless March (Aura): While a friendly NECRONS unit is within 6" of this unit’s Szarekh model, add 2" to the Move characteristic of models in that unit.’
■ Keywords: Change to:
‘ – ALL MODELS: VEHICLE, EPIC HERO, TRIARCH
– SZAREKH MODEL: CHARACTER, THE SILENT KING’
Change 9" to 8".
Change 9" to 8".
Change to:
‘WHEN: Your opponent’s Shooting phase, when an enemy unit that targeted a friendly unengaged DESTROYER CULT/FLAYED ONES unit this phase has shot.
TARGET: That DESTROYER CULT/FLAYED ONES unit.
EFFECT: Your unit can make a surge move of up to D6".'
Change to:
‘(Once per battle, per army) At the end of your opponent’s turn, if this unit is unengaged, you can use this ability. If you do:
▪ Place this unit in strategic reserves.
▪ This unit has Deep Strike until the start of your next Shooting phase.
▪ This unit must make an ingress move in your next Movement phase (including in your first turn).'
Change to:
‘At the end of the phase, set up the destroyed model on the battlefield, unengaged and as close as possible to where it was destroyed. That model is not part of an attached unit and its unit has a starting strength of 1. That model has half of its starting number of wounds remaining.'
Change to:
‘(Once per battle, per unit) At the end of any phase, you can use this ability. If you do, this unit resurrects:
▪ When a unit resurrects, that unit’s Reanimation Protocols activate, but that unit heals D6 wounds (instead of D3 wounds). You cannot resurrect more than one unit per turn.'
Change to: ‘While a friendly NECRONS unit is within 3" of this model, each time that unit’s Reanimation Protocols activate, that unit heals an additional D3 wounds.'
Change to:
▪ This unit has Stealth.
▪ Melee attacks that target this unit have -1 to hit rolls.
▪ Core Abilities: Add ‘Deep Strike'.
Change to:
‘In your Movement phase, when this unit is selected to make an advance move, you can use this ability. If you do:
▪ That advance move has no maximum distance.
▪ This unit can move through all types of model (including enemy models and MONSTER/VEHICLE models).
▪ After moving, this unit must be more than 8" horizontally from all enemy units.'
No.
Lokhust LordOverlord with Translocation ShroudOverlordCatacomb Command Barge
Yes.
Yes.
No.
Yes.
Yes.
Yes (see ‘Rules with Multiple Conditions and Effects’ in the Rules Commentary).
No.
Yes.
No in both cases. It only triggers when your opponent gains CP as the result of an ability (not any other kind of rule).
No.
Yes.
■ Profile: Change M to 20".
■ Keywords: Remove 'AIRCRAFT', Add 'FRAME'.
Change to: In your opponent’s Shooting phase, when an enemy unit has shot, if a model in this unit was destroyed by those attacks, this unit can make a surge move of up to D6”.
Change to:
'Once per battle round, 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.'
Change to:
‘Lord of Deceit (Aura): If this model is your WARLORD, each time your opponent targets a unit from their army with a Stratagem, if that unit is within 12" of this model, increase the cost of that use of that Stratagem by 1CP.
*Designer’s Note: This ability takes precedence over the Lord of Deceit ability presented in the Balance Dataslate June 2024*.’
The following units lose the AIRCRAFT keyword.
Harridan
The following unit has M 14":
Harridan
Hierophant, Toxicrene, Tyrannocyte and Tyrannofex.
TyrannofexTyrannocyteTyrannocyteToxicreneHierophantHarridanTyrannofexHarridanHierophantToxicrene
Change to:
'Until the attacking unit has finished making its attacks, each time an attack targets your unit, worsen the Armour Penetration characteristic of that attack by 1.’
Harpy and Hive Crone.
Harpy and Hive Crone.
Change to: ‘If your Army Faction is TYRANIDS, while a TYRANIDS unit from your army is within 6" of one or more friendly SYNAPSE models, that TYRANIDS unit is said to be within Synapse Range of that model and of your army. While a TYRANIDS unit from your army is within Synapse Range of your army:
■ Each time that unit takes a Battle-shock test, take that test on 3D6 instead of 2D6.
■ Each time a model in that unit makes a melee attack, add 1 to the Strength characteristic of that attack.’
Change to: ‘If your Army Faction is TYRANIDS, once per battle, in either player’s Command phase, if one or more units from your army with this ability are on the battlefield, you can unleash the Shadow in the Warp. When you do, each enemy unit on the battlefield must take a Battle-shock test. Each time an enemy unit takes such a Battle-shock test, if it is within 6" of one or more SYNAPSE units from your army, subtract 1 from that test.’
Change to:
‘In your Command phase, each HARVESTER unit from your army can Regenerate one friendly TYRANIDS unit that is within 6" of it. A unit can only be regenerated once per phase. Each time a unit regenerates, do one of the following:
■ One model in that unit regains up to D3+1 lost wounds.
■ One destroyed INFANTRY model (excluding CHARACTERS) is returned to that unit with its full wounds remaining. If that unit is an ENDLESS MULTITUDE unit, up to 3 destroyed models are returned instead.’
Change to:
TYRANIDS model only. While the bearer is within 6" of one or more friendly HARVESTER units, when you target this unit with the Heroic Intervention stratagem, that use is -1 CP. In addition, while the bearer is within 6" of one or more friendly HARVESTER units, models in the bearer's unit have the Fights First ability.
Change to:
‘Each time a TYRANIDS MONSTER model from your army makes an attack, add 1 to the Hit roll if that model’s unit is below its Starting Strength, and add 1 to the Wound roll as well if that model’s unit is Below Half-strength. In addition, while a TYRANIDS MONSTER unit from your army (excluding Battle-shocked units) is at its Starting Strength, add 2 to the Objective Control characteristic of models in that unit.
Change to:
‘Until the end of the phase, each time a model in your unit makes a Normal, Advance or Fall Back move, it can move through models (excluding TITANIC models) and sections of terrain features that are 4" or less in height. When doing so:
■ It can move within Engagement Range of enemy models, but cannot end that move within Engagement Range of them.
■ It can also move through sections of terrain features that are more than 4" in height, but if it does, after its unit has moved, roll one D6: on a 1, your unit is Battle-shocked.’
Change to:
'In your opponent’s Shooting phase, when an enemy unit has shot, if a model from a friendly ENDLESS MULTITUDE unit was destroyed as a result of those attacks, that friendly unit can make a surge move of up to D6”.'
Change to:
‘TYRANIDS model only. After both players have deployed their armies, you can select up to three VANGUARD INVADER units from your army 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.’
Change 9" to 8".
Change 9" to 8".
■ Abilities Section: Add ‘FACTION: Shadow in the Warp’
■ Keywords Section: Add 'SYNAPSE'.
Change S to '9'.
Change to:
‘While a friendly TYRANIDS unit is within 6" of this model, ranged weapons equipped by models in that unit have the [ASSAULT] and [LETHAL HITS] abilities.’
Change to:
'At the end of your opponent’s Fight phase, you can do one of the following:
■ Select one visible enemy unit (excluding Lone Operative units) within 24" of this unit and roll six D6 for that unit: for each 3+, that unit suffers 1 mortal wound.
■ Add a new SPORE MINES unit containing D3 models to your army and set it up anywhere on the battlefield that is within 6" of this model and more than 8" horizontally away from all enemy units. You cannot select this option for more than one model per turn.'
Change to:
‘Once per battle round, one model from your army with this ability can use it when a friendly TYRANIDS unit within 12" of that model is targeted with a Stratagem. If it does, reduce the CP cost of that use of that Stratagem by 1CP.’
Add 'VANGUARD INVADER'.
Add 'SYNAPSE'.
Add 'HARVESTER'.
■ Profile – Change M to 12".
■ Bio-stimulus Ability – Change to: ‘In your Shooting phase, after this model has shot, select one enemy unit hit by one or more of those attacks. Until the end of the turn, each time a friendly TYRANIDS unit makes a melee attack that targets that enemy unit, improve the Armour Penetration characteristic of that attack by 1. The same enemy unit can only be affected by this ability once per turn.'
■ Keywords – Add ‘SMOKE’.
■ Talons and Betentacled Maw Weapon – Change A to '6' and AP to '-2'.
Change D to 'D6+6'.
Change to:
‘In your Movement phase, when this model is set up on the battlefield using the Deep Strike ability, it can use a subterranean tunnel. If it does, this model can be set up anywhere on the battlefield that is more than 6" horizontally away from all enemy units, but until the end of the turn, it is not eligible to declare a charge.’
Change to:
'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”.
Change to:
'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.'
Change to:
‘VANGUARD INVADER model only. This unit has Stealth.'
Change to:
‘Adaptive Instincts (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 S.
▪ Or: This unit has +1 T.'
Change 9" to 8".
Change to:
‘Friendly TYRANIDS units within 6" of this unit have Stealth.'
No.
Yes. Rules that are triggered by or apply to Reserves units are also triggered by and apply to a repositioned unit when it is set back up.
No.
Only those units for which a 5+ was rolled.
The ‘cannot arrive’ rule takes precedence over the rule stating that the unit ‘must arrive’ from Strategic Reserves. Roll one D6: on a 4+, that enemy unit cannot arrive on the battlefield this turn.
No.
No.
No. The unit has the MONSTER keyword and the ability excludes MONSTERS.
No.
Yes.
Yes, they have made a Blistering Assault move of 0".
No.
Yes.
No. Insane Bravery can only be used in your Command phase.
Remove 'Titanic Walker', add 'Super-heavy Walker'.
Change to:
'At the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, each time a model in an ADEPTUS CUSTODES CHARACTER unit from your army makes an attack that targets that enemy unit, add 1 to the Wound roll.
Change to:
'ADEPTUS CUSTODES model only. The range of the bearer’s Null Aegis or Deadly Unity ability is increased to 9".'
Change third sentence to:
'Once per battle, in your opponent's Movement phase, when an enemy unit ends a Normal, Advance or Fall Back move within 8" of the bearer, if the bearer's unit is not within Engagement Range of one or more enemy units, it can make a Normal move of up to 6".'
Change to:
'WHEN: Your Movement phase, before the Reinforcements step.
TARGET: One ADEPTUS CUSTODES CHARACTER model from your army that is not leading a unit.
EFFECT: Select one friendly unit (excluding Battle-shocked and Attached units) within 2" horizontally and 5" vertically of your model that it could lead (as described in the Leader section of its datasheet). Your model attaches to that unit as a Leader. Change that unit’s Starting Strength accordingly.'
Change first paragraph to:
'At the start of the battle round, you can select one of the bullet points below. If you do, until the start of the next battle round, that bullet point’s effects apply.'
Change to:
'SHIELD-CAPTAIN model only. After both players have deployed their armies, you can select up to two ADEPTUS CUSTODES units from your army (excluding ANATHEMA PSYKANA 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.'
Change 9" to 8".
Add the 'FRAME' keyword.
Change the following weapon characteristics:
Weapon - Changes - Units
Boltgun - S5, AP-1 - Prosecutors
Castellan Axe (ranged) - S5 - Allarus Custodians, Custodian Wardens, Shield-Captain, Shield-Captain in Allarus Terminator Armour
Combi-bolter - S5, AP-1 Venerable Contemptor Dreadnought
Gnosis (ranged) - S5 - Valerian
Guardian Spear (ranged) S5 - Allarus Custodians, Custodian Guard, Custodian Wardens, Shield-Captain, Shield-Captain in Allarus Terminator Armour
Master-crafted Boltgun - S5, AP-1 - Knight-Centura
Sentinel Blade (ranged) - S5 - Custodian Guard, Shield-Captain
Storm Bolter - S5, AP-1 - Anathema Psykana Rhino, Venerable Land Raider
Vertus Hurricane Bolter - S5, AP-1 - Shield-Captain on Dawneagle Jetbike, Vertus Praetors
Custodian WardensAnathema Psykana RhinoShield-Captain in Allarus Terminator ArmourKnight-CenturaValerianShield-CaptainProsecutorsShield-Captain on Dawneagle JetbikeVertus PraetorsVenerable Contemptor DreadnoughtAllarus CustodiansCustodian GuardVenerable Land Raider
Change profiles to:
Salvo Launcher [TWIN-LINKED] RANGE 24", A 1, BS 2+, S 10, AP‑3, D D6+1
Vertus Hurricane Bolter [RAPID FIRE 3, TWIN-LINKED] RANGE 18", A 3, BS 2+, S 4, AP‑1, D 2
Change Toughness characteristic to ‘7’ and Wounds characteristic to ‘8’.
Add ‘Deep Strike'.
■ Profile: Change Toughness characteristic to ‘7’ and Wounds characteristic to ‘5’.
■ Quicksilver Execution Ability: change to:
‘Once per battle, after this unit ends a Normal or Advance move, you can select one enemy unit (excluding MONSTERS and VEHICLES) that it moved over during that move, then roll one D6 for each model in this unit: for each 2+, that enemy unit suffers 2 mortal wounds.’
Yes.
No.
Change to:
'If your Army Faction is T'AU EMPIRE, at the start of your Shooting phase you can select units from your army with this ability to become Observer units.
During your Shooting phase, for each Observer unit from your army that has not been selected to shoot this phase and is eligible to shoot (excluding FORTIFICATION and Battle-shocked units) select one enemy unit that is visible to be marked as their Spotted unit until the end of the phase. Each enemy unit can only be marked as a Spotted unit once per phase.
Units from your army with the For the Greater Good ability (excluding Observer units) are Guided units while targeting one or more Spotted units.
Until the end of the phase, each time a model from your army in a Guided unit makes an attack that targets a Spotted unit, improve the Ballistic Skill characteristic of that attack by 1 and, if the Spotted unit was marked by an Observer unit that has the Markerlight keyword, that attack has the [IGNORES COVER] ability.’
Change to:
'During the third, fourth and fifth battle rounds, ranged weapons equipped by T'AU EMPIRE models from your army have the [SUSTAINED HITS 1] ability. During the third, fourth and fifth battle rounds, while a unit is a Guided unit (see For the Greater Good), each time a ranged attack is made by a model in that unit that targets a Spotted unit, you can ignore any or all modifiers to that attack’s Ballistic skill characteristics and/or all modifiers to the Hit roll.'
Change to:
'T'AU EMPIRE model only (excluding KROOT SHAPER models). While the bearer is leading a unit, each time that unit is an Observer unit, until the end of the phase, ranged weapons equipped by models in a Guided unit have the [LETHAL HITS] ability while targeting their Spotted unit.'
Change to:
'Your opponent's charge phase, just after an enemy unit has selected its charge target.'
Change to:
'During the first, second and third battle rounds, ranged weapons equipped by T'AU EMPIRE models from your army have the [ASSAULT] ability. During the first, second and third battle rounds, while a unit is a Guided unit (see For the Greater Good), its ranged weapons have the [LETHAL HITS] ability.'
Change to:
'T'AU EMPIRE model only (excluding KROOT SHAPER models). While the bearer is leading a unit, each time that unit is an Observer unit, until the end of the phase, ranged weapons equipped by models in a Guided unit have the [SUSTAINED HITS 1] ability while targeting their Spotted unit.'
Change to:
'In the Resolve Pre-battle Abilities step, you can select up to two friendly T'AU EMPIRE units within 6" of this model that do not have the Scouts ability. Until the end of the battle, all models in the selected units have the Scouts 6" ability.'
Change to:
'Each time a T'AU EMPIRE BATTLESUIT model from your army makes a ranged attack that targets a unit within 12", improve the Strength characteristic of that attack by 1. If that attack targets a unit within 8", improve the Armour Penetration characteristic of that attack by 1 as well.'
Change to:
'T'AU EMPIRE BATTLESUIT model only. Each time you target the bearer’s unit with a Stratagem, roll one D6: on a 4+, you gain 1CP.'
Change 3" to 6".
Change to:
'At the start of your opponent’s Charge phase, you can select one visible enemy unit (excluding MONSTER and VEHICLE units) within 12" of this unit. That unit must take a Battle-shock test and, until the end of the turn, subtract 1 from Charge rolls made for that unit.'
Change to:
'Each time a model in this unit makes a ranged attack that targets a MONSTER or VEHICLE unit, you can re-roll the Wound roll and you can re-roll the Damage roll.'
Add the following Faction Abilities section:
‘FACTION: For the Greater Good’
Change to:
'Each time a model in this unit makes an attack that targets a Spotted unit, you can re-roll the Hit roll.'
■ Kroot Ambush Ability – Change to:
'After both players have deployed their armies, you can redeploy this model’s unit and one other friendly KROOT unit. When doing so, any of those units can be placed into Strategic Reserves, regardless of how many units are already in Strategic Reserves.'
■ Trail Finding Ability – Change to:
'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”.'
Change to:
'Each time a model in this unit makes an attack that targets their Spotted unit, improve the Ballistic Skill characteristic of that attack by 1 and that attack has the [IGNORES COVER] ability.'
■ Nova Charge Ability
Change to:
'Once per battle, when this unit is selected to shoot in your Shooting phase, select one ranged weapon equipped by this model. Until the end of the phase, that weapon has the [DEVASTATING WOUNDS] ability.’
■ Ion Accelerator Ranged Weapon
Change profiles to:
Ion accelerator – standard
Range - 72"
A - 6
BS - 4+
S - 9
AP - -2
D - 3
Ion accelerator – supercharge [HAZARDOUS]
Range - 72"
A - 6
BS - 4+
S - 10
AP - -3
D - 4
■ Forward Observers Ability – Change to:
Each time this unit is an Observer unit, until the end of the phase, each time a ranged attack is made by a model in a Guided unit that targets their Spotted unit, re-roll a Hit roll of 1 and re-roll a Wound roll of 1.’
■ Homing Beacon Wargear Ability – Change 9" to 8".
■ Keywords: Add 'FRAME'.
■ Profile: Change M and OC to '-'.
Add 'FRAME'.
Razorshark Strike FighterTidewall GunrigSky Ray GunshipTidewall DroneportPiranhasSun Shark BomberHammerhead GunshipDevilfishTidewall Shieldline
Change to:
'At the end of your opponent’s Fight phase, select one visible enemy unit (excluding Lone Operative units) within 24" of this unit, and roll six D6 for that unit: For each 4+, that unit suffers 1 mortal wound.'
No.
Yes.
No.
Yes.
No.
Yes.
Yes.
If that Warp Talons unit destroyed one or more units this phase, yes otherwise, no.
Yes.
Yes.
Yes.
No.
Yes.
Before resolving the Fire Overwatch Stratagem with that unit.
Yes, as the unit is selected to shoot.
No.
Change to:
When this unit declares a charge If an enemy unit within range of an objective is within 12" of this unit, you can use 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 units.
Change to:
'EFFECT: Your unit can make a surge move of up to D6".'
Change to:
'Once per battle round, when an enemy unit ends a Normal, Advance or Fall Back move within 8" of this model’s unit, if this model’s unit is not within Engagement Range of one or more enemy units, it can make a Normal move of up to D3+3".'
Change to:
'Your unit has +2 to charge rolls'.
Change to:
Effect: ‘Until the attacking unit has finished making its attacks, each time an attack targets your unit, worsen the Armour Penetration characteristic of that attack by 1.’
Change to:
'While this unit is within range of an objective, this unit has +1 Sv against ranged attacks.'
Change to:
‘A CHARACTER/EPIC HERO unit can only be attached to a unit if both units share the same keyword from the list above.'
Change to:
‘Until the attacking unit has finished making its attacks, each time an attack targets your unit, worsen the Armour Penetration characteristic of that attack by 1.’
Change to:
‘Until the attacking unit has finished making its attacks, each time an attack targets your unit, worsen the Armour Penetration characteristic of that attack by 1.’
Change to:
‘TRAITOR GUARDSMEN SQUAD units from your army gain the BATTLELINE keyword.’
Change to:
‘DARK APOSTLE or DAMNED model only. While the bearer is leading a unit with the Scouts 6” ability, every model in the bearer’s unit has the Scouts 6” ability.
Change to:
‘If you do, in one of your Movement phases, you can select one model in a friendly LEGIONARIES or CHOSEN unit that has two or more models remaining and is on the battlefield (excluding Attached units).’
Change 9" to 8".
Change to:
'Set your unit up anywhere on the battlefield that is more than 6" horizontally away from all enemy units, but until the end of the turn, it is not eligible to declare a charge. Then select one enemy INFANTRY or MOUNTED unit within 9" of and visible to your unit: that unit makes a battle‑shock roll.’
Add an additional bullet point:
‘• A unit can only embark within (or start the battle embarked within) a TRANSPORT if both of those units share the same keyword from the list above.’
Change to:
‘One HERETIC ASTARTES DAEMON VEHICLE or VASHTORR THE ARKIFANE unit from your army that is within Engagement Range of that enemy unit.’
Change to:
‘One HERETIC ASTARTES DAEMON VEHICLE or VASHTORR THE ARKIFANE unit from your army that has not been selected to move or charge this phase.’
Change to:
‘One HERETIC ASTARTES DAEMON VEHICLE or VASHTORR THE ARKIFANE unit from your army that is within 8” of that enemy unit and not within Engagement Range of one or more enemy units.’
Remove 'Leader', add 'Support'.
Change to:
‘HERETIC ASTARTES model only (excluding DAMNED models). The bearer’s unit is eligible to shoot and declare a charge in a turn in which it Fell Back. Each time a model in the bearer’s unit makes an attack that targets your focus of hatred, if the bearer’s unit Fell Back this turn, add 1 to the Hit roll, and each time you select your focus of hatred as a target of that unit’s charge, add 1 to the Charge roll.’
■ CP Cost: change to '1CP'.
■ When section: change to 'Fight phase.'
Change 9" to 8".
Add 'FRAME'.
Chaos Predator DestructorChaos RhinoChaos Predator AnnihilatorChaos Land RaiderKhorne Lord of SkullsNoctilith CrownChaos Vindicator
■ Profile: Change M to 12" and OC to '0'.
■ Keywords: Remove 'AIRCRAFT'.
Change to:
‘Each time this model’s unit makes a Dark Pact and does not fail the resulting leadership roll, if the result of that roll was 7+, you gain 1CP.’
Change to:
'In your opponent's Shooting phase, when an enemy unit has shot, if a model from this unit was destroyed as a result of those attacks, this unit can make a surge move of up to D6".'
Change to:
'Agent of Discord: Once per turn, when your opponent targets a unit from their army within 12” of this model with a stratagem, you can use this ability. If you do increase the CP cost of tht use of that stratagem by 1CP.'
Change to:
‘The first time this unit’s FABIUS BILE model is destroyed, at the end of the phase, roll one D6: on a 2+, set it back up on the battlefield, as close as possible to where it was destroyed and not within Engagement Range of any enemy models, with its full wounds remaining.'
Add ‘CHAOS LORD’.
Change the second bullet point to:
‘• This model can be equipped with 1 havoc launcher or can replace 1 combi-bolter with 1 havoc launcher.’
Change to:
‘Each time a ranged attack made by this model is allocated to a MONSTER or VEHICLE model, you can re‑roll the Damage roll.’
Change WS to ‘4+’.
Add the following:
‘Lord of Chaos: While this model is within 3" of a friendly HERETIC ASTARTES INFANTRY unit, this model has Lone Operative.’
■ Move characteristic: Change to 14".
■ Invulnerable save: Change to 4+.
■ Corrupt Machine Spirits ability: Change to ‘At the start of your Shooting phase, select one visible enemy VEHICLE unit within 12" of this model 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.’
■ Spirit Thief ability: Change to ‘At the start of your Shooting phase, select one visible enemy VEHICLE unit. Until the end of the phase, each time a friendly HERETIC ASTARTES model makes an attack that targets that unit, re‑roll a Wound roll of 1.’
■ Impaler chainglaive weapon profile: change to:
Impaler chainglaive [LANCE]
Range - Melee
A - 5
WS - 2+
S - 8
AP - -3
D - 3
Change to:
‘Warp Rift Firepower (Once per battle, per unit): In your Shooting phase, when this unit is selected to shoot, you can use this ability. If you do, this unit's ranged attacks have [INDIRECT FIRE].'
■ Abilities section: add ‘Indentured Daemon Engines: While this model is within 3" of one or more friendly DAEMON VEHICLE units, this model has the Lone Operative ability.’
■ Reorder Reality ability: change to 'Each time an enemy unit within 18" of this model targets this model, subtract 1 from the Hit roll and, until the end of the phase, that enemy unit’s ranged weapons have the [HAZARDOUS] ability.’
■ Unholy Mechanisms ability: change to 'While a friendly DAEMON VEHICLE unit is within 6" of this model, add 2 to the Strength characteristic of weapons equipped by models in that unit.’
■ Vashtorr’s hammer weapon profile: change to:
Vashtorr’s hammer – strike [ANTI-VEHICLE 4+, DEVASTATING WOUNDS]
Range - Melee
A - 6
WS - 2+
S - 14
AP - -3
D - 3
Vashtorr’s hammer – sweep [ANTI-VEHICLE 4+, DEVASTATING WOUNDS]
Range - Melee
A - 12
WS - 2+
S - 8
AP - -1
D - 2
Change to:
‘At the end of the Fight phase, if this unit destroyed one or more enemy units this phase and is not within Engagement Range of one or more enemy units, you can remove this unit from the battlefield and place it into Strategic Reserves.’
Change to:
‘This model has a transport capacity of 12 HERETIC ASTARTES INFANTRY models. It cannot transport TERMINATOR, JUMP PACK, MUTILATORS, OBLITERATORS or POSSESSED models.’
Change to:
‘This model has a transport capacity of 12 HERETIC ASTARTES INFANTRY models (excluding OBLITERATOR and JUMP PACK models). Each POSSESSED, MUTILATORS and TERMINATOR model takes up the space of 2 models.’
Change the following unit characteristics:
Changes - Units
T6 - Abaddon the Despoiler, Chaos Bikers, Chaos Lord in Terminator Armour, Chaos Terminator Squad, Huron Blackheart, Kravek Morne, Sorcerer in Terminator Armour
T5 - Chaos Lord, Chaos Lord with Jump Pack, Chosen, Cypher, Dark Apostle, Fabius Bile, Haarken Worldclaimer, Legionaries, Master of Executions, Master of Possession, Masters of the Maelstrom: Garreon the Corpsemaster, Masters of the Maelstrom: Garlon Souleater, Masters of the Maelstrom: Katar Garrix, Nemesis Claw, Raptors, Red Corsairs Raiders, Red Corsairs Reave-Captain, Sorcerer, Warpsmith, Warp Talons
W3 Havocs
Change the following weapon characteristics:
Weapon - Changes - Units
Astartes Chainsword - S5 - Chaos Bikers, Chaos Lord, Havocs, Legionaries, Nemesis Claw, Raptors
Bolt Pistol - S5, AP -1 - Chaos Bikers, Chaos Lord with Jump Pack, Chosen, Dark Apostle, Havocs, Legionaries, Lord Discordant on Helstalker, Master of Executions, Master of Possession, Masters of the Maelstrom, Nemesis Claw, Raptors, Red Corsairs Raiders, Red Corsairs Reave-Captain, Sorcerer
Boltgun - S5, AP -1 - Chosen, Havocs, Legionaries, Nemesis Claw, Red Corsairs Raiders
Combi-bolter - S5, AP -1 - Chaos Bikers, Chaos Land Raider, Chaos Lord in Terminator Armour, Chaos Predator Annihilator, Chaos Predator Destructor, Chaos Rhino, Chaos Terminators, Chaos Vindicator, Helbrute, Kravek Morne, Sorcerer in Terminator Armour
Combi-weapon - S5, AP -1 - Chaos Land Raider, Chaos Lord in Terminator Armour, Chaos Predator Annihilator, Chaos Predator Destructor, Chaos Rhino, Chaos Terminators, Chaos Vindicator, Chosen, Sorcerer in Terminator Armour
Close Combat Weapon - S5 - Chaos Bikers, Havocs, Legionaries, Raptors
Cypher's Bolt Pistol (ranged and melee) - S5 - Cypher
Hideous Mutations - S6 - Possessed
Nostraman Chainblade -S5 - Nemesis Claw
SorcererWarpsmithHuron BlackheartRed Corsairs Reave-CaptainWarp TalonsChaos RhinoMasters of the MaelstromNemesis ClawChaos Lord in Terminator ArmourHaarken WorldclaimerChaos Predator AnnihilatorChaos Predator DestructorDark ApostleRaptorsSorcerer in Terminator ArmourHavocsLegionariesChaos VindicatorChaos BikersMaster of PossessionFabius BileChaos Terminator SquadKravek MorneAbaddon the DespoilerChaos Lord with Jump PackChosenRed Corsairs RaidersMaster of ExecutionsCypherChaos LordRaptors
Change to:
‘If your Army Faction is ADEPTA SORORITAS, you gain 1 Miracle dice:
■ At the start of each turn.
■ Each time an ADEPTA SORORITAS unit from your army is destroyed.
Each time you gain a Miracle dice, roll one D6. The number you roll is the value of that Miracle dice. This value cannot be changed or re‑rolled, unless a rule specifically states otherwise. Keep your Miracle dice to one side – this is your Miracle dice pool.’
Change to:
'Ranged weapons equipped by ADEPTA SORORITAS models from your army have the [ASSAULT] ability, and each time an attack made with such a weapon targets a unit within 6", add 1 to the Strength characteristic of that attack.’
Change to:
‘Until the attacking unit has finished making its attacks, each time an attack targets your unit, worsen the Armour Penetration characteristic of that attack by 1.’
Change to ‘2CP’.
Change to ‘2CP’.
Change to:
‘Until the end of the phase, each time a model in your unit makes a ranged attack that targets an enemy unit within 6" that is also within range of an objective marker, add 1 to the Wound roll. If one or more enemy models are destroyed as the result of those attacks, select one of those destroyed models; that destroyed model’s unit must take a Battle‑shock test.'
Change to:
TARGET: One ADEPTA SORORITAS CHARACTER model from your army that was just destroyed. You can use this Stratagem on that model even though it was just destroyed.
'EFFECT: You can discard 1‑3 Miracle dice. At the end of the phase, set up that model on the battlefield, unengaged and as close as possible to where it was destroyed. That model is not part of an attached unit and its unit has a starting strength of 1. Roll one D3, adding 1 to the result for each Miracle dice you discarded. That model has that number of wounds remaining (up to its starting number of wounds).'
Change to:
'Until the end of the phase, each time an enemy model within Engagement Range of your unit selects its targets, it must select your unit as the target of its attacks.'
Change first paragraph to:
‘At the start of the battle round, you can select one of the following Vows of Atonement to be active for your army until the start of the next battle round. You can only select each Vow of Atonement once per battle.'
Change to:
'WHEN: Your opponent’s Shooting phase, just after an enemy unit has shot.
EFFECT: Your unit can make a surge move of up to D6".'
Add the 'FRAME' keyword.
Remove 'Leader' and add 'Support'.
Change to:
'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.'
Change to:
'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 it can make a Normal move of up to D6”.'
Change to:
‘At the start of the Declare Battle Formations step, you can select one Battle Sisters Squad, Dominion Squad or Sisters Novitiate Squad from your army. If you do, that unit is split 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. If you are splitting a unit that has the Cherub ability, only one of the new units can use that ability during the battle – make a note of which of the new units this will be). One of these units must start the battle embarked within this TRANSPORT; the other can start the battle embarked within another TRANSPORT, or it can be deployed as a separate unit.’
Change to:
'Each time a model in this unit makes a ranged attack, that model can re‑roll a Hit roll of 1 and re‑roll a Wound roll of 1. If such an attack targets an enemy unit that has destroyed one or more ADEPTA SORORITAS units from your army during the battle, add 1 to the Hit roll and add 1 to the Wound roll as well.’
Change to:
‘Each time you gain 1 Miracle dice at the start of the battle round, if this model is on the battlefield, do not roll one D6 to determine the value of that Miracle dice; it has a value of 6.’
Change to:
‘Each time this unit is selected to fight, select one of the following abilities to apply to melee weapons equipped by models in this unit until the end of the phase:
■ [SUSTAINED HITS 1]
■ [LETHAL HITS]
If this unit made a Charge move this turn, until the end of the phase, select both abilities above to apply to melee weapons equipped by models in this unit instead.’
Change to:
‘TARGET: One ADEPTA SORORITAS INFANTRY unit from your army that was selected as the target of one or more of the attacking unit’s attacks, or one friendly ADEPTA SORORITAS JUMP PACK unit within 3" of such a unit.
EFFECT: Until the end of the phase, each time an attack targets your unit, subtract 1 from the Hit roll. If you targeted an ADEPTA SORORITAS JUMP PACK unit from your army with this Stratagem, then until the end of the phase, while a friendly ADEPTA SORORITAS INFANTRY unit is unit is within 3" of your unit, each time an attack targets that unit, subtract 1 from the Hit roll.'
Light of the Emperor Stratagem, CP Cost
Change to '2CP'.
Change to:
- This unit has Stealth.
- Melee attacks that target this unit have ‑1 to hit rolls.
Change to
'You can discard 1-3 Miracle dice. At the end of the phase, set up one destroyed CHARACTER model from your unit on the battlefield, unengaged and as close as possible to where it was destroyed. That model is not part of an attached unit and its unit has a starting strength of 1. Roll one D3, adding 1 to the result for each Miracle dice you discarded. That model has that number of wounds remaining (up to its starting number of wounds).'
Change to:
‘CANONESS, PALATINE or MINISTORUM PRIEST model only. The bearer gains the PENITENT keyword.'
Yes.
Yes.
Yes.
Yes.
No, that Miracle dice is lost. Note that your unit has still performed an Act of Faith.
No.
During the attack sequence, an Adepta Sororitas player's attacking unit can use an Act of Faith when making hit rolls (where they can substitute a dice from any given group of attacks before making the roll), wound rolls (where they can substitute a dice from any given group of hits before making the roll) or damage rolls (when they can substitute a dice for a single damage roll before making the roll). An Adepta Sororitas player's target unit can use an Act of Faith when making save rolls (where they can substitute a dice for any given group of wounding attacks before making the roll).
Change to:
‘If your Army Faction is GENESTEALER CULTS, you start the battle with a number of Resurgence points, depending on the battle size, as shown below.
■ Incursion: 6 Resurgence points
■ Strike Force: 10 Resurgence points
■ Onslaught: 14 Resurgence points
Each time a unit from your army is destroyed, if every model (excluding CHARACTER models) in that unit has this ability, you can spend the relevant number of Resurgence points shown below based on that unit’s Starting Strength (not including attached CHARACTER models).
Aberrants
5 models 4 Resurgence points
10 models 8 Resurgence points
Acolyte Hybrids with Autopistols, Acolyte Hybrids with Hand Flamers, Hybrid Metamorphs
5 models 2 Resurgence points
10 models 4 Resurgence points
Atalan Jackals
5 models 2 Resurgence points
10 models 6 Resurgence points
Neophyte Hybrids
10 models 3 Resurgence points
20 models 6 Resurgence points
Purestrain Genestealers
5 models 2 Resurgence points
10 models 6 Resurgence points
If you do:
■ Add a new unit to your army identical to your destroyed unit (excluding CHARACTER models), in Cult Ambush, at its Starting Strength, with all of its wounds remaining and any [ONE SHOT] weapons those models are equipped with considered as not having been shot.
■ Place one Cult Ambush marker (see below) anywhere on the battlefield that is more than 8" horizontally away from all enemy units (if this is not possible, no marker is placed).
UNITS IN CULT AMBUSH
Cult Ambush is a type of Strategic Reserves. Units in Cult Ambush cannot be targeted with the Rapid Ingress Stratagem, but can be set up on the battlefield using a Cult Ambush marker as described below, or by following the rules for Strategic Reserves in a subsequent turn. Units in Cult Ambush are not automically destroyed at the end of the third battle round.
CULT AMBUSH MARKERS
Use a circular 32mm diameter marker for Cult Ambush markers. If an enemy model (excluding AIRCRAFT) ends any kind of move within 8" of a Cult Ambush marker you placed, that Cult Ambush marker is removed from the battlefield. At the end of your opponent’s next Movement phase, for each of your Cult Ambush markers still on the battlefield, you can select one unit from your army that is in Cult Ambush to make an ingress move. For that ingress move, set that unit up with at least one model in that unit in base contact with that Cult Ambush marker and all other models placed wholly within 3" of that Cult Ambush marker (that Cult Ambush marker is then removed from the battlefield). Units in Cult Ambush can make an ingress move in the first battle round using this rule.'
Change to:
WHEN: Your Charge phase, when a friendly GENESTEALER CULTS unit within 12" of a friendly engaged TYRANIDS unit declares a charge.
TARGET: That GENESTEALER CULTS unit.
EFFECT:
Change to:
'ABOMINANT, BIOPHAGUS or PATRIARCH model only.
Change to:
'Your unit has +2 to charge rolls.'
Change second paragraph to:
‘A GENESTEALER CULTS model must be your WARLORD, and ASTRA MILITARUM models from your army lose the Voice of Command ability if they have it. You cannot include units with any of the following keywords in your army using this rule: AIRCRAFT; COMMISSAR; EPIC HERO; MILITARUM TEMPESTUS; OGRYN; RATLING; TECH-PRIEST ENGINSEER; MINISTORUM PRIEST.
Change to:
'GENESTEALER CULTS INFANTRY model only. When you target this unit with the Heroic Intervention stratagem, that use is -1 CP.'
Change 9" to 8".
Change to:
‘EFFECT: Roll one D6: on a 3+, place one Cult Ambush marker anywhere on the battlefield that is more than 8" horizontally away from all enemy units (if this is not possible, no marker is placed) and add a new unit to your army identical to your destroyed unit, in Cult Ambush, at its Starting Strength, with all of its wounds remaining and any [ONE SHOT] weapons those models are equipped with considered as not having been shot.
Change to:
'GENESTEALER CULTS model only. 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”.'
Change to ‘2CP’.
Change to:
‘WHEN: End of your opponent’s Fight phase.
TARGET: One GENESTEALER CULTS INFANTRY unit from your army that is not within Engagement Range of one or more enemy units.’
Change to:
‘Your unit can be set up anywhere on the battlefield that is more than 6" horizontally away from all enemy units.
Change to:
‘While a GENESTEALER CULTS MOUNTED/VEHICLE model from your army is not Battle-shocked, add 1 to its Objective Control characteristic. In addition, at the end of your Command phase, if one or more ATALAN JACKALS units from your army are within range of an objective you control, that objective 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.’
Change to:
WHEN: Any phase, just after an enemy unit ends a move within 8" of one or more of your Cult Ambush markers.'
TARGET: Select one of those Cult Ambush markers.
EFFECT: You can set up that Cult Ambush marker anywhere on the battlefield that is more than 8" horizontally away from all enemy units.’
Change 9" to 8".
Change to:
‘MAGUS, PRIMUS or ACOLYTE ICONWARD model only. You start the battle with 2 additional Resurgence points.’
Change to:
‘WHEN: End of your opponent’s Movement phase.
EFFECT: Until the end of the phase, you can set up your unit on the battlefield without using a Cult Ambush marker. When doing so, set up your unit anywhere on the battlefield that is more than 6" horizontally away from all enemy units.’
Change to:
'
Add 'FRAME'.
Remove 'Leader', add 'Support'.
Change to:
‘This model is equipped with: autopistol; chemical vials; injector goad; alchemicus familiar.’
Change the Range characteristic of demolition charges to ‘8"’.
Change 9" to 8".
Change the Range characteristic of demolition charge cache to ‘8"’.
Change the Range characteristic of demolition charge cache to ‘8"’.
Change to:
'In your opponent’s Shooting phase, when an enemy unit has shot, if a model in this unit was destroyed as a result of those attacks, this unit can make a surge move of up to D6".'
Change to:
‘Once per turn, in your opponent’s Movement phase, when an enemy unit ends a Normal, Advance or Fall Back move within 8" of this model, if this model is not within Engagement Range of one or more enemy units, it can shoot at that unit as if it were your Shooting phase and then make a Normal move of up to D6" (it cannot embark within a Transport as part of this move).
Change to:
‘Once per battle round, one model 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.’
Change to:
‘While this model is leading a unit, each time a model in that unit makes an attack, you can add 1 to the Hit roll.’
■ Demolition Charges: Change Range characteristic to ‘8"’.
■ Planted Explosives Ability: Change 9" to 8".
■ Creeping Shadow Ability
Change to:
'If this model is equipped with a Cult Sniper Rifle, 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”.'
■ Cloaked Assassin Ability, Second Sentence
Change to:
'Enemy units cannot target this unit with snap shooting attacks.'
Yes.
Yes.
Yes.
Yes.
No.
No.
Change to:
'EVERSOR ASSASSIN model only. 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.'
Change to:
‘Until the attacking unit has finished making its attacks, each time an attack targets your unit, worsen the Armour Penetration characteristic of that attack by 1.’
Change 3" to 6".
Change to:
‘Until the attacking unit has finished making its attacks, each time an attack targets your unit, worsen the Armour Penetration characteristic of that attack by 1.’
Change 9" to 8".
Remove 'Leader', add 'Support'.
Add 'FRAME'.
Sisters of Battle ImmolatorImperial RhinoInquisitorial ChimeraCorvus Blackstar
■ Profile: Change M to 14".
■ Keywords: Remove 'AIRCRAFT'.
■ Acrobatic Escape Ability: Change to:
▫ At the end of the Fight phase, if this unit is engaged, this unit can make a fall-back move of up to D6".
▫ At the end of your opponent’s turn, if this unit is more than 3" from all enemy units, you can use this ability. If you do:
▫ Place this unit in strategic reserves.
▫ This unit must make an ingress move in your next Movement phase (including in your first turn).
■ Reign of Confusion Ability: Change to:
'Once per turn, when your opponent targets a unit from their army within 12” of this model with a stratagem, this model can use this ability. If you do increase the CP cost of that use of that stratagem by 1CP.'
Change to:
‘In your Movement phase, when this model is set up on the battlefield using the Deep Strike ability, it can perform an etheric emergence. If it does, this model can be set up anywhere on the battlefield that is more than 6" horizontally away from all enemy units, but until the end of the turn, it is not eligible to declare a charge.’
Change to:
‘This model has a transport capacity of 12 AGENTS OF THE IMPERIUM INFANTRY models. It cannot transport TERMINATOR or OFFICIO ASSASSINORUM models.'
Remove ‘DEATHWATCH KILL TEAM'.
Change to:
‘If your Army Faction is not AGENTS OF THE IMPERIUM, then for each INQUISITOR unit you include in your army, you can include one INQUISITORIAL AGENTS unit in your army that does not count towards the number of RETINUE units your army can include (see Assigned Agents).’
Remove ‘DEATHWATCH KILL TEAM'.
Remove asterisk.
Change to:
'When this unit is selected to shoot, until this unit has shot:
■ Enemy units do not have Lone Operative.
■ Hidden enemy units have +15" detection range.'
Change to:
‘If your Army Faction is not AGENTS OF THE IMPERIUM, then for each VOIDFARERS CHARACTER unit you include in your army, you can include one VOIDSMEN-AT-ARMS unit in your army that does not count towards the number of RETINUE units your army can include (see Assigned Agents).’
Change the following unit characteristics:
Changes - Units
T6 - Grey Knights Terminator Squad
Change the following weapon characteristics:
Storm Bolter - S5, AP - 1 Grey Knights Terminator Squad, Imperial Rhino
Yes.
Change to:
'Once per turn, when your opponent targets a unit from their army within 12” of this model with a stratagem, you can use this ability. If you do, increase the CP cost of that use of that stratagem by 1CP.'
Change to:
EFFECT: Your unit can make a surge move of up to D6+1"
Change 9" to 8"
Change to:
‘TRIGGER: When an eligible VEHICLE unit from your army is selected to make an Advance move.’
‘EFFECT: Until the end of the turn, ranged weapons equipped by this unit have the [ASSAULT] ability.’
Change to:
‘TARGET: One unengaged ASURYANI unit from your army that was eligible to fight this phase, and one friendly TRANSPORT it is able to embark within.‘
‘EFFECT: If your ASURYANI unit is wholly within 6” of that TRANSPORT, it can embark within it.’
■ Change Lethal Intent to:
'At the end of your opponent’s Shooting phase, if one or more YNNARI units from your army were destroyed this phase, select one YNNARI INFANTRY or YNNARI MOUNTED unit from your army that was within 6" of your destroyed unit. That unit can make a normal move of up to D6+1.'
■ Change Lethal Surge to:
'Once per turn, when a YNNARI unit from your army performs the Fade Back Agile Manouvre, it can make a surge move of up to D6+1" instead of a normal move.'
Change 9" to 8".
Change to:
'ASURYANI model only. While the bearer is leading a STORM GUARDIANS unit, each time you roll to determine the number of attacks made with a flamer equipped by a model in that unit, you can re‑roll the result, and each time you make a Damage roll for a model equipped with a fusion gun in that unit, you can re‑roll the result.'
Change to:
'TARGET: One ASURYANI INFANTRY unit from your army (excluding WRAITH CONSTRUCT units) that has not been selected to move this phase, was not set up on the battlefield this phase, and is within 9" of one or more friendly ASURYANI PSYKER models.
Effect:
▪ Place your unit in strategic reserves.
▪ Your unit has Deep Strike.
▪ Your unit must make an ingress move this phase.'
Change to:
'SPIRITSEER model only. 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”.'
Change to:
'TARGET: One unengaged ASURYANI unit from your army that was eligible to fight this phase and one friendly TRANSPORT it is able to embark within.
EFFECT: If your ASURYANI unit is wholly within 6” of that TRANSPORT, it can embark within it.'
Change to:
'Until the end of the turn, your unit is not eligible to declare a charge or embark within a TRANSPORT.'
Change 9" to 8".
Change to:
‘WHEN: End of your Shooting phase or the end of the Fight phase.
TARGET: One ASURYANI MOUNTED unit from your army that destroyed one or more enemy units this phase.
EFFECT: Your unit can make a Normal move of up to 7".’
Remove 'Leader', add 'Support'.
Change to:
'Once per battle for each Aspect Shrine token this unit has, you can change the result of one Hit roll or one Wound roll made for a model in this unit (excluding CHARACTER models) to an unmodified 6.'
Howling BansheesDire AvengersWarp SpidersSwooping HawksFire DragonsStriking ScorpionsDark Reapers
Change to:
'Once per battle, when this model is selected to shoot, it can use this ability. If it does, until the end of the phase, its Bloody Twins weapon has a Damage characteristic of 3 and the [ANTI‑INFANTRY 5+] and [DEVASTATING WOUNDS] abilities.'
Change to:
'While this model is leading a unit, at the end of your opponent’s turn, if that unit is not within Engagement Range of one or more enemy units, you can remove it from the battlefield and place it into Strategic Reserves. In addition, while this model is leading a unit, when that unit is set up on the battlefield using the Deep Strike ability, in your Movement phase, it can use this ability. If it does, that unit can be set up anywhere on the battlefield that is more than 6" horizontally away from all enemy models, but until the end of the turn, it is not eligible to declare a charge.'
■ Faction Abilities: Add 'Battle Focus'.
■ Wargear Options, third bullet point: Change to 'Any number of Corsair Voidreavers in this unit can each have their shuriken pistol and power sword replaced with 1 shuriken rifle.'
Change to:
'This model has a transport capacity of 6 AELDARI INFANTRY models. Each WRAITH CONSTRUCT model takes the space of 2 models. It cannot transport JUMP PACK models or YNNARI models (excluding ASURYANI, YVRAINE and THE VISARCH models).'
Change to:
'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”.'
Change to:
‘This model’s shuriken pistol can be replaced with 1 neuro disruptor.’
Add:
'That unit can embark within this TRANSPORT in a turn it disembarked from this TRANSPORT.'
■ Profile: Change M and OC to '-'.
D‑cannon Platform, Falcon, Fire Prism, Night Spinner, Shadow Weaver Platform, Starweaver, Vibro Cannon Platform, Voidweaver, Wave Serpent, Ynnari Raider, Ynnari Venom – Keywords Section
Add 'FRAME'
FalconShadow Weaver PlatformYnnari RaiderD-cannon PlatformFire PrismSkyweaversShroud RunnersVoidweaverYnnari VenomStarweaverFarseer SkyrunnerYnnari ReaversWindridersWarlock SkyrunnersVibro Cannon PlatformWave SerpentNight SpinnerShining Spears
Change to:
‘This model can be attached to the following units: GUARDIAN DEFENDERS, STORM GUARDIANS, WARLOCK CONCLAVE
If this model is not already attached to a unit, you can attach this model to a unit, even if one WARLOCKS unit has already been attached to it.'
Change to:
▪ This unit has Stealth.
▪ Melee attacks that target this unit have ‑1 to hit rolls
Change to:
‘Once in each of your opponent’s turns, if this model is on the battlefield when another friendly AELDARI unit is destroyed, just after removing the last model in that unit, you can remove this model from the battlefield and set it up as close as possible to where that destroyed model was destroyed and not within Engagement Range of one or more enemy units. Doing so does not prevent this model from being eligible to move.'
Change to:
‘This model has a transport capacity of 12 ASURYANI INFANTRY models. Each WRAITH CONSTRUCT model takes the space of 2 models. It cannot transport JUMP PACK models or YNNARI models (excluding ASURYANI, YVRAINE and THE VISARCH models).’
■ Core Abilities section: Remove ‘Leader’, add ‘Support’.
■ Leader section: Remove this section.
■ Keywords section: delete ‘CHARACTER’.
■ Core Abilities section: Remove ‘Leader’, add ‘Support’.
■ Leader section: Remove this section.
■ Keywords section: delete ‘CHARACTER’.
■ Runes of Battle ability: Change to ‘Weapons equipped by models in this unit have the [IGNORES COVER] ability.’
Change to:
‘At the start of the Fight phase, select one enemy unit within Engagement Range of this model. Until the end of the phase, each time a friendly AELDARI model makes an attack that targets that unit, you can re‑roll a Wound roll of 1.’
■ Lithe Embarkation Ability: add 'That unit can embark within this TRANSPORT in a turn it disembarked from this TRANSPORT.'
■ Transport section, second paragraph
Change to:
'Before the battle, at the start of the Declare Battle Formations step, you can select one YNNARI KABALITE WARRIORS or YNNARI WYCHES unit from your army that has not already been split. If you do, that unit is split 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). One of these units must start the battle embarked within this TRANSPORT; the other can start the battle embarked within another TRANSPORT, or it can be deployed as a separate unit.'
Change AP characteristic to ‘-2’.
Yes.
No CP are spent and that Stratagem’s effects are not resolved (but that Stratagem still counts as having been used this phase).
No.
Add bullet point: ‘When mustering your army, you can select a friendly HARLEQUINS CHARACTER model to be your WARLORD.'
 Remove ‘Leader’, add ‘Support
Reactive Command Enhancement
Change 9" to 8".
Aegis Defence Line, Baneblade, Banehammer, Banesword, Basilisk, Chimera, Deathstrike, Doomhammer, Hellhammer, Hellhound, Hydra, Leman Russ Battle Tank, Leman Russ Commander, Leman Russ Demolisher, Leman Russ Eradicator, Leman Russ Executioner, Leman Russ Exterminator, Leman Russ Punisher, Leman Russ Vanquisher, Manticore, Rogal Dorn Battle Tank, Rogal Dorn Commander, Shadowsword, Stormlord, Stormsword, Taurox, Taurox Prime, Wyvern.
TauroxDeathstrikeBanebladeDoomhammerBasiliskHellhammerRogal Dorn CommanderWyvernHellhoundHydraLeman Russ PunisherStormlordLeman Russ EradicatorLeman Russ ExterminatorStormswordLeman Russ DemolisherAegis Defence LineLeman Russ Battle TankChimeraRogal Dorn Battle TankLeman Russ VanquisherTaurox PrimeBanebladeManticoreLeman Russ CommanderBaneswordShadowswordLeman Russ ExecutionerBanehammer
Change to:
Declare a charge. That Regiment unit must end that charge move engaged with the enemy unit you selected (note that even if this charge is successful, the charging unit does not receive any Charge bonus this turn).
Change to:
Effect: ‘Until the attacking unit has finished making its attacks, each time an attack targets your unit, worsen the Armour Penetration characteristic of that attack by 1.’
Change 9” to: 8”
Change to:
‘Friendly ASTRA MILITARUM units (excluding TITANIC units) have Stealth.’
Change to:
'Select one visible enemy unit within 12" of your unit. When that enemy unit declares a charge, that enemy unit has -1 to charge rolls.
Tripwires Enhancement
Change 9” to 8".
Change 9" to 8".
Change to:
‘'While this unit contains an OFFICER model and this unit is within range of an objective, this unit can re-roll battle‑shock rolls.'
Change to:
‘One TRANSPORT unit from your army (excluding AIRCRAFT and TITANIC units) that is not within Engagement Range of one or more enemy units, and is within 8" of the enemy unit that just ended that move.’
Change to:
‘Roll one D6 for each enemy unit that is more than 12" from every model from your army that is on the battlefield: On a 5+, until the end of the battle round, that unit is shaken. While a unit is shaken, subtract 2" from its Move characteristic and subtract 2 from Charge rolls made for it. The maximum number of units that can be shaken by this rule in each battle round depends on the battle size, as shown below.’
Change to:
‘In your Shooting phase, after this model has shot, if one or more of those attacks made with its earthshaker cannon scored a hit against an enemy INFANTRY unit, until the start of your next Shooting phase, that unit is shaken. While a unit is shaken, subtract 2" from its Move characteristic and subtract 2 from Charge rolls made for it.’
Add the following profiles:
Bolt pistol [PISTOL]
Range - 12"
A - 1
BS - 4+
S - 4
AP - 0
D - 1
Boltgun [RAPID FIRE 1]
Range - 24"
A - 1
BS - 4+
S - 4
AP - 0
D - 1
■ Ranged Weapons table: add the following profile:
Boltgun [RAPID FIRE 1]
Range - 24"
A - 1
BS - 4+
S - 4
AP - 0
D - 1
■ Wargear Options, fourth bullet: change to ‘Any number of Death Korps Watchmasters can each replace their laspistol and chainsword with 1 boltgun and 1 close combat weapon.’
Change to:
'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”.'
Delete the ‘power weapon’ profile and add the following profiles:
Plasma pistol – standard [PISTOL]
Range - 12"
A - 1
BS - 3+
S - 7
AP - -2
D - 1
Plasma pistol – supercharge [HAZARDOUS, PISTOL]
Range - 12"
A - 1
BS - 3+
S - 8
AP - -3
D - 2
Chainsword
Range - Melee
A - 4
BS - 4+
S - 3
AP - 0
D - 1
Change to:
‘Once per battle, at the start of your Shooting phase, you can select one enemy unit within 9" of and visible to the bearer and roll one D6: on a 3+, that enemy unit suffers D3 mortal wounds, or 2D3 mortal wounds instead if it is a VEHICLE or FORTIFICATIONS unit.’
■ Ranged Weapons table, bolt pistol: Add ‘[PISTOL]’.
■ Wargear Options, fifth bullet: Change to ‘1 Veteran Guardsman not equipped with alchemyk counteragents can replace its laspistol with one of the following:
▪ 1 bolt pistol
▪ 1 plasma pistol’
■ Ranged Weapons, laspistol: Change Range characteristic to ‘12"’.
■ Final Duty ability: Change to ‘While the Fire Coordinator model is on the battlefield, each time a Heavy Weapons Gunner model 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.’
Change to: ‘In your opponent’s Shooting phase, when this unit is destroyed, before this unit’s deadly demise roll, roll one D6:
▪ On a 2+, do not remove this unit from the battlefield. After the attacking unit has shot, this unit can shoot using normal shooting, but while doing so this unit can only target that enemy unit. When this unit has shot, or at the end of the phase (whichever comes first), resolve this unit’s deadly demise roll, then this unit is removed from the battlefield.'
Change to:
‘This OFFICER can issue up to 3 Orders to:
■ REGIMENT units
■ SQUADRON units
■ TITANIC units’
■ Faction Abilities: Add ‘Voice of Command’.
■ Keywords: Remove ‘REGIMENT’.
■ Loyal Protector section: Add ‘This model cannot be selected as your WARLORD and cannot be given Enhancements.’
■ Keywords: Add ‘CHARACTER’.
■ Ranged Weapons: Change ‘Bolt pistol’, ‘Plasma pistol – standard’ and ‘Plasma pistol – supercharge’ BS characteristic to ‘3+’.
■ Core Abilities: Add 'Deep Strike’.
■ Ranged Weapons, Bolt pistol: Change BS characteristic to ‘3+’.
■ Servo-sentry Ability: Change to 'When this unit is set up on the battlefield using the Deep Strike ability, the Tempestor Aquilon can shoot with its sentry weapon (its sentry flamer, sentry grenade launcher or sentry hot‑shot volley gun).’
■ Precision Drop Ability: Change to 'In your Movement phase, when this unit is set up on the battlefield using the Deep Strike ability, it can perform a precision drop. If it does, this unit can be set up anywhere on the battlefield that is more than 6" horizontally away from all enemy units, but until the end of the turn, it is not eligible to declare a charge.’
Change to:
'At the end of your opponent’s turn, if this unit is unengaged, you can use this ability. If you do:
▪ Place this unit in strategic reserves.
▪ This unit has Deep Strike until the start of your next Shooting phase.
▪ This unit must make an ingress move in your next Movement phase (including in your first turn).'
▪ Profile: Change M to ‘14"’ and OC to ‘-’.
▪ Keywords: Remove ‘AIRCRAFT’.
No.
No.
No.
KasrkinDeath Korps of KriegCatachan Jungle FightersTempestus ScionsCadian Shock Troops
No.
You roll one D6 for each enemy unit that is more than 12” from every model from your army that is on the battlefield, in an order of your choosing, one at a time. Once the maximum number of enemy units for the battle size have been shaken, stop rolling for any additional units.
No, as the Ogryn Bodyguard model does not have the Deep Strike ability.
Change to:
'EFFECT: Your unit can make a surge move of up to D6".'
Change to:
Effect: ‘Until the attacking unit has finished making its attacks, each time an attack targets your unit, worsen the Armour Penetration characteristic of that attack by 1.’
Add 'FRAME'.
Change to: 'EMPEROR'S CHILDREN model only. When you target this unit with the Heroic Intervention stratagem, that use is -1 CP.'
Change 9" to 8".
Change to:
'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.'
Change to:
‘Each time an EMPEROR'S CHILDREN model from your army makes an attack, if it is a TRANSPORT model or disembarked from a TRANSPORT this turn, re-roll a Hit roll of 1 and re-roll a Wound roll of 1.’
Change to:
‘WHEN: End of the Fight phase.
TARGET: One EMPEROR'S CHILDREN unit from your army that destroyed an enemy unit this phase, and one friendly TRANSPORT it is able to embark within.
EFFECT: If your EMPEROR’S CHILDREN unit is wholly within 6" of that TRANSPORT, it can embark within it. Your unit can embark within that TRANSPORT in a turn it disembarked from a TRANSPORT.'
Change to:
Change to:
'WHEN: Your opponent’s Shooting phase, when an enemy unit that targeted a friendly unengaged EMPEROR’S CHILDREN CHARACTER unit this phase has shot.
TARGET: That EMPEROR’S CHILDREN CHARACTER unit.
EFFECT: Your unit can make a surge move of up to D6". If your unit is not your army’s Favoured Champions, you can re-roll the dice to determine the distance of that surge move.'
Change to:
'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”.'
Change to:
'In your Shooting phase, after this unit has shot, you can use this ability. If you do, select one enemy unit hit by those ranged attacks. Until the end of the turn, when this unit declares a charge:
■ This unit can re-roll that charge roll.
■ This unit must end that charge move engaged with that enemy unit.
Change A to '4'.
■ Profile: Change M to 12", Sv to '3+' and OC to '0'.
■ Keywords: Remove 'AIRCRAFT'.
Change Strength characteristic to ‘5’.
Change Strength characteristic to ‘5’.
Effect Section Change 9" to 8".
Add 'MOBILE'.
Change the following unit characteristics:
Changes - Units
T6 - Chaos Terminators, Lord Kakophanist, Lucius the Eternal
T5 - Infractors, Lord Exultant, Sorcerer, Tormentors
W3 - Noise Marines
Change the following weapon characteristics:
Weapon - Changes - Units
Bolt Pistol - S5, AP-1 - Flawless Blades, Infractors, Lord Exultant, Sorcerer, Tormentors
Boltgun - S5, AP-1 - Tormentors
Combi-bolter - S5, AP-1 - Chaos Land Raider, Chaos Rhino, Chaos Terminators
Combi-weapon - S5, AP-1 - Chaos Land Raider, Chaos Rhino, Chaos Terminators
Close Combat Weapon - S5 - Lord Exultant, Lord Kakophanist, Noise Marines, Tormentors
Duelling Sabre - S5 - Infractors
SorcererFlawless BladesChaos TerminatorsNoise MarinesInfractorsLord KakophonistChaos RhinoTormentorsLucius the EternalChaos Land RaiderInfractorsLord Exultant
Yes, your pledge to Slaanesh would increase from 0 to 1.
Yes.
Add 'Contagion Range cannot be greater than 12" after modifiers.'
Change to:
‘• Each time a model in this unit makes a ranged attack, enemy units have the benefit of cover against that attack.
• Each time a model in this unit makes a melee attack, subtract 1 from the Hit roll.’
Change to:
‘DEATH GUARD model only. Each time a PLAGUE LEGIONS unit from your army is set up on the battlefield using the Deep Strike ability, if it is set up wholly within 12" of the bearer, it can be set up anywhere that is more than 6" horizontally away from all enemy models, instead of more than 8".’
Change the following weapon characteristics:
Weapon - Changes - Units
Bolt Pistol - S5, AP-1 - Plague Marines, Plague Surgeon, Malignant Plaguecaster
Boltgun - S5, AP-1 - Icon Bearer, Plague Marines
Combi-bolter - S5, AP-1 - Blightlord Terminators, Chaos Land Raider, Chaos Predator Annihilator, Chaos Predator Destructor, Chaos Rhino, Helbrute
Combi-weapon - S5, AP-1 - Blightlord Terminators, Chaos Land Raider, Chaos Predator Annihilator, Chaos Predator Destructor, Chaos Rhino
Close Combat Weapon - S5 - Blightlord Terminators, Foul Blightspawn, Tallyman
Plague Knife - S5, AP-1 - Icon Bearer
Plague Knives - S5, AP-1 - Biologus Putrifier, Plague Marines
Chaos RhinoBlightlord TerminatorsChaos Predator AnnihilatorPlague SurgeonBiologus PutrifierTallymanMalignant PlaguecasterFoul BlightspawnHelbruteChaos Land RaiderChaos Predator DestructorPlague MarinesIcon Bearer
Change to:
'In your Movement phase, each time this unit is set up on the battlefield using the Deep Strike ability, it can be set up anywhere on the battlefield that is more than 6" horizontally away from all Afflicted enemy units, and more than 8" horizontally away from all other enemy units.’
Add 'FRAME'.
Chaos Predator DestructorChaos RhinoPlagueburst CrawlerChaos Predator AnnihilatorChaos Land RaiderMiasmic Malignifier
Change Strength to ‘9’.
Change to:
'At the end of your Command phase, if a friendly DEATH GUARD unit is controlling an objective, that objective is secured. Until you lose control of that objective, while an enemy unit is within range of that objective, that enemy unit is Afflicted.'
Change to:
‘Just after an enemy unit ends a Normal, Advance or Fall Back move within 8" of a friendly DEATH GUARD unit that is within 6" of this model, if that DEATH GUARD unit is not within Engagement Range of one or more enemy units, it can make a Normal move of up to 5".'
Change to:
‘In your opponent’s Shooting phase, when a friendly DEATH GUARD unit within 6" of this model is selected as the target of an attack, this model can use this ability. If it does, after the attacking unit has finished making its attacks, that DEATH GUARD unit can shoot as if it were your Shooting phase, but when resolving those attacks, worsen the BS characteristic of that attack by 1 and it can only target that enemy unit (and only if it is an eligible target).'
Change to:
‘In your Shooting phase, you can select one enemy unit within 18” of and visible to this PSYKER (excluding units with the Lone Operative ability that are not part of an Attached unit and are not within 12” of this PSYKER) and roll one D6: on a 1, this PSYKER’s unit suffers D3 mortal wounds; on a 2-5, that enemy unit suffers D6 mortal wounds; on a 6, that enemy unit suffers D3+3 mortal wounds.’
No.
Change to: Declare a charge. This unit must end that charge move engaged with the enemy unit you selected (note that even if this charge is successful, this unit does not receive any Charge bonus this turn). 
Change to:
'This unit has +1 to charge rolls.'
Change to:
‘Friendly WORLD EATERS units’ melee attacks have +1 A.’
Change to:
'TARGET: One KHORNE BERZERKERS unit from your army that can make a surge move as a result of those attacks.
EFFECT: Do not roll a D6 to determine how far models in your unit can move when they make a surge move. Instead, when making a surge move, those models can move up to 8".'
Change to:
‘WORLD EATERS INFANTRY model only. The bearer has the Infiltrators ability.'
Change to:
'One KHORNE BERZERKERS unit embarked within your model can make a disembark move and then make a surge move of up to D6+2".'
Change to:
‘LORD ON JUGGERNAUT model only. The bearer has the Deep Strike ability, and it has the BLOOD LEGIONS Faction keyword instead of the WORLD EATERS Faction keyword.'
Change to:
‘WHEN: Any phase, when the last model in a unit is destroyed, before removing it from play. (If that unit is a TRANSPORT, any units embarked within that TRANSPORT model must disembark first.)
TARGET: One BLOODLETTERS unit from your army that is in Reserves.
EFFECT: Set your unit up anywhere on the battlefield wholly within 9" of that destroyed model and more than 6" horizontally away from all enemy units, then remove the destroyed model from play.
RESTRICTIONS: You cannot use this Stratagem more than once per battle round.’
Change to:
'In your opponent’s Shooting phase, when an enemy unit has shot, if a model in this unit was destroyed as a result of those attacks, this unit can make a surge move of up to D6”. That surge move is a Brazen Fury move.'
Change to:
‘EFFECT: Until the end of the phase, each time a model in your unit makes a Normal, Advance, Fall Back or Charge move, it can move through enemy models (excluding MONSTERS and VEHICLES). When doing so, it can move within Engagement Range of such models but, unless that move was a Charge move, it cannot end that move within Engagement Range of them, and any Desperate Escape test is automatically passed.’
Change 3" to 6".
Change the following unit characteristics:
Changes - Units
T6 - Chaos Terminators
T5 - Khârn the Betrayer, Khorne Berzerkers, Master of Executions
Change the following weapon characteristics:
Weapon - Changes - Units
Bolt Pistol -S5 , AP-1 -Khorne Berzerkers, Lord Invocatus, Master of Executions
Chainblade - S5 - Khorne Berzerkers
Combi-bolter - S5, AP-1 - Chaos Land Raider, Chaos Rhino, Chaos Terminators, Helbrute
Combi-weapon - S5, AP-1 - Chaos Land Raider, Chaos Rhino, Chaos Terminators
Chaos TerminatorsKhârn the BetrayerHelbruteLord InvocatusChaos RhinoChaos Land RaiderMaster of ExecutionsKhorne Berzerkers
Change to:
‘While a friendly WORLD EATERS 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.’
Add 'FRAME'.
Chaos Predator DestructorKhorne Lord of SkullsChaos Land RaiderChaos RhinoChaos Predator Annihilator
■ Profile: Change M to 12" and OC to '0'.
■ Keywords: Remove 'AIRCRAFT'.
Change 9" to 8".
Change to:
'This unit’s ranged attacks that target the closest eligible target can re-roll hit rolls.
When this unit declares a charge, 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 the closest charge target.'
Change to:
‘Each time a model in this unit makes a melee attack that targets a MONSTER or VEHICLE unit, until the end of the phase, improve the Damage characteristic of that attack by 1.'
Change to:
'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”.'
Add new ability:
‘Murderous Charge: If this unit made a charge move this turn, this unit’s melee attacks have +1 S.’
Change to:
‘Icon of Khorne: If the bearer’s unit contains one or more Icons of Khorne, each time the bearer’s unit destroys an enemy unit, you gain 1 Bloodshed point. Each time you make a Blessings of Khorne roll, roll one additional D6 for each Bloodshed point you have, after which, all your Bloodshed points are lost.
Change to:
'In your opponent’s Shooting phase, when an enemy unit has shot, if a model in this unit was destroyed as a result of those attacks, this unit can make a surge move of up to D6+2”.'
Change to:
'(Once per turn, per unit) In the Fight phase, when an enemy unit targets this unit, after that unit has resolved its attacks, you can use this ability. If you do, this unit is eligible to fight (even if it has already fought this phase) and must be selected to fight next.'
Change to:
'In the Charge phase, when this unit declares a charge:
■ If an enemy unit below starting strength is within 9" of this unit, this unit has +1 to charge rolls.
■ Or: If an enemy unit below half strength is within 9" of this unit, this unit has +2 to charge rolls.'
Change S to '10'.
Bloodletter units that started the battle in Reserves cannot deploy in the first battle round using the Summoned by Slaughter Stratagem. Bloodletter units that started the battle on the battlefield and have subsequently been placed into Strategic Reserves can deploy in the first battle round.
Yes.
No.
Yes.
Change to '2CP'.
Change to:
‘Until the attacking unit has finished making its attacks, each time an attack targets your unit, worsen the Armour Penetration characteristic of that attack by 1.’
Add 'FRAME'.
Chaos Predator AnnihilatorChaos Land RaiderChaos VindicatorChaos RhinoChaos Predator Destructor
■ Profile: Change M to 12" and OC to '0'.
■ Keywords: Remove 'AIRCRAFT'.
Change first paragraph to:
‘If your Army Faction is THOUSAND SONS, at the start of your Shooting phase, one or more models from your army with this ability can attempt Rituals from those listed on the right. To do so, select one model from your army with this ability that has not yet attempted a Ritual this turn and select one Ritual no model from your army has attempted to manifest this turn, then take a Psychic test for that model by following the sequence below.’
Destiny’s Ruin (Psychic)
Change to:
‘Select one enemy unit within 24” of and visible to the manifesting model. Until the end of the phase, each time a THOUSAND SONS or SCINTILLATING LEGIONS model from your army makes an attack that targets that unit, re-roll a Hit roll of 1. If the Psychic test result for this Ritual was 10+, you can re-roll the Hit roll instead.’
Temporal Surge (Psychic)
Change to:
‘Select one friendly THOUSAND SONS or SCINTILLATING LEGIONS unit that is not within Engagement Range of one or more enemy units and is within 24” of and visible to the manifesting model. That unit can make a Normal move of up to D6”. If the Psychic test result for this Ritual was 10+, that unit can make a Normal move of up to 6” instead. In either case, until the end of the turn, that unit is not eligible to declare a charge.’
Twist of Fate (Psychic)
Change to:
‘Select one enemy unit within 24” of and visible to the manifesting model. Until the end of the phase, each time a THOUSAND SONS or SCINTILLATING LEGIONS model from your army makes an attack that targets that unit, improve the Armour Penetration characteristic of that attack by 1. If the Psychic test result for this Ritual was 12+, improve the Armour Penetration characteristic of that attack by 2 instead.’
Change to:
‘EXALTED SORCERER model only. Once per battle, when selecting a Ritual for the bearer to attempt, you can select Doombolt, even if a model from your army have already attempted to manifest that Ritual this phase.
Change 9" to 8".
Change to:
WHEN: Start of your opponent's Charge phase.
TARGET: One friendly unengaged THOUSAND SONS PSYKER/SCINTILLATING LEGIONS unit.
EFFECT: Select one visible enemy unit within 12" of your unit. When that enemy unit declares a charge, that enemy unit has -1 to charge rolls.
Change to:
‘One THOUSAND SONS VEHICLE unit from your army that has not been selected to shoot this phase, that is within 6" of one or more friendly THOUSAND SONS PSYKER units.’
Change to:
‘Each time an enemy unit is selected to shoot or fight and one or more TZEENTCH MUTANT INFANTRY or TZEENTCH MUTANT MOUNTED units from your army are selected as a target of one or more of those attacks, each of those TZEENTCH MUTANT units can make a Warpmeld Sacrifice. If it does, until the end of the phase, each time an attack targets that unit, subtract 1 from the Wound roll. At the end of the phase, that TZEENTCH MUTANT unit suffers D3 mortal wounds.
Each time a TZEENTCH MUTANT INFANTRY or TZEENTCH MUTANT MOUNTED unit from your army is selected to shoot or fight, before selecting its targets, that unit can make a Warpmeld Sacrifice. If it does, until the end of the phase, each time a model in that unit makes an attack, add 1 to the Wound roll. At the end of the phase, that TZEENTCH MUTANT unit suffers D3 mortal wounds.’
▪ Change 3" to 6".
▪ Change 9" to 8".
Change to:
‘In your Movement phase, when this model is set up on the battlefield using the Deep Strike ability, it can perform an aetherstride. If it does:
■ It can be set up anywhere on the battlefield that is more than 6" horizontally away from all enemy units.
■ Until the end of the turn, its Dark Blessing has the [SUSTAINED HITS D3] ability.
■ Until the end of the turn, it is not eligible to declare a charge.’
Add ‘Firing Deck 2’.
Change M to 9".
Change Ld to 7+.
Add ‘[PISTOL]’.
Change profiles to:
Infernal Gateway – Witchfire [BLAST, INDIRECT FIRE, PSYCHIC]
Range - 24"
A - D6+3
BS - 2+
S - 9
AP - -2
D - D3
Infernal Gateway – Focused Witchfire [BLAST,INDIRECT FIRE, HAZARDOUS, PSYCHIC]
Range - 24"
A - D3+6
BS - 2+
S - 9
AP - -2
D - 3
Change to:
‘While a friendly THOUSAND SONS PSYKER model is within 6" of this model, each time that model Channels the Warp, add 1 to the Psychic test result. This is not cumulative with any other modifiers to the Psychic test result
■ Change the Bolt of Change profiles to:
Bolt of Change - Witchfire [PSYCHIC]
Range - 18"
A - 9
BS - 2+
S - 9
AP - -1
D - 1
Bolt of Change - Focused Witchfire [HAZARDOUS,PSYCHIC]
Range - 18"
A - 9
BS - 2+
S - 9
AP - -2
D - 3
■ Change the rod of sorcery profile to:
Rod of sorcery [PSYCHIC]
Range - 18"
A - 6
BS - 2+
S - 8
AP - -1
D - 2
Change to:
'
Change Ld to 7+.
Change to:
'Once per turn, when you target this unit with the Fire Overwatch/Heroic Intervention stratagem, that use is -1 CP.'
Change to:
‘At the start of your Shooting phase, select one enemy unit that is visible to this PSYKER model. Until the end of the phase, each time a model in this unit makes an attack that targets that enemy unit, add 1 to the Hit roll.’
Change to:
'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”.'
 SORCERER or INFERNAL MASTER model only. The bearer has the Scouts 6" ability.
No, you just pick a model with the Cabal of Sorcerers rule, pick a Ritual to manifest, and attempt it, then repeat the process until you have run out of models or Rituals or both.
Change the following unit characteristics:
Changes - Units
T6 Scarab Occult Terminators, Sorcerer in Terminator Armour
T5 Ahriman, Exalted Sorcerer, Exalted Sorcerer on Disc of Tzeentch, Infernal Master, Rubric Marines, Sorcerer
Change the following weapon characteristics:
Weapon - Changes - Units
Close Combat Weapon - S5 - Rubric Marines
Inferno Bolt Pistol - S5, AP-2 Ahriman, Exalted Sorcerer, Exalted Sorcerer on Disc of Tzeentch, Infernal Master, Rubric Marines, Sorcerer
Inferno Boltgun - S5 - Rubric Marines
Inferno Combi-bolter - S5 - Chaos Land Raider, Chaos Predator Annihilator, Chaos Predator Destructor, Chaos Rhino, Chaos Vindicator, Helbrute, Scarab Occult Terminators, Sorcerer in Terminator Armour
Inferno
Combi-weapon - S5 - Chaos Land Raider, Chaos Predator Annihilator, Chaos Predator Destructor, Chaos Rhino, Chaos Vindicator, Sorcerer in Terminator Armour
SorcererChaos Predator AnnihilatorHelbruteChaos Predator DestructorExalted SorcererInfernal MasterChaos RhinoScarab Occult TerminatorsExalted Sorcerer on Disc of TzeentchChaos VindicatorAhrimanRubric MarinesSorcerer in Terminator ArmourChaos Land Raider
after Advancing as soon as I use the Stratagem?
No, you may decide later in the turn.
No.
Yes.
Tzaangor Enlightened with Fatecaster GreatbowsExalted Sorcerer on Disc of TzeentchTzaangor Shaman
Yes.
No.
Yes.
Change to:
‘EFFECT: Your unit can make a surge move of up to D6".
Change to:
'Until the attacking unit has finished making its attacks, each time an attack targets your unit, worsen the Armour Penetration characteristic of that attack by 1.’
Change to:
‘This model has Stealth.’
Change to:
'Until the attacking unit has finished making its attacks, each time an attack targets your unit, worsen the Armour Penetration characteristic of that attack by 1.’
Change to:
‘Your opponent’s Shooting phase or the Fight phase, just after a WAR DOG unit from your army that has not been selected to attack this phase is destroyed.’
Change 9" to 8".
Change Unnatural Fortitude to:
‘When this unit is selected as the target of an attack, select one of the following to apply until the end of the phase:
■ Models in this unit have a 5+ invulnerable save.
■ Models in this unit have the Feel No Pain 6+ ability.’
Change to:
'CHAOS KNIGHTS model only. Once per turn, when your opponent targets a unit from their army within 12” of this model with a stratagem, you can use this ability. If you do, increase the CP cost of that use of that stratagem by 1CP.'
Change to:
'WHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.
EFFECT:
▪ Your unit has Stealth.
▪ Melee attacks that target your unit have -1 to hit rolls.'
Change to:
‘Start of your Command phase.’
Change to:
‘Until the end of the phase, each time a model in one of your units makes a Normal, Advance, Fall Back or Charge move, it can move through models and terrain features. When doing so, it can move within Engagement Range of such models but, unless it made a Charge move, cannot end that move within Engagement Range of them, and any Desperate Escape test is automatically passed (the Super-heavy Walker ability does not apply while using this Stratagem).’
Change to:
[IGNORES COVER]
Change to:
‘At the end of your Movement phase, roll one D6 for each enemy unit within 9" of one or more models with this ability: on a 3+, that enemy unit suffers D3 mortal wounds.’
▪ Desecrator Laser Destructor weapon Change to
[DEVASTATING WOUNDS: MONSTER/VEHICLE]
▪ Obsessive Ruthlessness Ability
Change to: ‘This unit’s ranged attacks that target a MONSTER/VEHICLE unit can ignore modifiers to this unit’s:
▫ BS.
▫ Hit rolls and wound rolls.’
▪ Darkflame Lance weapon
Change to: A D6+6
▪ Terrorpulse Missiles weapon
Change to: A D6+6
Change to:
▪ Place those units in strategic reserves.
▪ Those units can make an ingress move in your next Movement phase (including in your first turn.)
 Change to:
‘GREY KNIGHTS model only. When this unit ends an ingress move, you can use this ability. If you do:
▪ This unit can make a normal move of up to D6".
▪ Until the end of the turn, this unit is not eligible to declare a charge.'
Change to:
‘Your unit's attacks can re-roll hit rolls.'
Change 9" to 8".
Change 3" to 6".
Change to:
'GREY KNIGHTS model only. 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.'
 Change 9" to 8".
 Change 9" to 8".
Add 'FRAME'.
Land RaiderLand Raider CrusaderLand Raider RedeemerRazorbackRhino
■ Core Abilities: Remove 'Hover'.
■ Profile: Change M and OC to '-'.
■ Profile: Change M to 14".
■ Keywords: Remove 'AIRCRAFT'.
Add ‘Leader’.
Change to:
'Each time an enemy unit ends a charge move engaged with one or more friendly GREY KNIGHTS VEHICLE units and within 6" of this unit, 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.'
Change to:
▪ This unit has Stealth.
▪ Melee attacks that target this unit have -1 to hit rolls.
Change the following unit characteristics:
Changes - Units
T6 - Brother Captain, Brotherhood Chaplain, Brotherhood Librarian, Brotherhood Terminator Squad, Grand Master, Grand Master Voldus, Paladin Squad
T5 - Brotherhood Champion, Brotherhood Techmarine, Castellan Crowe, Interceptor Squad, Purgation Squad, Purifier Squad, Strike Squad
T9 - Grand Master in Nemesis Dreadknight, Nemesis Dreadknight
Change the following weapon characteristics:
Weapon - Changes - Units
Close Combat Weapon - S5 - Interceptor Squad, Purgation Squad, Purifier
Combi-weapon - S5, AP-1 - Brotherhood Librarian
Hurricane Bolter - S5, AP-1 - Stormraven Gunship
Storm Bolter - S5, AP-1 - Brother Captain, Brotherhood Champion, Brotherhood Chaplain, Brotherhood Librarian, Brotherhood Terminator Squad, Castellan Crowe, Grand Master, Grand Master Voldus, Interceptor Squad, Land Raider, Land Raider Crusader, Land Raider Redeemer, Paladin Squad, Purgation Squad, Purifier Squad, Razorback, Rhino, Strike Squad, Venerable Dreadnought
Grand Master VoldusInterceptor SquadBrother-CaptainBrotherhood TechmarineStormraven GunshipLand Raider CrusaderPurifier SquadBrotherhood LibrarianBrotherhood ChampionRhinoPaladin SquadCastellan CroweBrotherhood Terminator SquadGrand MasterStrike SquadLand RaiderRazorbackNemesis DreadknightLand Raider RedeemerPurgation SquadBrotherhood ChaplainGrand Master in Nemesis DreadknightVenerable Dreadnought
Yes
Change to:
‘Until the attacking unit has finished making its attacks, each time an attack targets your unit, worsen the Armour Penetration characteristic of that attack by 1.’
Change to:
‘Your unit can shoot as if it were your Shooting phase, can only target that enemy unit when doing so, and can only do so if that enemy unit is an eligible target.’
Change to:
‘WHEN: End of any of your phases.
TARGET: One LEAGUES OF VOTANN TRANSPORT unit from your army.
EFFECT: One LEAGUES OF VOTANN unit embarked within your TRANSPORT can disembark. When doing so, models in that unit can be set up anywhere on the battlefield wholly within 6" of your TRANSPORT. That unit cannot declare a charge in the same turn, but can otherwise act normally in the remainder of the turn.’
Change to:
‘Return one destroyed model (excluding CHARACTER models) to that unit and then, for every 2YP you just spent, return up to one additional destroyed model (excluding CHARACTER models) to that unit.'
Change 9" to 8".
Change to: '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.'
Add 'FRAME'.
Change to:
‘This model has a transport capacity of 14 LEAGUES OF VOTANN INFANTRY models. Each EXOARMOUR, EXOFRAME or IRONKIN STEELJACKS model takes up the space of 2 models. It cannot transport ARTILLERY models.
Change to:
'In your opponent’s Shooting phase, when an enemy unit has shot, if this model lost one or more wounds as a result of those attacks, this unit can make a surge move of up to D6+2".'
Change to:
'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”.'
Change to:
'Once per battle round, when you target this unit with the Fire Overwatch/Heroic Intervention stratagem, you can use this ability. If you do, that use of that stratagem is -1 CP.'
Change first paragraph to:
‘This model has a transport capacity of 6 LEAGUES OF VOTANN INFANTRY models. It cannot transport ARTILLERY, EXOARMOUR, EXOFRAME or IRONKIN STEELJACKS models.'
Change to:
'Once per turn, you can spend 1YP to change one Hit roll, one Wound roll or one saving throw made for this model to an unmodified 6.’
Change to:
‘This deed is completed at the end of the battle round if the number of enemy units destroyed this battle round is greater than the battle round number even if those units are subsequently returned to the battlefield (for example, two destroyed enemy units in the first battle round).’
Change to:
'At the start of the first battle round, select two objectives to be your foundations. Place a circular 40mm foundation marker in each one. When you draw a line from any part of one of your foundation markers to any part of the other, if any part of a model’s base (or any part of a model’s hull, for a model without a base) crosses that line, that model’s unit is said to be on your defensive line.
While an IMPERIAL KNIGHTS unit from your army is on your defensive line, that unit has the following ability:
Against the Horde: Each time a model in this unit makes an attack that targets a visible enemy unit, you can ignore any or all modifiers to the Hit roll, and weapons equipped by models in this unit have the [SUSTAINED HITS 1] ability.'
Change 9" to 8".
Change to:
‘Each time an IMPERIAL KNIGHTS unit from your army Advances, until the end of the turn, ranged weapons equipped by IMPERIAL KNIGHTS models from your army have the [ASSAULT] ability.’
Change to:
‘One IMPERIAL KNIGHTS unit from your army that has not been selected to fight this phase.’
Change to:
‘One IMPERIAL KNIGHTS unit from your army that has not been selected to move this phase.’
Change OC characteristic to ‘10’.
Knight PaladinKnight CrusaderKnight ValiantKnight ErrantKnight WardenKnight PreceptorKnight DefenderCanis RexKnight GallantKnight Castellan
Change to:
‘While this model has 1‑9 wounds remaining, subtract 5 from this model’s Objective Control characteristic and each time this model makes an attack, subtract 1 from the Hit roll.’
Canis RexKnight PaladinKnight PreceptorKnight GallantKnight DefenderKnight CrusaderKnight ErrantKnight Warden
Change to:
‘While this model has 1‑10 wounds remaining, subtract 5 from this model’s Objective Control characteristic and each time this model makes an attack, subtract 1 from the Hit roll.’
No.
Change 9" to: 8"
Add the following:
‘Corsairs and Travelling Players
If your Army Faction is DRUKHARI, you can include HARLEQUINS and ANHRATHE units in your army, even though they do not have the DRUKHARI Faction keyword. The combined points value of HARLEQUINS and/or ANHRATHE units you can include in your army depends on the battle size, as follows:
■ Incursion: Up to 250 pts
■ Strike Force: Up to 500 pts
■ Onslaught: Up to 750 pts
No HARLEQUINS or ANHRATHE models included in your army in this way can be your WARLORD, and they cannot be given Enhancements.’
Change to:
'Spend 1 Pain Token. Until the attacking unit has finished making its attacks, each time an attack targets your unit, worsen the Armour Penetration characteristic of that attack by 1. At the end of the phase, if your unit is still on the battlefield and it is a HAEMONCULUS COVENS unit, you gain 1 Pain Token.'
Change to:
'Your unit can make a surge move of up to D6".'
Add: 'Your unit can embark within that TRANSPORT in a turn it disembarked from that TRANSPORT.'
Change 9" to 8".
■ Remove Restrictions section.
■ Change When, Target and Effect to:
'WHEN: Your opponent’s Movement phase, when an enemy unit ends a fall‑back move.
TARGET: One friendly unengaged WYCH CULT unit that is within 6" of that enemy unit.
EFFECT: Declare a charge with your unit. When selecting charge targets, you can only select enemy units that made a fall‑back move this phase and are within the maximum distance.'
Add 'FRAME'.
■ Core Abilities: Remove 'Hover'.
■ Profile: Change M and OC to '-'.
Change to:
'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”.'
Change to:
'Mind Like a Steel Trap: Once per turn, when your opponent targets a unit from their army within 12” of this model with a stratagem, you can use this ability. If you do increase the CP cost of that use of that stratagem by 1CP.'
■ Aerialists ability – Change to:
‘Aerialists: At the end of the Fight phase, if there are no models currently embarked within this TRANSPORT, you can select one friendly DRUKHARI INFANTRY unit that has 6 or fewer models that is wholly within 6" of this TRANSPORT (you cannot select a unit that can FLY). Unless that unit is within Engagement Range of one or more enemy units, it can embark within this TRANSPORT. That unit can embark within this TRANSPORT in a turn it disembarked from a TRANSPORT.'
■ Transport Section – Change to:
‘This model has a transport capacity of 6 DRUKHARI INFANTRY models (excluding JUMP PACK models).
Before the battle, at the start of the Declare Battle Formations step, you can select one KABALITE WARRIORS, HAND OF THE ARCHON or WYCHES unit from your army that has not already been split. If you do, that unit is split 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). One of these units must start the battle embarked within this model; the other can start the battle embarked within another TRANSPORT, or it can be deployed as a separate unit.’
Change to:
'At the end of your opponent’s Fight phase, select one visible enemy model (excluding Lone Operative units) within 24" of this unit, and roll one D6 for each enemy unit within D6" of that model: For each 4+, that unit suffers D6 mortal wounds.'
Change to:
‘Spend 1‑3 Pain tokens. At the end of the phase, set up the destroyed model on the battlefield, unengaged and as close as possible to where it was destroyed. That model is not part of an attached unit and its unit has a starting strength of 1. That model has a number of wounds remaining equal to the number of Pain tokens you just spent.'
Change to:
‘While this model has an InSv, this unit cannot re‑roll save rolls. When this model loses a wound (excluding from mortal wounds), this model has no InSv until the end of the battle.'
Change 9" to 8".
Yes, because it states 'That unit can embark within this TRANSPORT in a turn it disembarked from a TRANSPORT.'